Saturday, April 4, 2026

So Many Games

Here is a list of games I want to play.

2026-27

 

My core group (John, Ru, Griffin, and Melinda)

My other group (TBD)

My online group (TBD)

 

Fantasy

 

FateForge (D&D 5e) using my in-game leveling idea and Zweihander influence/charts

                First Adventure- N1 (a classic D&D adventure from the 80s)

                Scheduled games:

                                Thursday, April 9 at 6pm

                                Thursday, April 16 at 6pm

                                Thursday, April 23 at 6pm

                                Thursday, April 30 at 6pm

 

Star Finder (we have completed ten sessions already)

                Adventure Path “Fly Free or Die”

                Scheduled games:

                                Thursday, May 7 at 6pm

                                Thursday, May 14 at 6pm

                                Thursday, May 21 at 6pm

                                Thursday, May 28 at 6pm (the finale of Star Finder, last game)

 

Then a return to Fate Forge for a time (June+)

                                A city adventure involving a Thieves’ Guild

                                A wilderness and dungeon adventure The Forgotten Temple of Tharizdun

                                A total of three adventures will conclude FateForge

 

Legend of the Five Rings

Draw Steel

Shadowdark

Dark Sun

 

Science Fiction

 

Champions (Summer 2026)

Mutant Crawl Classics

Numenera

Mothership

 

 

World of Darkness

Hunter: the Reckoning (online)

Mage: the Awakening (online)

 

 

Cinematic Games

 

Alien

Star Trek (online group)

 

 

Miniatures Games

 

Necrumunda (so much Necromunda)

Planetfall

Infinity

 

 

Maybes

 

Dungeon Crawl Classics

Cosmere

Infinity: the game

 

Thursday, March 26, 2026

FateForge Character Creation

 

 

Here's how to make a Character in my FateForge campaign:

HARD Steps

1) Are you Awakened? (roll d20) p18  (magic users auto-awaken in session 1-2)

2) CLASS Choose Class p116 (and get your first level stuff)

3) ATTRIBUTES Buy Ability Scores (with Gritty maximum of 15) p19

4) RACE Choose Species p42

5) Choose 0-2 Handicaps p96 (and get benefits)

6A) Make up your Background p76 OR pick a pre-made Background p97

6B) Pick two Skills p79 (that relate to your Background) and get proficiency in them

6C) Pick two Additional Proficiencies and get Tools (or 1d20gp)

7) Collect 25gp

8A) Record equipment from your Class

8B) Get other starting Equipment (Tools, Mementos, and Clothes) p88

8C) Buy other equipment with your starting money p294

9) Get one Feature p90

 

SOFT Steps

10) Choose Characteristics p92

11) Languages p254

12) Create a Personality p114


Every four levels you get a +1 Ability Score Improvement OR a Feat.


We are using all optional rules, including:

Elusive Magic (roll for spells)

Rare Magic (magic users are rare, no spell economy)

Critical Failure (rolling a "1" matters)

Wounds (extra badness if you take more than 25% of your HP in one shot)

Agony (when you drop to 0HP you take 6 levels of exhaustion, when stabilized you go to 5 levels, healed to full removes all)

Sudden Death (going to negative your Constitution in one shot is instant death)

Flanking (advantage on attacks if an ally is on the other side)

  In Game Feats (that you can get through adventuring and roleplay).  This is an idea dump.

Wizardly Deflection- As a reaction to taking damage, reduce that damage by one point per spellcaster level.  Or take a level of Exhaustion and reduce the damage by five points per level.  Double these amounts if the attack originates in your front 90 degree arc.

Footwork- As a reaction to an enemy moving while within 5' of you OR, you may move 5' without provoking an attack of opportunity.

Weapon Mastery- Choose a weapon.  You get 5E specials with that weapon.

Dire Form- Damage from your Wild Shape forms do +1 damage per Druid level.

Armor Deflection- You can slide physical attacks off your armor.  While wearing heavy armor, and aware of an incoming melee attack, you reduce the damage by one point per Level.

Parry- As a reaction to a a melee attack hitting you, increase your AC by your Proficiency  bonus which can make the attack miss.  You must have a suitable weapon handy.

Block-  As a reaction to a a melee attack hitting you, increase your AC by your Proficiency  bonus which can make the attack miss.

Sidestep- When you Parry or Block, you can move 5' (this does not provoke an attack of opportunity)

Two Weapon Fighting- As a bonus action, you can make an off-hand attack.

 

 



Saturday, February 14, 2026

Warhammer For Sale

 I've got some things up for sale.

https://youtu.be/S0p8bcBjBVk

Contact bluetablepainting@gmail.com with inquiries.

You can buy all remaining lots for $1150 flat.

