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The Handyman
A mysterious figure and urban legend. If you have a problem that needs to be fixed and seems no one can help, you call on the Handyman to fix it. He appears to have had some type of military training. He’s quite prolific with virtually any fire arm or bladed weapon. That’s if he doesn’t create something for the situation with the materials he has around him or on hand. Not only can he create weapons but almost anything he needs to get out of any sticky situation with whatever is available to him.
He's also lethal without a weapon as he’s had some type of martial arts or hand to hand combat training that he’s mastered. He has an extremely high pain threshold. He seems to speak many different languages as well. There are a variety of ways to secretly contact him, but the only way to get any contact information for him is through a referral from someone he has helped before. He doesn’t accept jobs from crimal organizations, he hates criminals and he's here to help the little man. He doesn’t charge a fee. All that is required in return is that if he needs something from you or your help, you are to oblige from that day forward.
His “ secret hideout “ is referred to as the Tool Shed. Depending on who you talk to he’s said to drive a cargo van, a beat up pickup truck or some even say a tow truck.
So if you’re in trouble, if you or someone you know needs help or there’s a problem that seems can’t be fixed, you need to call the Handyman.
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'Your generically medieval fantasy world shouldnt include coffee'
WRONG.
Coffee(unlike potatoes, chocolate or tomatoes) is not a new world food. Coffee was first discovered sometime around the 10th century in Ethiopia, and was extremely common throughout the Muslim world by the 15th.
By the high middle ages(what most 'generically medieval' fantasy stories are based on), coffee was known of in Europe, but wasnt widely drank , not because of difficulty/expense obtaining it,(trade routes were more than sufficient, and coffee, aseptically once roasted doesnt spoil as readily as other goods) but because it was associated with Islam. That changed when Pope Clement VIII tried coffee, like it and gave his official approval to the drink.
So yea if you want coffee in your fantasy story, just have some distant land where its grown in, and no religious tensions that might make people distrust it.
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The Pocketfold in practice for TTRPGs - YouTube
youtube
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Running a one-shot adventure with pregenerated PCs, asking players to choose their characters based purely on prose descriptions without first seeing their stats, and waiting to see how long it takes for them to notice that everybody has been given the exact same character sheet.
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"But how can you justify a player character with a (non-disinherited) noble background in a dungeon-crawling fantasy game" well, the most obvious approach is a fantasy setting whose nobility practices cognatic primogeniture where, instead of "first son inherits, second son goes into the military, third son becomes a priest", it's "first son inherits, second son goes into the military, third some becomes an adventurer". From the player's perspective, it handily explains why the title comes with little material support from the family; from the family's perspective, there's an unspoken understanding that most of the spare heirs will be eaten by a dragon (or whatever), thereby simplifying the inheritance situation, and the few survivors will become great assets.
(There is, of course, the possibility that a surviving third son, having grown powerful and understandably harbouring some slight resentment, will come back, kill his elder brothers with dark magic, and take over the dynasty, but in practice this almost never happens.)
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"A perfect society is always found elsewhere."
--A Khajiit proverb. After the unification of their sixteen kingdoms into one confederation, they chose the name "Elsweyr" for it.
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The Moxie ! System
Character Generation
Name and Description: Make it up
Motto: Your character’s reason for doing stuff.
Each character has four Attributes — numbers that describe his or her basic abilities. These are Muscle, Moves, Wits, and Moxie.
Muscle is how strong a character is.
Moves includes speed and coordination.
Wits is just what it sounds like; intelligence, knowledge, that sort of thing.
Moxie is how “pushy” your character is. A character with lots of Moxie has a lot of nerve.
Assign the scores -1, 0, +1, +2 to your four attributes.
Hits: Roll 1d6 and add 6 to determine how many Hits you can take before you end up Offscreen.
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Actions
roll 2d6 add modifier
Advantage: roll 3, drop the lowest.
Disadvantage: roll 3, drop the highest.
2-6 Oh No!
7-9 Partial Success/Failure
10-12 Success!
13+ Critical Success/Wow!!
Taking Hits (and ending up Offscreen)
In any situation where a character takes damage (in a fight or a conflict, a climbing attempt goes wrong, an invention malfunctions), look at the result of the player’s roll.
On a 7-9, the character subtracts the smaller of the two dice from their Hits. On a 6 or less, the character subtracts the larger of the two dice from their Hits.
Once a character’s Hits reach zero, they end up Offscreen and can’t act again until the scene changes. They return next scene fully healed and ready to go.
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Eneco Menica patreon ciudad_puente_peque
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From the Sorcerer's Skull: The Age of the Wizard Kings
http://sorcerersskull.blogspot.com/2023/02/the-age-of-wizard-kings.html
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nothing is every truly against you
source
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