A modest new beta for Wolves of God.
Originally shared by Kevin Crawford
A fresh beta of Wolves of God, as something I've been chewing on as a respite from Stars Without Number: Revised work. I added a bit to character creation to help mechanize the emphasis Anglo-Saxon warriors placed on the value of gifted finery, and put in the combat rules and healing rules.
For the latter, I'm going with a somewhat different angle than typical OSR combat. PCs have fewer hit points than usual, but hit points return much more rapidly. Being brought to zero hit points leaves you Gravely Wounded, however, and tacks on a Scar. You're also going to be spending a good long time in bed back at the hall, recovering from whatever almost killed you. Of course, you can always hope a sufficiently holy monk or nun might be able to pray a miracle of healing over you... you have been giving gifts to the monastery, right?
Interesting reading thus far!
I like the concept a lot, similar to my own Grimdark Fantasy, set in an alternate history Viking Empire.
One question, though... Was a theft / legerdemain skill deliberately excluded?
Popping a lock is Craft, pickpocketing is Sneak, and entertaining slight-of-hand is Perform, with potential blurring between those categories. But from an Anglo-Saxon ca 710 viewpoint, a thief is a guy who goes with a few of his pals and drives your cows back to his settlement. When your communities usually only have a few hundred people, there's just not the well of anonymity there that makes a conventional cat-burglar or street-pickpocket concept viable, or the sort of things they do a normal thing to encounter.
Thanks, makes sense! Might be worth adding those descriptions to the relevant skill blurbs, as others might also look for the traditional "Thievery" skill and be a bit confused at its absence.
sweet! when published/kickstarter?