The post below is duplicated from Roland Warzecha’s Patreon page, which everyone should visit and support. If you are a fan of historical swordsmanship, you definitely owe yourself a visit his way.

Here is the completed illustration which I did for a role-play adventure written by Dougas Cole, that is currently campaigning on kickstarter, to attract as many backers as possible. (One of the stretch goals will be more art work such as this!)

The adventure is apparently set in a fantasy world, partially drawing on Norse mythology and culture. In the background, you can see a page from the Icelandic Codex Regius (the King’s Book) which is the oldest written source for the Poetic Edda. The typographic elements are verses from the Hávamál which is included in the Codex Regius. Naturally, I thought it appropriate to depict Viking arms and armour with the image’s leading character. Doug had suggested a female warrior, and so I created this heroine, which I named Sólveig Ravnsdóttir. Her first name can be interpreted in a number of ways, e.g. as path of the sun, mistress of the hall, power of the house. Her last name means Raven’s daughter.

Sólveig wears lamellar armour of oriental origin. Remains of this kind of protection have been found in the Swedish Viking settlement of Birka. It consist of small plates, so-called lamellae which are laced to form individual belts. These belts are laced more loosely to each other in such a fashion that they overlap and can move much like a telescope, assisting hinging motions of the wearer’s torso.

Her head is protected by a helmet with ”spectacles“ based on a Norwegian find from Gjermundbu, the only original Viking helmet ever to be discovered.

The account of an Arab chronicler who had met Eastern Vikings described them as being tattooed. Accordingly, I decided to show Sólveig being tatted in ornaments of the so-called Urnes style which became popular in the late Viking Age. Her sword with bronze fittings is of the typical late spate type that was widespread in Scandinavia and Russia. Its scabbard is mounted with an eastern bronze scabbard chape in the shape of a raven. Her arms are adorned with various bracelets.

The bottom hem of her wide tunic is tucked up above her thighs to allow for freedom of movement, as seen with a sword-fighter in the 9th century Utrecht Psalter, and some men wading through water on the late 11th century Bayeux Tapestry.

She has just deflected a spear thrust with her flat round shield, then turned the shield pushing forward its edge to keep the sear at bay and pin her opponent, at the same time striking a death blow.

Her adversaries are Hobgoblins which carry both bucklers as well as large Celtic style shields. They are armed with swords modeled on both Viking Age ones as well as late medieval ranges messer. One also brandishes a bearded axe. The helmets are so-called kettle hats based on late 14th and 15th century models. All Goblin arms are made from bronze, because they cannot stand steel, as Douglas explained to me.

Obviously, they have a weak spot for the same beard styles that I like myself, and it appears to be a custom with this tribe to put on war paint made from some local berries.

I have also picked kind of a motto for Sólveig which is based on a line from the collection of Hávamál verses that Douglas had provided me with: “Never slain shall she bow before sword.”See it somewhat concealed in the image above.

If you like this art work, keep an eye on the stretch goals suggested by Douglas for his kickstarter project.

A 300 dpi version of this image is available as a download for $7+ patrons.

What’s next? The up-coming weapon documentation and photo set will feature a late 14th/early 15th century type XIV sword from Switzerland which will be made available for $25+ patrons, with the full scale drawing to follow for my $35+ patrons.

New Reward Level – Dimicator Stythja

As you can see, the detail work in Roland’s piece is amazing. If you want to have your character illustrated by him, in this style . . . now you can!

I have introduced another reward level: the top-tier Dimicator Stythja. At this level, for $750 you will get a quarter-page illustration in the same style as the image featured above . . . or for a kingly sum of $2,000, a full page.

As with all of the Stythja (Patron) levels, the first task is to create a level 3-6 character that will either come from the SRD, or the Dragon Heresy preview chapter that I will send to the patron backer. Once the character is created, the patron backer will provide reference images, and I will provide art direction to Roland based on the character, the images, and our conversations.

I’m sure the result will be quite inspiring!

