Sunday, 27 April 2014

Playtest Drafts; Warrior Version 1

The fighty sorts are always the first class I look to when I'm peeking at a game - it's likely because its my favorite sort of character to play, but I think its also because its the anchor for most fantasy games. That or the specialist/thief (soon y'all), but you know what I mean.

Warriors in Break!! are intended to be the lateral thinkers, the ones who slice the Gordian knot in two, kick the door down or at the very least move while everyone else is thinking way too hard. This isn't to say warriors are dumb; simple isn't stupid, and charging in often means you are going to have to think on your feet a lot.

Check the primer for a few terms that come up. There are some other gamey things here and there, but I think they are self-explanatory, or at least interesting enough to provoke commentary and questions.

Anyway too, stuff is subject to change. I've picked and refined this a good deal already, but I know full well I'll likely do it again and again, probably guided by your suggestions. 

The Warrior
Weapons: Any
Armor: Any


Base Combat Stats
Rank
1
2
3
4
5
6
7
8
9
10
Attack
+1
+2

+3
+4
+5
+6
+7
+8
+9
+10
Hearts
3
3
4
4
5
5
6
6
7
7

Aptitude Progression
Rank
1
2
3
4
5
6
7
8
9
10
Might
8
9
10
11
12
13
14
15
16
17
Deftness
6
7
8
9
10
11
12
13
14
15
Insight
5
6
7
8
9
10
11
12
13
14
Grit
7
8
9
10
11
12
13
14
15
16
Aura
6
7
8
9
10
11
12
13
14
15


Warrior Origin


d12
Occupation
Description
Purview
Starting Gear
1
Ronin
You are a wanderer without home or cause. While freedom has its benefits, it doesn't pay well - you may be adventuring just to get some food. The weapon you carry suggests it might not have always been this way, though you may have just found it.
Cheaply maintaining your equipment, judging another’s motives and hiding your own, intense stare-downs
Long Grip Weapon, Traveller’s Bag and a suit of Skirmisher Armor
2
Gladiator
Once you were owned and made to fight for sport. You were made free by your deeds in the arena (or by your former master’s lifeblood) and have now turned your back your past, though not on the skills that make you who you are.
Bloody Spectacle, Intimidation and other loud forms of communication, sizing up other fighters
A Chain weapon, Skirmisher Armor, Armor spikes OR a Net
3
Barbarian
You’re not from normal, civilized stock. You are from a harsher place or culture, one where might and ruthlessness are the only things that guarantee survival. You also may just be really, really rowdy.
Surviving in the wilderness, Overt displays of strength, sniffing out foul sorcery
A Heavy Weapon, A savage token and a Waterskin.
4
Strider
You learned the skills of a hunter at a young age, and have used them to eke out your existence one way or another. Bounty Hunter, Yeoman, Scout - your talents are valued regardless of your vocation.
Tracking something down, recognizing naturally occurring flora and fauna, spotting a hidden enemy or other danger
A Pulled Weapon, Skirmisher Armor and a quiver.
5
Warrior Acolyte
Reared and trained in a cloistered environment, you are indoctrinated in some sort of faith, though which is up to you. Now a Temple Knight, Fighting Monk or bloody handed cultist, you travel to spread your faith and slay its enemies.

Knowledge of creatures of  both Light and Darkness, Inspiring sermons, rituals both sacred and abhorrent
A Holy Item, Bastion Armor and a vial of Bright Water or Shadow Ichor  
6
Town Guard
Every community has someone around to keep the peace. You had such a job, and gained a natural air of authority and some combat prowess as a result.

Seeing through a lie, Interrogation, dealing with a lot of troublesome people at once
A Standard Shield, Bastion Armor, and a pair of shackles
7
Unlikely
Your life was going one way, but something happened that turned you to violence and strife. It may have just been boredom.

Roll or choose an entry on the Specialist Origin table instead of this one.
As per your selected origin on the Specialist’s list, and you likely leap at the chance to use them.
As per your selected origin on the Specialist’s list.
8
Conscript
You were a soldier, but not by choice. Drafted into the army to fight a war you had little to do with, you learned to kill or be killed. Its likely you were unable to fit back into proper society, or didn't have a home to come back to at all.

