Sunday, February 2, 2014

The Assassin: A new class for Arcana Rising

Assassins are those who resort to the bloodiest means to protect humanity from the unholy and the despotic. Masters of the kill, they apply their instruments to cut out any who would threaten the freedom and survival of mankind.

Assassins follow the traditions of the Lepides, an ancient order that served the Alliance during the war against the Atlanteans. Even as Atlantis fell, the Lepides swore to continue their work, passing down the skills of their order to successive generations carefully chosen. The Lepides conspire to assure that mankind can forever live free of the tyranny of the unholy and those who would use magic to control human destiny as Atlantis once did. Over the years the order's descendants have scattered and even been lost, but the ways of the blade survive and a new generation has quickly armed themselves to face the threat of magic's return to the world.

Assassins train extensively to improve their agility, perception, and combat skill to almost preternatural levels. Some say that only those who still contain a trace of the mystical bloodline of the original Lepides can truly master the techniques, and it does at times seem as if those whose destiny lies in the ways of the assassin learn as if their very instincts were already tuned to them.

High STR is a must for an assassin, as is a decent DEX score, and their WIS tends to be high as well, owing to their unique perceptive abilities.


Melee
To-Hit
Ranged
To-Hit
Hit
Dice
Saving
Throws
Assassinate
1
+1
+0
1d8
+1 DEX
+1d6
2
+2
+1
2d8


3
+3
+1
3d8
+1 WIS
+2d6
4
+4
+2
4d8


5
+5
+2
5d8


6
+6
+3
6d8
+2 DEX
+3d6
7
+6
+3
6d8+2


8
+7
+4
6d8+4


9
+7
+4
6d8+6
+2 WIS
+4d6
10
+8
+5
6d8+8


11
+8
+5
6d8+10


12
+9
+6
6d8+12
+3 DEX
+5d6

Stat Requirement:
STR 7+
Weapons: Short Blades, Long Blades, Archaic Ranged, Handguns, Long Arms
Armor: Light

Special Abilities

Freedom of Movement: The assassin is a master climber and acrobat, able to move freely across the rooftops of an urban environment as easily as running along a paved track. Assassins may forgo stat checks to climb buildings and other vertical surfaces, provided sufficient handholds, as well as to leap distances of no greater than 5 meters. Their skill even applies to safe falling: an assassin can survive a leap of up to 25m provided there is sufficient cushion to break their fall, such as water or even piles of leaves or hay.
Heightened Senses: Assassins hone their senses, the better to avoid enemies and pick their targets out in a crowd. They gain a +1 to WIS for the purpose of surprise checks and perception checks, and can mentally track enemies within 50m even if they break line-of-sight.
Assassination: The assassin is an expert killer, and given the element of surprise knows exactly where to strike with a blade to best insure an immediate death for their target. So long as the assassin remains unobserved until the moment they strike, they deal extra damage according to the table above. Regardless of damage dealt, the target must make a massive damage save against the attack. Should the assassin be observed with apparent hostile intent (ie. appear armed), the assassination attempt cannot succeed. It is for this reason that the assassins wear the secret blade (see below).
Twin-Blade Technique: Should the strike go ill, or the assassin be forced to defend themselves against those who protect their target, the assassin must be able to hold their own against multiple targets. An assassin wielding a melee weapon in each hand takes no penalty for attacking once with each weapon, and when attempting an assassination can apply the damage from both secret blades (if wearing two).

The Secret Blade

A unique weapon of the Lepides passed down for centuries, the secret blade is a spring-loaded blade concealed almost invisibly within a bracer worn about the wrist. This allows the assassin to appear visibly unarmed, the better to approach their target without suspicion before thrusting the blade home. The weapon does 1d6 damage, costs 100 Astra, and takes a day to construct. Two secret blades may be worn, one on either wrist, and when attempting to assassinate a target, both can be used at once.

Monday, January 13, 2014

Reflections on 2013, and Announcements for 2014

It's now two weeks into 2014, and Arcana Rising has been on the market for just about two months. So how did BWP do in 2013, what's next in 2014, and what about all that 'no negativity' stuff? Let's talk about that.

For starters, let's talk about 2013. Thanks to the fans who bought the book, those who backed AR more or less sight unseen during the Kickstarter campaign, and a crapload of hard work, I'm pleased to say that Arcana Rising has proved to be a pretty decent success. Proceeds in total so far just about edge out Hulks and Horrors in fact, and while reviews are still few, they've all been great so far. Thanks to AR and the continuing sales of H&H, BWP is starting to resemble a respectable bit of extra income for me, and I believe if I keep working I can keep it going.