These rules are a literal blast from my past being well over a decade old, from the days when I ran many many games of D6 Star Wars and my own D6 Star Wars / D6 Fantasy / Kitchen Sink inspired D6 Space Fantasy.   Cinema offering like Star Wars, and games like Dark Forces, X-Com (especially Apocalypse), and MechWarrior feature generous amounts of brightly colored rapid fire death and destruction, which I felt the D6 system needed a better approach to bringing to life.   I also wanted to give players even more play options at the table for ‘I shoot the guy’, without making automatic weapons fire into a complex minigame.   I also did not    

These rules have all been extensively playtested and to my mind work very swimmingly, with the caveat I like and encourage grand fireworks shows of automatic weaponry.   They also make automatic weapons in the hands of skilled marksmen a very awesome thing, and make blazing away a very good idea as the only drawback is the occasional burnt action reloading and needing extra ammo.  If you want a squad of stormtroopers dropped in a hail of blaster bolts in a single action by the mighty hero these are your rules!   If you want rules firmly grounded in reality . .  . these are probably not your rules.

D6 Autofire Rules

For all choices, the make by X over numbers can be decreased by whatever nifty widgets reduce recoil in the setting of choice.  Note, while the rules below mention hexes, hex maps are not required, simply use the abstract unit spacing representations of choice, yards, squares, hexes, inches etc.

Standard Autofire Attack – A normal attack to increase damage by attempting to land more than one round, it uses 1 action.

Declare how much ammo you will use before rolling.  

  • If you make the attack by 0-4, nothing special occurs, normal damage.
  • If make  the attack by 5 over, and fired at least 3 rounds, +1d damage.
  • By 10 over, and at least 6, +2d damage,
  • By 15 over, and at least 9, +3d and so on.  

This assumes an automatic weapon.

For semi-automatic and double-action and whatnot, see above but replace 5, 10, 15 and so on by 10, 20, 30 and so on.

Spray Attack

A normal attack with intent to better your chances of landing a hit through multiple rounds.

Declare how much ammo you will use before rolling, then get +1d to attack for every 3 rounds expended.

This uses 1 action and requires an automatic weapon.

Sweep Attack

An attack to sweep across a group of enemies in sequence to engage multiple targets.

Declare how many enemies attacking, all enemies must be in a row more

or less, though vacant hexes are acceptable. Declare the order the enemies are to be engaged, from left to right or right to left.  Ammo cost is 3 rounds per enemy and vacant hex between enemies.

Only one attack rolled is made, and compared against all targets.   The damage is base damage.

First target needs 5 over to hit, 2nd target needs 10 over, 3rd target needs 15 over and so on.  This uses 1 action and requires an automatic weapon.

Area Saturation Attack

This is an attack to engage multiple targets by filling the area they occupy with shear weight of rounds.rather than attacking them directly.

The hexes attacked must be contiguous and there is a minimum of 5 hexes.   Hexes may or may not be occupied, but the cost in rounds must be paid for each hex.

A single attack roll is made, and compared against all targets.

Three levels are possible.

  • Light – requires 3 rounds per hex.  The attack must be made by 10, and damage is reduced by 1d as attacks into the general area are less likely to hit individual targets and the damages may not be square hits or may be flying debris.
  • Moderate – requires 6 rounds per hex.   The attack must be made by 5, and damage is base damage.
  • Heavy – requires 9 rounds per hex,  The attack must be made by 0,, and damage is base damage.  Also, if the attack roll is 10 over, damage is base +1d.

Creating Automatic Weapons (Optional)

In D6 Star Wars and other D6 products, often a weapons nature as an automatic weapon is subsumed into its stats.    For instance, a Star Wars Light Repeating Blaster may do 6d damage have ammo capacity of 25, since 25 ammo is rather low for a squad support weapon in a setting where normal rifles have 100 round capacity, it is very likely that 6D comes from multiple shots at once.  You could say reduce the weapons damage to 5D and increase ammo to 100 and allow the weapon to use these rules.   

Comments

I haven’t used these rules in years . . . but, I could still remember them even before I found my old writeup!   I had a lot of fun with these back then, as these rules were used for years with many a hail of fire from a blaster rifle.   Since I am now a pretty dedicated GURPS player, I notice my old D6 rules split ‘make it easier to hit’ and ‘give chances for more damage’ into two separate options,  while in GURPS firing away with automatic fire does both at the same time!   Some of the inspiration for this comes from D20 Arsenal by Perpetrated Press, an excellent book for magical gatling guns and other fun toys for your D20 needs, a book sadly out of print.