Military discipline, maintaining equipment, pulling off a blank, unreadable expression.
A military uniform, Bastion Armor and a Reach Weapon
9
Officer
Some survive war. You thrived in it, able to become a hardened warrior and leader. It’s your calling, like it or not. You've likely left the army for mercenary work or something similar. It may be that peace just isn't in you anymore.

Squad based leadership, shouting above a clamor, etiquette when dealing with a “superior”.
An Officer’s uniform, Suit of Bastion Armor and a small mechanical missile weapon (usually a pistol)
10
Warrior Caste
You were born into a warrior caste, and have known battle since your youth. Your culture calls you a Knight, Samurai, Cataphract, or something else that strikes both fear and awe in the hearts of others.

Courtly Etiquette, caring for and training mounts,and a cultured art of your choice, such as calligraphy, satire or painting.
A suit of Paragon Armor, War Mount, and a standard shield with the symbol of your caste on it.
11
Blooded
Coursing in your veins is the blood of something not quite human. Your descendants may have been great heroes or terrible monsters, but the result is the same; an increased affinity for the arcane.

Heroic legends, lore about old rituals and other ancient magic, inspiring others with presence alone.
A stylized suit of Paragon Armor, A Heavy Weapon and a small Star-gem or shadow-stone.
12
Otherworldly Warrior
You've seen some rough stuff in your life; back home you were a cop, soldier, or really anyone who knew the burden of a gun. Something weird happened though, and you ended up somewhere even weirder. Now you are just looking for a way to get home - or maybe you’re relieved to have found a place where you always have a purpose.

Note: Characters with this origin are always Human
Knowledge of various fictional worlds that line up a bit with the place you are now, various anachronistic skills

You begin the game with a comprehension of 1, thanks to coming from a place where high technology is far more common.
A protective vest or other heavy clothing that serves as Skirmisher Armor, Some sort of rugged clothing,and a Pistol that counts as a small mechanical weapon that can be fired 6 times before reloading.

(It will need to be modified by a master armsman before you can use native ammunition with it, though!)


Innate Class Abilities


Slayer: If a Warrior strikes a finishing blow against an opponent in melee, they may attack another foe that they are engaged or adjacent to. This may be performed a number of times in a round equal to the Warrior’s rank.


Warriors whose speed is fast or higher may engage and attack a new enemy thats up to one area away if there are no applicable opponents adjacent to them when using this ability.


Tooth and Nail: Any attack made by Warrior of Rank 3 or higher counts as Techno Relic or Artefact for the purposes of damaging enemies who are immune to mundane weapons.


Into the Fray: Warriors may attempt a basic Combat Stunt without making a wager.


Elective Class Abilities and Boons


Warriors may select a new Ability or Boon at ranks 2, 4, 6, 8 and 10. They have been numbered so that a player may opt to roll randomly instead of choosing, if desired.


Standard Abilities and Boons - These may be selected at any Rank.


