Sunday, November 3, 2013

Followers of the White Hand

The discovery of elemental magic is lost to history.  It’s always been a part of life on Ird.  

Casters able to manipulate the element of Light had a profound effect on Ird.  Because of their healing powers, only grave misfortune or the most virulent diseases and poisons would bring about death before old age could do the same.  Even then, some of the most powerful users of Light would be able to restore life to another, but this was at great peril to themselves.

Light casters were said to be gifted with The White Hand.  Long before the Tiers and even before Misvic Forge, these casters were revered and they gathered together in hospices and eventually formed the Followers of the White Hand.  

The Followers of the White Hand is almost a religious order with its own trappings, rituals and traditions.  The head of the Followers in each major city after the Fall is referred to as the Archbishop of that city.  Below the Archbishop are the Bishops, Priest and Brothers and Sisters of the White Hand.

The Followers attempt to actively recruit anyone who shows a talent for manipulating Light.  At some points in history, most notably after the Fall, this recruitment went beyond an attempt to convince and became conscription.  The current Followers are trying to recover from this stain on their reputation.  Even so, there are some among the Followers who feel that all who can use Light should be among their ranks.

Saturday, October 26, 2013

Goodbye talented casters

I'm going to do some changes to magic and remove the single school talented casters.  There will be a way for non-casters to get access to spells though; it'll just be more costly and can be gained at any time - not just at character creation.

Friday, September 6, 2013


Finally got around to taking a first pass at the equipment lists.  I was putting it off forever.

Sunday, August 25, 2013

I doodle

This would be the tower in the wastes with its lonely little light shining to weary travelers.

Back in the saddle

It's been a few weeks since I sat down with the rule book and did any work.  Time to get back at it.

I really want/need to get more of the world handled but I keep finding myself tweaking the rules.

Here's the new changes if you're one of the few who are following along in the draft.

  • Restored the accidently deleted Channeling condition

  • Added a stub for Poisons

  • Minimum range rules added for some weapons
  • Added stub for Diseased condition
  • Change to Initiative
  • Added (IS) Initiative Score

Traits and Powers
  • Added Fast Learner

Sunday, July 14, 2013

Updates and Notes

  • ·      Change to Layout of the whole section

  • ·      Added Carrying Capacity and Drag for STR

  • ·      Update to Bangstick
  • ·      Added Misfire numbers to ranged weapons
  • ·      Added weights to items


  • ·      Update to Misfires

Sunday, June 23, 2013

The Downfall of Gearhead and some changes coming

Last night the party chased down Reverend Queen and ended up in a fight with Gearhead.  With the help of Deputy Halliwell, they were able to take the Reverend and Gearhead down.

Gearhead went down a little easier than expected due to Rooster sneaking up behind him and basically shoving a grenade down his pants.

Yeah, going to look into how that worked.


Been making a lot of changes to the book and updates and clarifications to the rules.  The condition cards worked out better than I expected. Woo!

6/22 is the current version of the doc if you have access to it.

Tuesday, June 18, 2013

Condition Cards

Just spent some time writing out condition cards.  I think it will make the game flow a little better as well as give it nice mechanic. 

Saturday, June 1, 2013


Working out a sheriff on paper is kind of eye opening.  Most of them sit between 500-700 Story Points spent to get them to their skill level where I imagine them to be.  That's about 10x what the current test party has.

Tuesday, May 28, 2013


Made some updates to conditions and changing it from keeping track on scratch paper and character sheets to a mechanic using cards and tokens.

The idea is to create some very easy to understand and use rules and generalizations.

Going to have to test it out!

Saturday, May 11, 2013

Secondary test group

Any locals interested in being a secondary test group for Leviathan Bridge? What about non-locals for online testing?

Friday, April 19, 2013

Wednesday, April 17, 2013

Two in one day! (Changes for this weekend's play)

In addition to taking out the magic related items we haven't had time to touch on, there is a new special action, some new traits and a much more simplified way of dealing with WND damage.

Go take a look!


Traits and Powers
  • Added Pain Resistance

  • Removed ritual and alchemy to be handled later - not in this rule set

  • Added Feint

Combat - Injuries
  • Changed the way WND effects VIT and FTG
  • Removed rollover example - new system is simpler

Trimming the tree

I've decided today some stuff was a little too ambitious to start and therefore will be removed from the first version of Leviathan Bridge.  But hey, supplemental materials!