And today, a guest post on Ritual Path Magic by forumite and Discordian Kalzazz. RPM is not my forte, so I’m happy to host articles by folks for whom it’s their bread and butter. -dhc

My first real serious joyful introduction to the concept of RPGs and what made me a huge fan was the old SEGA Genesis game Shining Force.   And one thing in Shining Force I loved was Tao the Mage and hitting enemies with fire spells for horrible death.

RPM was a giant step for GURPS, in that its ‘build your own spells’ system allowed not only all that secret magic for urban fantasy and monster hunters stuff, it also allowed good old fashioned fireball slingers with Charms as Memorized spells!

Here I discuss how a simple boring fireball, of the classic ‘erupts into being’ sort that I associate with fireballs can actually be a rather multipurpose tool.   This will help show the flexibility of RPM, and that a single ritual can be a starting point rather than a straightjacket.

RPM allows you to do such nifty things as cooking your enemies with fire!  First, on pg 17 of RPM we see that in order to do an Indirect damage spell at range (like the classic fireball that simply erupts into being, as opposed to one thrown like a fiery baseball) we add a Range for where the spell will be created, and roll Innate Attack to hit.  Notably this spell also goes off when we create it, not requiring a round to throw!

So what is a fireball?

Pg. 19 of RPM we see ‘Specific Definition’, it notes that a ritual must be specifically defined for Ritual Mastery perks and for Grimoires.   A mage may or may not invest in ritual mastery perks, but it might not be a bad idea.  Grimoires are love though, so trying to buy a grimoire for your favorite spells is a great thing!

  1. Specific Spell Effects – For ‘Classic Fireball’ we want Greater Create Energy.
  2. What those effects do – A fireball erupts into being and cooks people with painful hurtings.
  3. Modifiers pt 1 – Very important it says these can be changed ‘On the Fly!’, don’t list specific values.   For our Fireball we want ‘Area Effect’.
  4. Modifiers pt 2 and their specific effect – We don’t need the numbers, but we need what they are.   For our Fireball we want ‘External Burning’ damage.
  5. It notes we don’t need to worry about Range here.   

So there we have it, ‘Classic Fireball’, a Fireball erupts into being and cooks people with painful hurtings (External Burning).

Maybe a bit of improvement would help to get an even better spell.   For instance, ‘Classic Smart Fireball’, which has Bestows a Bonus, Narrow, To Hit with Me, as well as ‘Area Effect, with Exclusions’.   This is ‘A fireball that erupts into being (hopefully where intended) and cooks people with painful hurtings (but not the people you don’t want cooked!)’.  It adds a Lesser Control Magic effect to accomplish ‘helps hit where its supposed to’.

Classic Smart Fireball

Greater Create Energy, Lesser Control Magic.  A fireball erupts into being to cook people with painful hurtings, helped by the magic to hit the correct people where desired!  (Area Effect with Exclusions,  Burning External Damage,  Bestows a Bonus, Narrow, ‘To Hit with Me’)

We are going to want to use this as a charm, so another Lesser Control Magic will be involved.

Before actually writing down rituals, we need to get an idea of the Mage who is going to be casting so we know the numbers to play with.

Let us assume then our Mage has Magery 6,  skill 18 in Path of Magic and Path of Energy, and has Ritual Mastery (Classic Smart Fireball), and a +4 grimoire of the same (relatively affordable!), and a +1 Charm Lab (not so affordable, but we are hopeful), and Higher Purpose Pyromania (I mean, Pyromancy!).   So we consider our Effective skill since this spell uses two Paths to be the lower of the two, but in this case they are the same (this is usually the case, you want your Path of Magic to be high enough you don’t turf spells using them as charms), so 18, +2 for Ritual Mastery, +4 for Grimoire, +1 for Charm Lab, and +1 for Higher Purpose = 26.   

How much energy do we have to play with then?   Well, 18 from our Magery 6 (3 per), and we look at the Quick and Dirty Charms Rules on pg 26.   So 125 energy = Safe Threshhold.   So 143 energy to play with without exceeding our safe threshhold.

Here is our most basic elemental form of this spell!

Classic Smart Fireball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 3d (0) + Range, 2 yds (0) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 2 yards (0). 51 energy (17×3).

Created using this extremely awesome tool by Nick Coffin

(Note, I’m not sure the number it came up with for the Area Effect there is correct!  But, whatever, what the tool says is what I am using!)

Add some more damage and stuff and see what we get?