  1. Gallant - While all those who live by the sword must show some courage, there are those who can laugh in the face of incomprehensible terror. This ability grants the warrior immunity to supernatural fear. If they shout some encouraging words whenever such a save would come up, any allies within earshot gain an edge on their own roll.
  2. Butcher - Monster slaying is a gruesome business, but that doesn't stop some warriors from making the most of it. Warriors with this ability can create rations from slain creatures with a successful grit check and a one handed cutting implement. A standard sized or small creature will yield 1d4 days worth of rations, large or colossal ones will net one 2d6 days worth, while diminutive ones will simply provide a satisfying snack. In addition, the butcher may also harvest a single monster part during this process. It should be noted that this ability is unlikely to function against inedible creatures, such as undead or mechanoids.
  3. Pathfinder - Wandering sellswords, military scouts and rangers all need to be able to find their way in the unknown. This ability allows a PC to act as a guide during overland travel. In addition, they may may attempt to track another creature on a successful insight check or an opposed insight/deftness check, if said target attempted to cover its trail.
  4. Sapper - Pioneers, Miners and Engineers, Sappers are adept at constructing temporary structures in a hurry. These are generally siege engines, but things like bridges, shelters and even other war machines are not out of the question. The warrior is able to build such a thing in a few hours or less with access to the proper materials and a successful insight check, but it will not last more than a single use or so. The equipment chapter provides several example vehicles and structures, but the character can likely make anything the player thinks up (and the GM approves of.)
  5. Tactician - A working knowledge of battlefield maneuvers and a cool head can mean the difference between life and death for an adventuring party. This ability grants any group lead by its bearer a +1 bonus to initiative rolls. Once per combat, a tactician may grant another party member an additional action during their turn. This may not be an attack or spell, so this is often utilized to get someone to safety or into position for a stratagem of sorts. Using this part of the ability counts as a minor action on the tactician’s part.
  6. Runner - This warrior’s training not only increases their speed by a step, it also means they are no longer fatigued after a forced march. A second day of forced marching will penalize them normally.
  7. Iron Fist - Masters of a bare handed martial art or a simple tavern brawler, this warrior forgoes all the disadvantages of fighting unarmed while retaining all the benefits. Characters with this ability may also attack as if they were fighting with two weapons as long as at least one hand is free.
  8. Brute - The quickest path is often right through whatever is in the way. This ability grants the warrior an edge on any Attack rolls dedicated to smashing, snapping, or sundering something. Stunts combining these with a normal attack do not receive this bonus. These attempts may also be made barehanded, negating the need for something harder than the target object - though only warriors of 3rd rank or higher are able to smash something magical without an enchanted weapon.
  9. Gutspitter - Most warriors carry both a ranged and melee weapon on their person. Others see little point in that. This ability allows a warrior to attack with a missile weapon without hindrance when engaged in Melee, as well as allowing them to use their Slayer ability with ranged attacks..
  10. Yeager - Some refuse to be food for titanic monsters. These warriors always do two hearts worth of damage when hitting a colossal monster’s strike points, and have an edge when making saves against their colossal based attacks.
  11. Radiant Champion (Boon, Light) - Sworn to the cause of the Bright, this warrior is protected by that brilliance. The Warrior’s light grants them protection from the otherworldly. Extraplanar creatures, dark undead  or those from the wylde are considered to have a snag when attempting to harm or hinder the knight.
  12. Gloom Blade (Boon, Dark) - Darkness guides this character’s hand while dealing death. Once per fight, the Marauder may channel this power and deal an extra heart of dark damage with an attack. This may be used after an attack roll has been made.

Advanced Abilities and Boons - The may be selected once the Warrior has attained a Rank of 5 or higher.
  1. Kensai - There are those who have mastered their blade. The sword saint can select two of the below techniques when selecting this ability.
  • Whirlwind Strike - This technique allows the warrior to strike every foe currently engaged with them, though this attack is at a -3 penalty.
  • Left hand of life, Right hand of death - The Warrior may sacrifice some of their attack bonus to receive an equivalent defense bonus. The character receives a +1 to their defense for every -2 they take on their attack rolls, though this ability cannot drop said bonus below 0. The use of this ability must be announced before the character makes any attacks and may be adjusted at the beginning of each round.
  • Roar of the Spirit - To use this ability, the warrior must glower at the intended targets and make an Aura check. Success means that all hostile, intelligent enemies within shouting distance will step back and will not engage the warrior unless they strike first. This ability has no effect on any creature or adversary with a rank equal to or higher than the Warrior’s.
  • Wind Erodes the Mountain - This ability allows the Warrior to quickly assess an opponent’s defense and bypass it. On a successful insight check, this warrior may opt to ignore an opponent's defense bonus from worn armor OR high speed. This bonus lasts until the end of the current combat and may not be stacked with itself. Using this ability takes a full action.
  • Dual Fang Strike - This technique allows the warrior to strike the same opponent twice in the same round, though both attacks are at a -3 to hit.
  • Faith in the Wind - The warrior no longer has any penalties when using a missile weapon while moving, and has a +2 to attack rolls when firing while stationary/aiming.

