Showing posts with label FTL: Nomad. Show all posts
Showing posts with label FTL: Nomad. Show all posts

Saturday, October 18, 2025

Working on Sorcerous Nomad

Art by Edna www.fotosearch.com

One of my main current projects is Sorcerous Nomad. This is a new fantasy TTRPG ruleset based on my Faster Than Light: Nomad sci-fi rules and fully compatible with them. It is slated for a mid-late 2026 release and should be available both in PDF format and A4 softcover print format.

What is it all about?

  • Streamlined 2d6 core mechanic with "dice pool" components, just like FTL: Nomad. You roll a bunch of dice, and choose the lowest or highest two, then add them together and add the skill modifier. 8+ is a success.
  • Fast but deeply customizable classless, level-less character generation. Distribute 5 points among 8 skills (3 points max in any single skill), choose an Archetype, choose a Talent and optionally a Species, and gain a starting equipment package based on your Archetype. That's it. But this means that an extremely wide range of combinations are possible!
  • Streamlined combat, with only 4 "range bands"; a "FRENZY!" mechanic for multiple attacks if you "drop" an enemy; and a simple wound system for minimal book-keeping.

  • Parrying rules for dynamic combat. Parry and riposte your enemies' attacks with a swingy dice roll! (look HERE for their predecessor).
  • Optional Hero Points, to make your heroes more heroic and survivable - and your villains more villainous and recurring!
  • All the sword & sorcery gear you need, from swords to longships!

  • Long-term character advancement. Develop your character's Skills and Talents as they adventure - or (optionally) as they loot wondrous treasures!
  • Intuitive but risky skill-based magic. Compared to The Sword of Cepheus, magic is safer and faster to cast in this system, though dangerous mishaps can still occur, and Dark Magic can corrupt its user as in folklore and classic sword & sorcery tales.
  • Nautical exploration, travel, and combat rules! Shiver me timbers! Pirate-loving players: rejoice!
  • Faction rules, inspired by the ones presented in the Faster Than Light Companion! The Referee can easily manage multiple factions and conspiracies in the campaign area - and the PCs can establish their own factions from thieves' guilds to fiefs!
  • 100 fearsome monsters! From dragons and grand apes to things from the Outer Dark!
  • Procedural fantasy monster generation rules, to create the next eldritch horror with a few die rolls. All included monsters could be created by these rules - and you can create legions of terrors yourself to surprise your players!
  • Social and monster encounter generation rules, to easily vary the NPCs your players meet!
  • At least 72 original magical artifacts. No more generic +1 Swords!

  • 100% compatible with Faster Than Light: Nomad! Arm your barbarians with lasers and have your hapless spacers face sorcerous cults and arcane monstrosities!

  • Reference document released under a Creative Commons license, available for download in an editable file for anyone who purchases Sorcerous Nomad! No OGL!

Wednesday, August 21, 2024

Faster Than Light: Nomad


Three and a half months ago, Stellagama Publishing released Faster Than Light: Nomad, our new premier sci-fi ruleset. So far, it has already reached Gold Best Seller status on DriveThruRPG.

It is an all-new RPG, not a Cepheus Engine variant, intentionally designed as a streamlined yet comprehensive ruleset for the modern gamer.

If you have not bought it yet, you can get it:

HERE.

What is it all about?

  • Streamlined 2d6 core mechanic with "dice pool" components, as described above. Instead of rolling 2d6 with a series of modifiers as in the old Quantum Engine rules, you roll a bunch of dice, and choose the lowest or highest two, then add them together and add the skill modifier.
  • Fast but deeply customizable character generation. Distribute 5 points among 7 skills (3 points max in any single skill), choose an Archetype, choose a Talent, and roll for starting cash or choose a starting equipment package. That's it. But this means that an extremely wide range of combinations are possible!
  • Straightforward psionic rules using a simple skill roll rather than "psi points". If you fail that roll, you can't use the same power again until the next day. 36 powers included.
  • Streamlined combat, with only 4 "range bands"; a "FRENZY!" mechanic for multiple attacks if you "drop" an enemy; and a simple wound system for grittiness and minimal book-keeping.
  • Tech Ages rather than numerical "Tech Levels" as in Traveller/Cepheus. Your ship was made in the Early Interstellar Age, not "TL12".
  • Varied equipment, including a detailed collection cybernetics, low-tech and high-tech weapons and armor, pharmaceuticals, and, of course, many Galactic Age and Cosmic Age (i.e., ultra-tech) gadgets!
  • Streamlined vehicle combat, using the "chase" mechanic inspired by the Quantum Engine and our old Cepheus titles.
  • Robot design rules!
  • New "harder science" spacecraft design rules. These are an advanced version of the rocket rules first published in Solar Sagas. Build your rockets - which involves design and mass trade-offs - then travel to the stars with it!
  • Streamlined world generation, focused on things players are likely to encounter, in both game-mechanic and descriptive manners.
  • Detailed starship, social, and xenofauna encounter rules!
  • Reference document released under a Creative Commons license, available for download in an editable file for anyone who purchases FTL: Nomad!

