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Very cool and concise.  The classes are a very flavorful and a very good for an exploration or age of Industry campaign.  It's also nice that you include a conversion for a standard Shadowdark campaign and for shadowdark characters coming to an age of Industry campaign.  Kudos well done!

OK got it

so don't start checking the total till the total dice is 3 or more? A lantern starts with 1d so 4 turns till I start checking? 

This was a pretty cool run. The players seemed pretty savay and used their heads. 👍

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Ah I see. I Missed that section in the Resting rules. And I thought it would count the next scar as well vs the 2d6 (even though it is written as you said in the current rules).  Ok Cool. Going to see if I can get some of friends to try this but they super entrenched in 5e.

Oh! under Light,  am I checking each die seperately for a 4+ or I am totaling the dice? Can't find it in the light section or example.

ok, I more curious what you envisioned when designing the game. Feeling it would play like a lvl 0 funnel or  grim dark kind of thing with the character's being ground down by the world. In the game you are running can the character raise their abilities by training or are there treasures, altars, quests that would give them the equivent of an extra?

Just so I'm certain, character Level only effects HP, recovery rate of abilities and melee damage?  Do you get another Extra table roll when you level? 

Does the character have to use the whole modifier, e.g. if I have 3 scars I have a +/- 3 can I use that as a  +2 or +1?  From the combat in the last adventure recap it looked like they decide after the die is rolled? Also in the rules it says every roll in combat does that apply to defense and damage?

You could do it that way or 

If the character in question has not gone yet in the current turn, the character may decide at any point to decide to use DODGE for the current turn,  this lasting till the start of the next turn.

Basically the same.

This is very nicely written, lots of useful tables for solo play. The new critical hit table looks pretty lethal.  

The little texts of  the story are very nicely written. Very innovative. 

Ah! Ok I get it now.  It's "max injuries (damage to cause an injury)".  I'll  see how some man-at-arms vs monster combats work out.  Thanks!

I am having trouble following how combat between players and monsters work. "For instance, if an enemy has an injury stat of 3(2) then they must suffer six points of damage total to receive three injuries. " So the number outside the () is armor? But there is also a DR stat for monsters.. so I confused.

One of my favorite games with a million variants of it. Surprised no one has hosted a jam of it. 

Probably at least 100 exp, maybe as much as 200. Are spells something that can passed to another or are they learnable? I guess that would depend on the game you are playing in. I find it more interesting that everything is based on exp, you buy equipment and increase in power and skill using it. And exp is gained by defeating foes and completing adventures.. says a lot of things about that setting.

I like the idea in this but it seems to easy to destroy or wreck the world, which would be a problem for the PCs (hopefully) but any cultist could just keep casting till the risk happens. If it was that easy to do it, would be happening everywhere. It's still a great idea though. Maybe the Risks are very small areas and fade it time? Or are pretty easy to repair.

I like this. Plays fast and loose, with simple rules (so it's easy to hack). I just did a quick read through and then checked again.. no mechanical advantages/rules for weapons and armor? That aside it looks like a lot of  fun to play or run. Looking forward to see this in print.

Hmm if we are going with the use the skill get a check method like in RQ, how about something like rolling a D20 plus the skill mod vs 20 twice and both attempts have to fail to get an increase. So at low levels there would be rapid increase but at higher levels would be rare. 

Very cool, lot of great ideas. I'm not sure about the percentage system, but that is more of a style choice thing (I would have kept in D20+modifier vs target, but that's me).  Are these the rules you use in your home campaign?

Very cool thing for Brighthammer. I like how the abilities are varied and not overpowering.

Ok. That's clear enough :D 

By OSR are we taking about things that basically have a D20 system at it's heart? Would the Black Hack be OSR? What about BrightHammer? Just asking for clarification, not looking for debates about it. Whatever this  jam says it is, it is.

Here are some of the changes I've made for the multiplayer version I'm running/ working on: 

Some special creatures will have Danger and Defense. 