  1. Strategist - Tacticians live in the moment and Strategists two steps ahead. If the Warrior’s side wins initiative, they may force the enemy side to declare its actions before their own. They may then act accordingly, acting before or during their foe’s maneuvers . This ability may only be used once per battle.
  2. Void Master - Those able to obtain balance in their soul remain undistracted by the outside world. Warriors who have this ability may ignore all situational penalties to attack and defense, including total darkness or blindness. A character must have a Twilight or Free allegiance to keep this ability.
  3. Polymath - No one lives well through strife alone. Selecting this ability allows the warrior to select a single standard ability or boon from the Specialist’s list.
  4. Crusader (Boon) - Zealots are dangerous foes, regardless of the source of their faith. A Crusader may always sense whether those within their sight have an allegiance opposite their own. Once a day, they may target such an opponent. This foe always takes two hearts of damage from the warrior’s blows until they have fallen or until the next day arrives. A character must have a Light or Dark Allegiance to take this ability.
  5. Arch Paladin (Boon, Light) - The Bright protects it’s beloved servants, sometimes possessively. This warrior has an advantage on all saves, but can no longer receive any bonuses or benefits from dark related spells or boons.
  6. Soul Blader (Boon, Dark) - The Gloom can grant great power, but often at the expense of the self. This warrior may willingly take a heart of damage to act a second time in a combat round. If they are out of hearts, using this ability means they must roll a wound/death check with a d8. This may only be used once in any given round.
  7. Galvanizer - A hero’s deeds often speak for them. This warrior may add half their rank, rounded down, to any Aura checks made while trying to sway a crowd. Any followers or hirelings this character has also has their morale boosted by 2.
  8. Indomitable - Some refuse to be broken. When this character’s hearts are reduced to zero, they may opt to make a Grit check. On a successful roll, they grit their teeth and immediately gain back half their maximum heart total, rounded up.
  9. Berserker - Some harbor a barely restrained madness, and are able to unleash it when the time is right. A warrior with this ability can allow their rage to overtake them while fighting or performing some task requiring strength or endurance. This imparts them with a +2 to attack rolls, a -1 to defense and a +2 to their Might and Grit. However, they cannot communicate while berserk, and will attack friends and foe alike. Once a Berserker is finished their original objective, they will begin to lash out at anything moving nearby them. They may make an Aura check each round to regain control of themselves.
  10. Sentinel - These warriors can hold the line against a multitude of foes to protect their allies. This ability means the warrior may ignore the normal limit to the amount of foes they may impede when using overwatch to defend a point or an ally. They may also attempt to stop any opponent that tries to disengage them in a round, as opposed to being limited to one.
  11. Executioner - This Warrior may attempt to perform a “Sure Kill Strike” once a day. This is resolved like a normal attack, but does not do ordinary damage. On a hit, the character instead rolls a d10 (and adds +1 to the roll if they hit by a margin of 5 or more). If the result of the roll is higher than the target’s remaining Hearts, they die immediately. If the result is equal to or lower, the enemy takes normal damage. Player controlled characters are not killed instantly by a successful use of this ability, but they are reduced to 0 Hearts.

Tuesday, 22 April 2014

Class Preview Primer

With more and more of this thing done, I think I'm going to start posting some character creation stuff here. Hopefully I'll have a full play-test ready for y'all by the time I've posted Sword Saga's available Callings and Species.

Anyway, I figure it's a good idea to outline the basic stuff that every sort of character will end up having beforehand. I'm already dropping these on you without a full rule-book, no need to be more opaque then I already am.

(Besides, its a good way to pad out entries.)

Also; I apologize if I'm retreading anything I've stated before hand - I'm going for maximum clarity here.

Rank: More or less, a character's level of experience and competency. Normal characters are usually ranked from 1-10.

Hearts: This is how much punishment a character can resist or shake off before incurring serious harm. Attacks, spells and other effects can reduce a character's hearts and once they are gone any additional damage results on an ever more dangerous roll on the Injury and Death table.

While Heart's are restored after every battle, injuries remain until properly healed.

Weapons and Armor: These are simply lists of the equipment a calling can employ.

Attack Bonus: Mostly self explanatory; this is the bonus added to a PC's attack roll.

Defense: This is how hard a character is to hit/damage. Usually unaffected by one's Calling, but still worth noting.

Aptitudes: A character's base aptitudes are decided by their Rank and Calling. Aptitudes are a measure of a character's talent and skill in a particular area; they are modified mainly by a character's trait, but other things can come into play as well. There are five Aptitudes;

  • Might - Athleticism, Applied Force, Physical Strength
  • Deftness - Reaction, Fine Motor Skills, Balance
  • Insight - Knowledge, Awareness, Analysis
  • Grit - Toughness, Resolve, Willpower
  • Aura - Leadership, Persuasion, Personality
Origin: Rolled randomly or decided upon by the player, this is a brief idea of the sort of life and training the character had before the start of the campaign. Each includes a Purview, which outlines what the character is generally good and a list of starting equipment.

As a further note, all PC's begin the game with attire appropriate to their station, a standard weapon and 1d20 gold pieces.