Don't fret, alchemy and ritual will make a return!

Sunday, April 14, 2013

More updates

I've made a few more updates and some small rewrites to the ruleset.  One of the newest changes is hybrid magics.

It's getting close to the time where I am going to go through the entire document to edit for clarity and stupidity.  I realize there is still a long way to go even after that but hey, no one ever said creating your own game and world would be easy.

Wednesday, April 3, 2013

What's in store for our intrepid adventurers this weekend?

Current advertisements:
  • Wanted - Feral Subsurface Fauna Specimens
    • Lawrence Atkinson, Prof. Zoology and Elementally Induced Evolution - EB University
  • Wanted - Maps and Charts of Pre-Tier Settlements
    • Private Collector - Drop Box 8715, EB Parcels, T40
  • Wanted - Discreet Security Escort - 1 Week
    • Post here with contact information
  • Wanted - Temporary Guard Force - 3 Weeks
    • Special skill set and possible sea travel required
    • Lester Fisheries
  • Missing - Gary Holt
    • Last seen NE of Senate Park, edge of Steel Badlands
    • Contact Sandra Abraham - 14540 Standing Rye Ln T45
  • Wanted - Light casters or talents - any Church of the Followers of the White Hand
  • Dead or Alive - Cliff “Gearhead” Yanick - for a string of merchant robberies and murders
    • Sheriff Dunfrey, EB, 10,000₱
  • Dead or Alive - RedJack
    • EB Senate, 500,000₱

Leaky Pipe Owner - Ruby Cooper
  • Normal courier has not showed up to get a rush order of Hogshead of FdF porter.
    • Group can take lizard cart and free drinks during the party

Friday, March 8, 2013

Animal Companions

Rules added for attuning animals to a character, including special abilities gained and ways to improve your new best friend.

Where ever you go and what ever trouble you might get into, they'll come to your aid.

Monday, March 4, 2013


Opposed INT check or opposed PRE check?

What skills should come to bear (if any) in this kind of check?


As an opposed INT check, a character can force an enemy’s attention either to or away from themselves.  This can be used to save an ally who is being targeted by an enemy or to remove yourself from the enemy’s field of view momentarily.
A successful distraction allows the former target to make a stealth check to remain out of the enemy’s view or to set up a surprise attack in the next round

Sunday, March 3, 2013

More changes

Been doing some more work getting ready for the game and testing this coming weekend.

We'll be doing a character rebuild from scratch and then re-rewarding everything the group has gained up until now so we can pick up the story from where we left off.   

Fleshed out Traits, Powers and Skills some more. 
Added some more minor tweaks to combat, character creation and character advancement.
Quite a few minor changes all in the updates section of the rules.

Sunday, February 24, 2013

Creating Magic Items

Personal Attunement: This is my favorite knife. We’ve seen a lot of action together.

Family Attunement: This was my granddad’s knife. He passed it to my father and he
passed it to me.

Regional Attunement: This knife belonged Grimshanks the bandit who used it to tear
a path of fear through the Steel Badlands for years.

Legendary Attunement: 400 years ago, Sheriff Gabriel Bedford, with only this knife,
drove back the elemental lord M’zzit to its own plane and thus saved the ports of East
Bridge and all of Erba.

Each level of attunement unlocks more available powers and bonuses.

Sunday, February 17, 2013

Pushing out some more updates

Small changes to surprise attacks, firing on moving targets and how to gain an edge in combat.

Tuesday, February 5, 2013

Talents, Feats, Powers, Traits?

Call them what you will but we've added some to the game finally.

Also did an overhaul of the character creation and some tweaks to character advancement.

Sunday, January 27, 2013

Magic spell templates

I'm making a significant change to the magical spell templates that I think will make it a lot easier to understand for everyone.  I also think it will help give better examples for people to try and shape their own magical effects.

I hope to have them all finished and a new version of the rules published tonight or tomorrow.

Wednesday, January 23, 2013

A little change to publishing

I'll be moving the google drive copies of the Leviathan Bridge game docs out of the individual docs and into a Scrivener document to make working on them easier.   I'll still maintain a compiled version of all the documents on google drive for people to browse  and leave feedback on.  

I expect to finish this over the next week or so.