Using Risus characters in Bloodstone

This post really is just an exercise in flexing my writing muscle, so feel free to ignore it 🙂

Recently, I posted about playing Warhammer with Risus rules. It works beautifully, it’s quick smooth. It will also change during play because that’s just what happens when I’m refereeing games. With this in mind, let’s try a Risus Warhammer character with Bloodstone.

Durand Sixtus
Human Male, age 30, 6′, 250 lbs, lots of hair, grey eyes, huge
Soldier (4 – skills: Disarm, Dodge Blow, Battle Tongue, Street Fight)
Tough as nails (3)
Equipment: Battlehammer, knife, chainmail, helmet, 6 Gold Crowns

Please note that the skills mentioned for the Soldier cliché are just there to give the player an idea of what Durand is capable of doing with this cliché.

Now, let’s take a look at the Bloodstone character creation:

Title: Durand Sixtus, human male soldier
Huge, lots of hair, grey eyes
Bio: not yet
Good Stuff: soldier, tough as nails
Equipment: battlehammer, knife, chainmail, helmet, 6 Gold Crowns
Hit Points: N.A. (or, for groups who need them, 5)

As you can see, it’s almost a one-to-one translation. That was to be expected.

Free Kriegsspiel: Bloodstone Redux

A while ago, I posted my “Bloodstone” rules. Today, I’m presenting the Bloodstone Redux rules. What are these? They are what’s left of the Bloodstone rules when we’re playing them. Bloodstone Redux is, in a way, the best practices of Bloodstone. Let’s start. Comments are in orange.

Character Creation, how we actually, really play it
  1. Title (name, career/class/race – either come up with that stuff by yourself, or use your favorite  game rules)
  2. Three-detail Description
  3. Five-detail Bio (personal details, alignment, god(s), etc.)
  4. Good Stuff: all the things that are advantageous to you (skills, stats, talents, special equipment)
  5. Bad Stuff: all the things that are disadvantageous to you
  6. Hit Points (also called “hits”; three strikes and you’re out, give or take a few if you’re exceptionally fragile or tough)(Monsters may be able to take anywhere between 1 and A LOT of hits; I’d recommend notable monsters to be about as durable as player characters – don’t worry about this point too much, there are still entire groups running their games without hit points, simply by using rough estimates or the Rule of Fun: “Is it fun for everyone at the table?”)
Procedures of Play
  1. Trying Something Risky (Skilled) : referee tells you what number (or more) to roll on 2d6, usually 7+
  2. Trying Something Risky (Unskilled) : referee tells you what number (or more) to roll on 2d6, usually 9+
  3. Saving Throw: referee tells you what number (or more) to roll on 2d6
  4. Luck Roll: d6, high = good, low = bad
  5. Using dice specified by the referee, Roll either equal to, lower or higher than a number the referee tells you, 
  6. OR try to roll as high or as low as possible (referee tells you).
Opponents roll 2d6 against each other. Add +1 to +3 for Good Things, and subtract 1 to 3 for Bad Things. For instance, an “agile” tax collector with “saber-fencing” skill would add +2 to the roll, while a “ridiculously weak” rat-catcher would subtract 2 points.

Simple mnemonic: you add or subtract as many points as the skill or attribute has words to describe it – so, “longsword” adds 1 point, “very quick” adds 2 points, “terrible constitution” subtracts 2 points, “fucking weak clown” subtracts 3, and so on.

The side with the higher sum hits. Ties mean both sides hit each other simultaneously. A combatant with zero Hit Points left dies.

Weapon damage is 1 for small, 2 or more for big weapons. If you roll doubles, damage doubles, as well.

Fights work exactly like other Procedures of Play, described above,
OR: roll dice against each other, higher result hits.

And this leaves us with exactly the way we’ve been freeforming/free kriegsspieling for years: Play worlds, not rules. Read all about our take on the earliest forms of roleplaying in the following posts:

Play worlds, not rules, part 1: Juggling ideas for stone-age rpg sessions
Play worlds, not rules, part 2: Experience levels
Play worlds, not rules, part 3: Playing around with dice
Play worlds, not rules, part 4: Short example of true Blackmoor gaming
Play worlds, not rules, part 5: How we roll