Innate Abilities: These are special talents or skills that are universal among members of a particular calling.

Elective Abilities and Boons: These are essentially the same as Innate Abilities, save they are selected as the player as the character grows in Rank. Boons are distinct in that taking one adds a point to the character's Light or Darkness Allegiance. If the Boon does not list a specific recipient, then the player may select which of them it is linked too.

Anyway, I should be posting the Warrior soon, so stick with me! 

Monday, 7 April 2014

Still love the exotic polyhedrons but... custom d6 for Break!!?



In response to But I love all my many-sided friends!

Not thought this though at all but... could use dice combos to create complex meaning/outcomes e.g "Sword + Skull = Critical strike!" 

Can get cheap, low-volume production from somewhere like this.

Sunday, 6 April 2014

Actual Play test and hand drawn Character Sheets

I had to postpone our normal D&D game with two members absent, so I ran a bit of an impromptu game of Break!!, mainly to test out character creation. Character creation was brief and everyone says they had a good amount of ideas to run with.

The adventure itself ended up a bit lighthearted and goofy, but that's to be expected when people are testing the waters in an unfamiliar system. The basics were understood fairly quickly, though I'd like to tighten things up a bit here and there.

Even though Grey and I both prioritizing a standard character sheet, I have a special love for hand drawn efforts and we had some solid ones tonight.

Annah's Character, an Obake Specialist


My friend Ashe's character, a Human Warrior

My friend Melissa's Character, a Tenebrate Murder Princess

Anyway, things are going pretty well. I feel better and better about it all as time goes on.

But I love all my many-sided friends!

As I formalize more and more of this game, I realize I could likely write it to only need a handful of dice. A d20 for each player, and a d6, d8 and d12 for the table, to be specific.

This puts me at an impasse - do I keep going this way? I mean, streamlining is great and it keeps game buy in really low. On the other hand, I've got a not-so-secret admiration of every weird sided die possible. The current "d6's only" tend makes perfect sense, but it's just not my cup of tea.

Maybe the spot I'm at is a good compromise? Having a couple of different polyhedral on hand for the odd tables that come up while keeping most rolls relegated to a single die might actually be the optimum.

Monday, 31 March 2014

Not an April Fool's Post! (Seriously!)

So it looks like I will not be able to make my self-imposed deadline of "around the end of March" in spite of stepping up my efforts and such. It's hardly a big thing - I doubt anyone will be too upset with me for taking a bit longer with things, but I still want to keep up communication and let you guys know what's going on.

Basically, the play-test got a lot bigger then I thought it would. I was initially going to try and cut as much as I can - but I decided that I'd rather keep a steady pace, show you guys how things are going and give you a rule-set that gives you a good idea of where I want to go with all this.

Also I like some stuff too much not to flesh it out. Sure, the sample adventure only includes one potential Colossal Monster (Which is a "bad idea secret boss" sort of thing anyway) but I want to include it anyway.

Anyway, below is the current mock-up of the table of contents, sans page numbers. I want to start releasing chunks of it here on the blog (especially the character creation stuff) soon, so here's hoping.

0) Intro - about the project & packet objectives
1) Basic rules
  • Aptitudes (Checks, Saves, Contests)
  • Movement and Overland Travel
  • Inter-session Actions
2) Character creation (limited)
  • Traits and Quirks
  • Species
  • Callings
  • Finishing Touches (Speed, Defense, Etc)
4) Equipment and Other Considerations
  • Adventuring Gear
  • Companions
  • Minor Techno Relics and Other-World Devices
  • Encumbrance
5) Combat And Conflict
  • Basics
  • Maneuvering
  • Hearts and Damage
  • Colossal Combat
  • Stunts
  • Non-Combat Perils
  • Recruitment and Persuasion
  • Notes on Reputation and Influence
6) GM’s Section
  • Mapping
  • Adversary Creation
  • Magical Artefacts and Major Techno Relics
7) The test module
  • Area Layout + Map
  • The Crumbling Shrine
  • Homble
  • Old Ranch/Tenebrate Encampment
  • The Masked Woods
  • The Echoing Cavern
  • Pola River
  • Rogues Gallery (Bestiary and NPC Listings)
8) Feedback form
9) Proto character sheet

Also I'd like to talk about what this is going to look like when it's all released. I want there to be a free version of the rules that's still useful, as well as one where at least Grey get's some money for his spectacular art. At the moment, I'm thinking of making a nice, no frills version of the rule book (with everything you need) as a download. Maybe give it a few zine-style sketches here and there? Only time will tell.

