Tuesday, May 12, 2026

Miscellaneous Grab Bag Part 5

 I was deeply inspired by the Mothership adventure Interloper to include an ecology section for an adventure idea I had. Part of that ended up unravelling the unstated rules behind the food web in the module as the prelude for using it elsewhere.


(Interloper, art by either Francesco Zanieri or his outlines formatted by Meredth Silver)

- There are 4 trophic levels,

Primary Producers (usually plants) -> Primary Consumers -> Secondary Consumers -> Tertiary Consumers

- Each Secondary Consumers species needs to feed on 2 prey species,

- Each Tertiary Consumers species needs to feed on 3 prey species,

- A Primary Consumers species can be prey for 3 other species if obligatory herbivores (like deer) or 2 if occasionally omnivores (like pigs).

- Species with different diets/niches to stages in their lifecycle can occupy different trophic levels across their lifecycle.

I couldn't quite define this as a rule but it appeared that each species should have a different feeding strategy.

Extras

I arbitrarily require 1 grass/ground-level, one-bush/short and one-tree/tall plant species for Primary Producers, as the only other ecology minigame I know is Spore.

There should probably be just as many insect/small animal species as big animals.,

One big animal and insect species must be a scavenger/detritivore. This is bourne out of nothing but the sample food web had a Primary Consumers detritivore, several slightly different scavening species and in general something should be breaking down biological matter.


Fantasy Violence might be an alternative to the standad Violence in the Street rules for my pair of Violence hacks.
https://pressthebeast.bearblog.dev/fantasy-violence/

Would have to readjust the Reach and Lethality for all natural weapons again.
Reach starts a 0 for claws, gos to 1 for antlers and projecting defences and 2 for tusks.
Optional - And then -/+1 for every final 4 Growth stages they are from 8-12 according to the growth rules.
Damage dice start at Lethality 0 for 1d4 nd go up by +1 until 2D6 = 4.


Cardinal System

Thre have been a few iteration of this system. Which fits uneasily into that category post-D&D go where they have skills and dangerous combat, but no fromwork of proceedures for what to do as the players cross the campaign space except roll dice whenever the "Narrator" feels justified. It's a dice pool system a bit like Savage Worldssauguine press

.

2010 Ironclaw 2E

6 traits BODY SPEED MIND WILL SPECIES CAREER

Species 3 Skills

Species 3 Gifts

Career 3 Gifts

Career 3 Skills

Personality + Local Knowledge 2 Gifts

13 Skill Marks

3 Gifts


TOTAL

6 Skills + 13 marks

11 Gifts (9+2)


2011 Noggle Stones

6 traits BODY SPEED MIND WILL NATURE(Species) NURTURE(Career)

Species 3 Skills

Species 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

9 Gifts


2013 Myriad Songs

6 traits BODY SPEED MIND WILL LEGACY(Species) CAREER

Species 3 Skills

Species 2 Gifts

Upbringing 2 Gifts

Career 3 Skills

Career 2 Gifts

Personality + Combat Save 2 Gifts

9 Skill Marks

3 Gifts


TOTAL

6 skills + 9 marks

11 Gifts


2016 Urban Jungle

7 traits BODY SPEED MIND WILL SPECIES CAREER TYPE

Species 3 Skills

Type 3 Skills

Career 3 Skills

Species 2 Gifts

Career 2 Gifts

Type 0/1 Gifts

Type 1/2 Soaks

Personality 1 Gifts


TOTAL

9 Skills

5/6 Gifts

1 to 2 automatic soaks


There has definitely been a series of reduction, if not refinement in how games from the Cardinal system work. Noggle Stone was explicitly dubbed "lean" but the writers. But even then, they have been reducing the number of Gifts a playable character gets and can spend and reducing skills as well. But Skills are consistent here, finding a good number and moving the burden onto automatic Gifts like Area Knowledge to provide basic-level rolls. Urban Jungle is interesting as its inclusion of a 7th characteristic; Type does three things. Besides being a refinement of Upbringing from Myriad Song. It provides another automatic dice for a bevy of skills and so compensates for the smaller number characters get in that game, it generally coms with an automatic Soak (defence) and so educes the main thing Gifts were being spent on and it allows for a standardisation of what the species and career dice apply to compared to Ironclaw.


Ironclaw Standard Fantasy Races

Back in the early 2000s, Ironclaw 1E had the option of playing a selection of non-animal fantasy races. This was never updated to 2E offically. But I think I found someone else's draft and added Tieflings and Dragonborn from 4E, as that's when I stumbled onto Ironclaw 2E around 2012/2013?
I don't remeber where I got this from or even if I was the one to make the conversion of someone elses Ironclaw 1E write-ups. The 1E write-ups had 2 more human types for Tolkien-style things and didn't have Warforged.