Friday, November 24, 2023

Coming Soon: Faster Than Light: Nomad!

 

I have been working on a brand new science fiction role-playing ruleset, named Faster Than Light: Nomad. It is, in a way, an evolution of my existing Quantum Engine rules, but many of its mechanics are radically different. The goal is to develop a sleek but comprehensive sci-fi ruleset, which will be an in-house Stellagama Publishing title, and which will have its own Reference available for all to use under a Creative Commons license.

Available May 4th, 2024!

To give you a taste of the new rules, here is an excerpt of the core game mechanic:

"In dangerous situations, where failure carries dire consequences and where luck plays a major role, throw 2d6: throw two six-sided dice and add the results together, and add the relevant skill level as a modifier. If the total equals or exceeds 8, you succeed. Otherwise, you fail.

Skill notation: "Throw Skill" means throw two dice, add them together and add the relevant skill, and if the total equals or exceeds 8, you succeed.

An unmodified, “natural” result of 12 constitutes a critical success.

Note that - as noted above - intrepid interstellar adventurers are competent. If your character has no points in a skill, treat it as “Skill 0”, and simply roll 2d6 on its checks, without any modifiers. There is no need to note this on your character sheet or monster description: when a skill is absent, simply assume that it is at 0.

Advantage and Disadvantage Dice

Various circumstances affect the skill roll. In cases where these circumstances are significant, these rules apply Advantage Dice (+1D) and Disadvantage Dice (-1D). When making a skill roll with Advantage and/or Disadvantage Dice, sum up all Advantage Dice and subtract all Disadvantage dice from the sum. If the result is positive, roll 2d6 + skill and an additional number of dice equal to that sum, and choose the highest two dice. If the result is zero, simply roll 2d6 + skill. If the result is negative, roll 2d6 + skill and an additional number of dice equal to the sum, and choose the lowest two dice.

The same applies to the Personnel Damage roll; throw 2d6 without any modifier and check the Personnel Damage table. Apply Advantage and Disadvantage dice as given by weapons and armor.

We note Advantage and Disadvantage Dice as (+1D) and (-1D), respectively. Multiple dice are noted in the same way, for example “+2D” or “-3D”."

---

Highlights if the FTL: Nomad ruleset include:

(Note that the following are subject to change based on playtester feedback)
  • Streamlined 2d6 core mechanic with "dice pool" components, as described above. Instead of rolling 2d6 with a series of modifiers as in the old Quantum Engine rules, you roll a bunch of dice, and choose the lowest or highest two, then add them together and add the skill modifier.
  • Fast but deeply customizable character generation. Distribute 5 points among 7 skills (3 points max in any single skill), choose an Archetype, choose a Talent, and roll for starting cash. That's it. But this means that a wide range of combinations are possible!
  • Straightforward psionic rules using a simple skill roll rather than "psi points". If you fail that roll, you can't use the same power again until the next day. 36 powers included.
  • Streamlined combat, with only 4 "range bands"; a "FRENZY!" mechanic for multiple attacks if you "drop" an enemy; and "hit point"-less wounding damage for strong grittiness and minimal book-keeping.
  • Tech Ages rather than numerical "Tech Levels" as in Traveller/Cepheus. Your ship was made in the Early Interstellar Age, not "TL12".
  • Varied equipment, including a detailed collection cybernetics, low-tech and high-tech weapons and armor, pharmaceuticals, and, of course, many Galactic Age and Cosmic Age (i.e., ultra-tech) gadgets!
  • Streamlined vehicle combat, using the "chase" mechanic inspired by the Quantum Engine and our old Cepheus titles.
  • Robot design rules!
  • New "harder science" spacecraft design rules. These are an advanced version of the rocket rules first published in Solar Sagas. Build your rockets - which involves design and mass trade-offs - then travel to the stars with it!
  • Streamlined world generation, focused on things players are likely to encounter, in both game-mechanic and descriptive manners.
  • Detailed starship, social, and xenofauna encounter rules!
  • Reference document released under a Creative Commons license, available for download in an editable file for anyone who purchases FTL: Nomad!