As for the one that'll cost money...well, It'll look good, I can guarantee that much.

Friday, 28 March 2014

Play packet 1 : Sword Saga - Pregens


Exited about playing the first Break!! play packet but don't have the time to roll-up? Never fear pick one of these off the shelf and get stuck in...

01. Chib Specialist

Origin - Merchant
Trait - Smooth Talker (+1 Aura)
Quirk - Adorable
Beginning Species Ability - The Better Part of Valor: Counts a speed step higher when retreating
Starting Gear - Cart Pulled By Pack Scuttler, Guild Membership (2d20 Gold worth of Adventurers gear from Homble) and a Truncheon

You’re actually a local! Your family owns a lovely little shop back home - but that’s boring! Your siblings can have it. The world is too big a place, with too many treasure you can claim (and sell!) to sit around in a comfy little place. You’ve just got to prove yourself to the others and then you’re set.

02. Human Battle Princess

Origin - Whisked Away (BP version of Dimensional Stray)
Trait - Brave, Earnest, Klutz (+1 Grit, +1 Aura, -1 Deftness)
Quirk - Daft
Beginning Species Ability - Exemplar: Bonus +1 to an aptitude not covered by your traits
Starting Gear - Skirmisher Armor (Reinforced school uniform), Heart’s Blade (Ornamental Mace), Smart Phone that still works some how…

You don’t know how you ended up in this weird world, or what you’re supposed to do about it. Still, you’ve got these strange abilities you didn’t have before and people are in trouble. It’s only proper to do what you can...right?

03. Tenebrate Murder Princess

Origin - Abandoned
Trait - Hard Hearted (+1 Grit)
Quirk - Morose
Beginning Species Ability - Shadow-Sight: Eyes are a solid purple color; can see in total darkness
Starting Gear - Bastion Armor, Heart’s Blade (Gothic looking Axe), Precious Keepsake (Old Doll)

Pity doesn’t come easy for you - You’ve wandered the Shadowed Lands alone for as far back as you remember. You may not seem to give a damn about the others here, but you won’t let some shade abomination make orphans out of anyone else.

04. Human Warrior 

Origin - Warrior Caste
Trait - 100 Gold Piece arm, 1 Copper brain (+2 Might, -1 Insight)
Quirk - Iron Thews
Beginning Species Ability - Prodigy: Extra Class Elective Ability (Gallant)
Starting Gear - Rokko-Do War-Mount, Paragon Armor, Shield, Standard Weapon (Sword)

You are a newly knighted warrior from New Radia, the holy city. You’ve traveled to the area at the behest of your superiors as well as at your own accord; you are eager to prove yourself, and there is little better way then defeating some creature of darkness.

05. Obake Warrior

Origin - Strider
Trait - Aware, except when it comes to feelings (+1 Insight, +1 Deftness, -1 Aura)
Quirk - Beast Tongue
Beginning Species Ability - Animal Form (Avian): Can transform into a small bird like creature
Starting Gear - Skirmisher Armor, Pulled Weapon (Short Bow), Vial of Star-Water

Born into a clan of scouts and pathfinders, you’ve naturally acclimated to travelling - even within the dangerous “Shadowed Lands” of the Wistful Dark. You’ve come from the peaceful province of Torm for new challenges and a chance at a bit more fame and fortune then your forebearers.





Saturday, 15 March 2014

Dimensional stray, development sketch


Dimensional stray = entity ripped from another realm of existence via a dimensional rift (e.g. enchanted roller coaster ride, magical wardrobe) and deposited in the Break!! game world... where there is no cell phone reception.

Wednesday, 5 March 2014

Map - Visual tests

Not done any cartography before. Experimenting. Not finished. Time consuming. Learning. Fun!

For me the best bit of modern maps are the symbols/iconography (data porn!). Aim is to try and introduce some Break!! specific ones and create a hybrid old/new style. Note to self: This is a game map so needs to be functional too!

Also looking forward to depicting more fantastical geography rather than realistic natural forms.

Maybe a difference for GM and player handout version!? (e.g cliche parchment version! sorry couldn't help myself)