Those last two are probably the iffiest of them all. As one is missing an inherent magical nature and the other has one in defiance of how the rest of Ironclaw species/races are written up.

>Human

Habitat: Choose One

Cycle: Day

Senses: None

Natural Weapons: None

Include Racial Dice with: Academics, Tactics, choice of Social or Culture skill

Racial Gifts: Geography, Increased Trait: Wits, Diplomacy

>Dwarves

Habitat: Mountains

Cycle: Night

Senses: None

Natural Weapons: None

Include Racial Dice with: Climbing, Digging, Endurance

Racial Gifts: Night Vision, Sure-footed, Spelunking

>Wood Elves

Habitat: Forest

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Stealth, Weathersense

Racial Gifts: Acrobat, Keen Ears, Fast Climber

>High Elves

Habitat: Coastal

Cycle: Choose

Senses: Hearing

Natural Weapon: None

Include Racial Dice with: Observation, Academics, Supernatural

Racial Gifts: Acrobat, Keen Ears, Increased Trait: Mind

>Plain Orcs

Habitat: Plains

Cycle: Day

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Tactics

Racial Gifts: Frenzy, Hiking, Animal Handling

>War Orcs

Habitat: Plains

Cycle: Night

Senses: Smell

Natural Weapon: Tusks

Include Racial Dice with: Endurance, Presence, Melee Combat

Racial Gifts: Frenzy, Hiking, Increased Trait: Body

>Ogres

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Day

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Brawling, Endurance, Supernatural

Racial Gifts: Increased Trait: Body, Charging Strike, Choice of (Coward, Frenzy)

>Troll

Habitat: Mountain

Cycle: Twilight

Senses: Listen, Smell

Natural Weapon: Claws, Teeth, Wrestle

Include Racial Dice with: Brawling, Endurance, Choice of (Stealth, Presence)

Racial Gifts: Increased Trait: Body, Charging Strike, Natural Armour

>Tiefling

Habitat: Choose (Plains, Forest, Mountain)

Cycle: Night

Senses: None

Natural Weapon: Horns, Hooves

Include Racial Dice with: Deceit, Stealth, Supernatural

Racial Gifts: Fast Jumper, Sure-footed, Unshakeable Fighter

>Warforged

Habitat: None

Cycle: None (or, As Group Majority)

Senses: None

Natural Weapon: Wrestle

Include Racial Dice with: Endurance, Brawling, Melee Combat, Ranged Combat

Racial Gifts: Sure-footed, Clear-headed, Unshakeable Fighter

>Dragonborn

Habitat: Choose

Cycle: Day

Senses: Listen, Smell, Spot

Natural Weapon: Claw, Teeth, Torch (Torch@ Close d8, d4- Damage + 1 Weak, On Fire)

Include Racial Dice with: Endurance, Supernatural, Presence, Tactics

Racial Gifts: Increased trait: Body, Mystic (Elementalism), Natural Weapon: Torch


Genesys/Edge of the Empire

I played a bit of Star Wars Edge of the Empire and Genesys, it's rfinement tended to build it's character archtypes/species/races on a smaller budget. So when I found Adventures in Azeroth, the Warcraft hack. I was idlely curious about how they would differ from the original EotE set. According to one writer on the long-gone FFG forums, he built Star Wars species to a 120 to 130 XP budget. And not going too hard onhigh stats or reduced Starting Experience. So, I tried calculating and rebuilding the Warcraft races/species to the same totals and trends.

Most Genesys material including Adventures in Azeroth, says Wounds and Strain are 5 XP for a change of 2/1 Wounds/Strain and 15 XP for 3/2. But the writer comment on the old forums said he used 5 XP for each, with an addition 5XP if the core was 1 or 3 as that was compounding. SOmtimes it worked out the same either way.

Night Elves +5 XP

High Elves +10 XP

Blood Elves +0 XP

IronForge Dwarves Fine

Wildhammer Dwarves -5 XP

Fine as is for 120 XP total +10 XP if using 130 XP total

Gnomes Fine

Orcs Fine

Darkspear Tribe Fine but very unbalanced, I would give them a choice of either skill but not both and add 10 XP to Starting Experience

Revantusk Tribe -10 XP or make the two skills a choice between but not both

Zandalari Trolls -10 XP or make the two skills a choice between but not both

Tauren I would deduct 1 from Brawn and add 20 XP

Ogres Fine but very unbalanced

Goblin +5 XP but again, very imbalanced

Draenei (Eredar) fine but still two 3 values is not normal flor Edge of the Empire

Draenei (Broken) +10 XP

Forsaken Fine

Worgen Fine

Furbolgs Fine but tempting to give them +5 XP

Pandaren Fine but too unbalanced

Naga +10 XP, the divergent Biology thing makes the difference too large

Mok'Nathal +20 XP, Silhouette 2 already accounts for increased Encumberance Threshold and isn't worth as much as it's been costed.

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