 You would pay half of retail.  So, if something lists at $40, you would pay $20.  The numbers here are the retail amounts.  Naturally, some are higher or lower if they are premium or slag. 


Again, the prices here are not what you would pay.  It's half off.

Item Quantity Retail Total Status
Tree Revenants 1 $60 $60 NIB
Sector  Imperialis Objectives  SOLD
1 $80 $80 NIB
Shattered Dominion 25/32mm bases 1 $43 $43 NIS
Sector Imperialis Bases 25/40mm 1 $43 $43 NIS
Sector Imperialis Bases 32mm 1 $43 $43 NIS
Sector Imperialis Bases 75/90mm ovals 1 $43 $43 NIS
Celestine the Living Saint (3 models) (assembled) 1 $65 $65 Assembled
Cypher (on sprue) 1 $39 $39 sprue
Grey Knights Voldus (on sprue) 1 $39 $39 sprue
Roboute Guilliman (assembled) 1 $73 $73 Assembled
Sly Marbo 1 $35 $35 NIS
Balewind Vortex  SOLD
1 $40 $40 NIS
Captain Centos 1 $200 $200 NIB
Blood Bowl Skaven 1 $45 $45 Assembled
Blood Bowl Empire 1 $45 $45 Assembled
Blood Bowl Orcs 1 $45 $45 Assembled
Plasma Obliterator 1 $300 $300 Painted
Fenrisian Wolves (set of 5)  SOLD
1 $43 $43 Painted
Thunderwolves Cavalry (set of 3) 1 $36 $36 Assembled
Space Wolves Grey Hunters (set of 10) 1 $60 $60 Painted
Space Wolves Wolf Guard Terminators (set of 5) 1 $60 $60 Painted
Space Wolves Hero 1 $20 $20 Painted
Ragnar Blackmane classic 1 $20 $20 Assembled
Njal Stormcaller classic 1 $20 $20 Assembled
Ork Kills Kans (set of 3) 1 $65 $65 Assembled
Inquisitor Greyfax 1 $35 $35 Assembled
Enginseer 1 $39 $39 Assembled
Yvraine 1 $43 $43 Assembled
Yncarne 1 $60 $60 Assembled
Visarch 1 $35 $35 Assembled
Dunecrawler 1 $84 $84 Assembled
Ork Warboss 1 $30 $30 Painted
Ork Nobz (set of 5) 1 $30 $30 Painted
Ork Runtherd and Grots (set of 12) 1 $40 $40 Painted
Chaos Guard (set of 15) 1 $75 $75 Assembled
Leman Russ 1 $70 $70 NIB
Chaos Terminator Lord 1 $35 $35 Painted
Chaos Space Marines (set of 3) classics 1 $15 $15 Painted
Space Wolves Iron Priest 1 $39 $39 NIS
Isharann Soulscryer and Tidecaster (each)
1 $35 $35 NIS
Knight 1 $300 $300 Painted
Eidolon of Mathlann 1 $150 $150 Assembled
Infinity Single Model blisters (set of 7) 1 $140 $140 NIS

 

 

 

 

 

Sunday, February 1, 2026

Friends with Benefits- reasons to keep fighters close together

1) Assist  +1 to Hit (core p122)

 Assist and Interference  When making close combat attacks, a fighter can claim "assists" from friendly fighters who are also engaged with the target of the attack (who are not engaged with any other fighters from the same gang as the target of the attack).   e.g. Two on one.  Each assist claimed adds +1 modifier to the Hit roll.

2) Interference -1 to Hit (core p122)

When a fighter makes a close combat attack they may suffer interference from each other enemy fighter that is A) Engaged with the attacker, and B) Not engaged with any other fighters from the same gang as the attacker.  Each Interference causes a -1 modifier to apply to the Hit roll.

3) Nerve Tests (core p128)

+1 to the Cool check for each friendly fighter within 3" of them that is not Broken or Prone and Seriously Injured.

4) (not) Fleeing the Battlefield

Fighters can auto-pass their Cool check (after the gang has bottled out) from being close to a Leader or Champion.

5) Recovery Test Assistance (core p141)

When making a Recovery test for a Prone and Seriously Injured fighter, one Standing and Active friendly fighter that is within 1" can offer assistance.. If they do so, roll one extra Injury dice then pick one of the Injury dice to resolve and discard the other.  In addition, a fighter that is being assisted does not suffer a Flesh Wound regardless of the result of the injury dice.  A fighter may only assist one Recovery test per End phase.

6) Rally Assistance (core p141)

A Broken model applies a +1 modifier to their Cool test for each friendly model within 3" that is not Broken or Prone and Seriously Injured.

7) Group Activations