Classic Smart Fireball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 13d-1 (13) + Range, 30 yds (7) + Bestows A Bonus, +4 to To hit with me (8) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

That is a nice spell!

But this blog post is ‘The Many Faces of Fireball’.   Say instead you want to hit someone farther off?  We can lower damage and raise range!

Classic Smart Fireball, Sniper’s

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Sniper’s – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Sniper’s – This one trades damage for better range and accuracy!

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 4d+2 (2) + Range, 100 yds (10) + Bestows A Bonus, +5 to To hit with me (16) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

Or a closer ranged harder hitting one?  

Classic Smart Fireball, Intense

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Intense – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Intense – This one focuses on intensity of the flames sacrificing range and accuracy

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 21d (24) + Range, 7 yds (3) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 141 energy (47×3).

How about one with greater area of effect to hit more targets?

Classic Smart Fireball, Widefire

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, Widefire – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

Widefire – This one spreads weaker flames over a farther area, trading accuracy and intensity. It also increases exclusions as you may have more people you don’t want to hit!

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 10d-1 (9) + Range, 30 yds (7) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 20 yards, excluding up to 4 subjects (14). 141 energy (47×3).

It wouldn’t be right to avoid mentioning grappling!  Here is one intended to help squishy mages avoid being grappled!

Classic Smart Fireball, No Touch Me

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Burning + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Fireball, No Touch Me – A fireball erupts into being, cooking those intended with painful hurtings (the bestows a bonus and exclusions help avoid cooking those not intended and actually hitting the intended)

No Touch Me – This ones range is less than its area effect, intended as a resort for mages in danger of being overrun! The wise caster will choose themselves as one of the exclusions.

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Burning 18d (20) + Range, 2 yds (0) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 10 yards, excluding up to 4 subjects (10). 141 energy (47×3).

There are 5 different versions of the same ritual, cast at the same level of energy, all doing the same thing.   But doing it in 5 different ways, so that they can each play a similar but different role on the battlefield.

Hopefully this illustrates that creating a spell for RPM need not be one and done, instead, by moving the numbers around you find new uses for the same ritual, and get more bang for your buck out of the same grimoire and Ritual Master purchase!   It also greatly helps out designing your spell loadout, as this way you can have several Classic Smart Fireballs listed.

I have used this method in play with several characters and it has seemed to work well . . . . until you run into enemies who are fireproof at least.   Which leads us to our next Face of Fireball.

Using the same Classic Smart Fireball we can make a Classic Smart Forceball by just changing ‘Burning’ to ‘Crushing’ and changing the text to say ‘A forceball erupts into being, smashing those intended with painful hurtings (the bestows a bonus and exclusions help avoid smashing those not intended and actually hitting the intended)’

Unlike all the versions of Classic Smart Fireball, the Classic Smart Forceball IS a different ritual!  It is using force (or kinetic energy or whatnot!) to smash people, not fire to cook people, but, the actual writeup is identical.   Lets assume our example mage still has 18 in skills and 6 magery and a +1 charm lab. So the mage buys a Grimoire of Classic Smart Forceball at +3 (doesn’t want to spend as much on a secondary spell) and has no Ritual Mastery and no Higher Purpose, so, are looking at a 22.   Safe Threshhold is 85, so our spells energy is 103.

Classic Smart Forceball

Spell Effects: Greater Create Energy + Lesser Control Magic.

Inherent Modifiers: Damage, External Crushing + Range + Bestows A Bonus, To hit with me + Area Of Effect.

Greater Effects: 1 (×3).

Classic Smart Forceball – A forceball erupts into being, smashing those intended with painful hurtings (the bestows a bonus and exclusions help avoid smashing those not intended and actually hitting the intended)

This Casting: Greater Create Energy (6) + Lesser Control Magic (5) + Lesser Control Magic (5) + Damage, External Crushing 9d (8) + Range, 20 yds (6) + Bestows A Bonus, +1 to To hit with me (1) + Area Of Effect, 3 yards, excluding up to 2 subjects (3). 102 energy (34×3).

This way you do not have to reinvent the wheel, just tweak an existing spell and off you go!

I have been using RPM since it came out in MH1, and the ‘make one spell, and then fiddle with it for several variations’ is one of my favorite tricks, so I hope this was of use.   Thank you very much to Doug for agreeing to host this!