Danger Factor (DF) is the chance of something happening to the character that is currently acting, they range from 0 to 3. Danger is rolled by the player making the attempt they are doing. Dice count for both player and creature. If playing face to face, use different colored dice to represent Danger level. If in roll20, the use the dice to the far left and count to the right. Example; Remy is attacking a Royal Elite with a die pool of 4d. This Elite has 2 Danger Levels. In roll20, Remy rolls 4+2+1+5, the highest is 5, so mixed success. The 4 and 2 are danger dice, so add the 4+2=6 scratches. So 1 condition and a scratch left over. See Scratches for more.

Defense Factor (Def)  is easy, subtract any Defense from the total dice of the players attempt before they roll. Example: Marcel attacks an Armored Knight with a Defense of 1. He puts together a pool of 4d, but only gets to roll 3d because of the Armored Knight's Defense. 

Scratches five (5) scratches equal a "consequence" on a character or friendly NPC, with less than 5 not being important till more are added to the total to make 5 or more.  At the end of an adventure any scratches left over will vanish upon downtime. If the final scratch to total 5 was gained via failure, treat as Fail.

Wounds are the number of Succeed results needed to defeat the creature, obstacle or situation. Most creatures only need 1 success to down.  If a creature or obstacle does not have a Wounds listed, it is a 1 Wounds thing. Characters can get more than once Succeed per turn, each 6 counts as a success, so 6x2  is 2 successes, etc. A player can spread around it's successes but have to start with the creature or situation it is fighting. Also not every encounter needs to be solved by violence.

Treasure, most creatures (and areas) will have some kind of loot to them. If the situation is cleared successfully, in addition to whatever the dungeon guide says, the players may search the room/enemies unless they are under some kind of time pressure (once per player using whatever skills and items they can bring to bear) and  compair the highest roll to the following; 1-3 Nothing, 4-5 1 Loot, 6 1d3 Loot. Remember a Delver can carry 4 Loot without it taking an inventory slot (5 Loot is a Treasure).

So the files got corrupted.. almost like something..I mean someone didn't want you continuing work on it. How odd.

Looks like fun. Needs some random tables for islands and monsters. 

Very interesting.. I see a few new ideas that seem fun. Going to keep an eye on this and see how it turns out. 

Yeah when I played with the 50% breakage it got darker then it 

These are the current mod notes I'm working with.. I'll be playing with a group of 4 players on wedesday so hopefully it holds together.

Using a torch in the dark with groups as the basis of a procedurally base campaign, use character generation,the downtime and Equipment purchasing rules as per the rules with the following modifications. 

The main changes during Delves will be: 

Characters will start with 3 Stress and 3 Corruption slots (+1 slot (choose) when new skill gained, up to maximum of 6 stress/ 5 Corruption), 2 Skills and 3 items of Equipment.

Marching order, it is important (for traps and such) to know who is going to be affected, so when entering a room who is first second etc. The first person in the room will usually be going first for actions. If some kind of trap is sprung roll a d6 and up to that number person in the marching order is affected, for example if you roll a 3 the first, second and third persons are affected. Some traps require more than one success, but most don't. 

During a scene, the story determines who goes first, and the active player chooses who goes next but the turn doesn't end until at least every player has gone once. Hirelings and followers may only help one character per turn. Each person in the group we'll have to individually make a risk control (possibly solving the scene) but they will have the option of passing one of their d6 on to a party member instead of using it themselves. 

During an encounter there will be at least enemies equal in number to the group or if a single enemy he'll be strong enough to be a threat to the group. For example if the group enters a room and they encounter a group of undead to defeat them will require enough success' equal to the size of the group to win the encounter. A demon encounters will require success' equal to group size plus 2 to end it. (NOTE: Another option is using a 1d6; 1-3 normal encounter, 4-5 double the encounter, 6 triple the encounter). Since this is going to be tougher then a normal Delve, if the room is cleared successfully, in addition to whatever the dungeon guide says roll 1d and on 1-3 nothing, 4-5 1 Treasure found and 6 2 Treasure found. 

Adventures beyond the Delves.

Due to the need for some granularity, enemies will have a damage rating and a wounds value. Damage rating (DR) is how much they do if they hit a target, and Wounds (W) is how many successes are needed to down them.  Refer to the table below for approximate values.  If the roll is zero or less no damage is done that creature. 5 scratches equal a "consequence" on a character or friendly NPC, with less than 5 not being important (will vanish upon downtime). Wound is number of Succeed results needed, players can get more than once Succeed per turn, each 6 counts as a success, so 2 6s is 2 successes, etc. Most creatures only need 1 success to down. A player can spread around it's successes but have to start with the creature or situation it is fighting. Also not every encounter needs to be solved by violence. (NOTE: After looking at the table of creatures maybe something like "Name (DR-3/T-4) Notes" makes more sense.)

Treasure, most creatures (and areas) will have a Loot value. Usually this will be in the formula of "Loot 1d6-3" or some such. If the roll is zero or less no loot on that creature. 5 Loot equal a Treasure. Treasure and Loot is always looked for after the encounter has been solved. Players may use Loot in Downtime by spending  2 Loot to do a roll two die and take lowest. (NOTE: Make random table of what the Loot looks like, players love chrome.)

Creature                        Damage Rating/Wounds Treasure    Notes

Giant Rat                               1d-4/ 1       1d-5       Corrupted rats, engorged on magiks. Sometimes they swallow something valuable.

Swarm of Hungry Rats                   1d-3/ 1                  Becoming increasingly common, being driven to the surface by undead below and the scarcity of food.

Peasant                                 1d-3/ 1       1d-4       They supported the revolution and now they are starving.. this is unfair! Maybe they can be talked to?

Group of Angry Peasants                 1d-2/ 1       1d-3       Now there is a group of them. They demand answers! and food.. mostly food it seems...

Angry Loyalist                          1d-2/ 1       1d-2       Banishing a weapon, they are the ones that will keep the new regime in power. They will test everyone's loyalty.

Group of Angry Loyalists                1d  / 2       1d         Standing or marching, they have weapons and are kind of fed so they are loyal to the cause.

Skeleton (or Zombie)                    1d-1/ 1                  A weak form of undead, clawed their way up from the underground crypts, only knows it hates the living.

Group of Skeletons                      1d  / 2       1d-2       Remembering little of their past life, they know they are stronger as a group and they share a hatred of living creatures.

Horde of Skeletons                      1d+1/ 2       1d         One of them knows how to lead and it will use this horde to get revenge on the living.

Ghoul                                   1d  / 1       1d-2       A more intelligent form of undead, looking for victims, likes shinies, eats though it gains no nourishment.        

Group of Ghouls                         1d+1/ 2       1d+1       Several together become more dangerous and harder to stop. 

Horde of Ghouls                         1d+2/ 3       2d         In life they hunted and feasted together, they want to keep doing this after death. 

Undead Knight                           1d+1/ 2       1d+2       Once a might warrior with the best equipment, now a rotting armored corpse that only seeks to kill the living. 

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I have a question. When an multi load item (lets say Wrecking Tools) is take as a Fail and reduced to 1 space, does it still work? Can it still be used during challenges? at the moment I go with it can be used but 50% chance of breakage/failure (is that too harsh?)

Also I'm currently putting together a multiplayer version of this (working title is Group of Torches). If you like I can post the modifications I've made so far. I want to keep it semi-randomly generated so there is some card drawing etc. 

I really like this but I was thinking my players would hate it (they are mostly only familiar with DnD 5e).  The d4s would be a big sticking point... then I realized I was an idiot... just use d20s and take the highest. Same tables but times 5: 1-5 Absolute Failure, 6-10 Partial Failure, 11-15 Partial Success, 16-20 Absolute Success. 

I know this kind of defeats the "Love for the unloved d4s" but I think I would have an easier time selling it...

if zero dice then either you can't do it or roll 2 (or more) dice and take the lowest. my 2 cents :D

Very tight writing, covers almost all my wants and questions. I kind of feel the mages are getting short shift but have to see how it works out in play. Will probably use a variant of this for a short campiagn I'm working on. I will post more when it happens. 

Very cool and fits within the Heartseeker framework nicely.

Interesting. I see in the new version there are traits but no explanations of what they are. Would it be what ever to player can convince the GM they would affect or is there a more set in stone thing somewhere else

I like this a lot. Much faster then the random fantasy city generator I use to use. Could you add a) a harbor or dock button (so the area would have a harbor/dock) and b) a out put to png or jpg?