That's fantastic. I am eternally grateful to all of you for your support and your willingness to spend your hard earned cash on the idea that I can make something you will love. One fan actually wrote a blog post in which he vowed not to buy any new RPG books this year, except for anything with 'John Berry' on the cover.

You can't buy that. You can only work at it. That is not something a marketing budget will buy, that is not something a focus group will tell you how to make, that is something that comes because you put your heart into something and gave it your all. I am both proud and humbled that I've made the progress I have in just a year and a half's time.

That all said? Holy Erebus was it also stressful as all hell. And the thing is, did you catch what I just said up there? About AR just about edging out H&H? While I can't discount the impact that the original failed IGG campaign had on Hulks and Horrors' visibility, the fact of the matter is that game is still selling, and the simple fact of the matter is that it's awesome. And I wrote it in half the time I wrote AR, and to be honest, I think I had a lot more fun doing it. Realistically speaking, I simply can't afford to pull another AR, the time-per-dollar isn't there and as a one-man show it means neglecting my other releases while the latest huge project barrels forward.

With that in mind, it's time to step up my game and start supporting H&H. It's what I want, it's what you want, everybody wins, right?

Accordingly, I am announcing today a line of companion volumes to H&H. Each Companion will provide a range of optional rules, new classes, monsters, and other toys, all centered around a general theme. Since the day I put down the pen on the H&H corebook, I've continued to have dozens of new ideas and cool stuff I wanted to add to it, and now I can do all of them. Through the Companion format, these can also come in a steady wave, meaning smaller projects, more releases, and thus more fun in your hands on a schedule that won't drive me to drink and divorce.

The first Companion book is in the writing stages as we speak, and will bring some fun new material to play with, and I've an outline already developed for at least two more to follow. I'll have a fuller announcement for  Companion I very soon, once I can get a better handle on how big it's going to be and how long it's going to take, but the goal is to have Companion I-III out by the end of this year.

2014 is going to be the year of Hulks and Horrors, and I am delighted to be returning to what is still my favorite project so far.

Finally, some of you may remember that late last year I pledged to disavow online negativity until the end of 2013. I would like to say I was successful in that, but in truth I did slip up on IRC a time or two, for which I apologized to those present. A promise is a promise though, and so I must confess that in the end, the experiment was kind of a failure. What I learned is that real life is not as simple as just trying to 'turn off' the negativity, and that shutting down the valve when the tank is already at pressure is not the best idea. Mostly what I've felt since I realized my self-imposed ban was over was relief. I've learned that expressing negative emotion is as important as expressing positive emotion, it's just a question of how, when, and to whom. So perhaps the real lesson is just learning a bit of self-control and understanding context, and the difference between healthy release and just meanness. Hopefully I know that a little better now. Time will tell.

Thanks for reading, everyone, and thanks for making 2013 a very interesting year.

Monday, January 6, 2014

Heaven's Shadow on even deeper discount!

It's that time for DriveThruRPG's New Year, New Games sale, and Heaven's Shadow is now taking an even deeper discount until the 12th! 

That means you can get the corebook in PDF right now for just $3.75, and the print edition for a mere $11 and change! Get it now while you still can, and see the game Tommy Brownell called one of his Top Six of 2013!

Thursday, January 2, 2014

Heaven's Shadow is on sale!

To celebrate our recent selection as one of Tommy's Top Six, BWP is offering a discount for the month of January on Heaven's Shadow.

From now until January 31st, Heaven's Shadow is 25% off at DriveThruRPG! Swing by and pick up a copy today!

Wednesday, January 1, 2014

Heaven's Shadow gets a Top Six nod

Tommy Brownell has posted his Top Six games of 2013, and our own Heaven's Shadow makes the cut, alongside such giants as Dragon Age and Dresden Files.

Check out his post to read the rest of his picks, and enter for a chance to win a copy of Heaven's Shadow, should you have the misfortune of not owning it just yet. Otherwise, check out the link at the top of the page or look us up on DrivethruRPG and pick up 2013's stealthiest sleeper classic.

Monday, November 25, 2013

Arcana Rising is now in print! (Plus, Neuro City!)

With our Kickstarter backers already finding books in their mailboxes, that means its time to greenlight Arcana Rising's release in print for the public!

You can now purchase Arcana Rising as a paperback from DriveThruRPG, and if you've already purchased it in PDF, take a gander at your email inboxes and spam folders for a message from me and DTRPG for a special thank you surprise.

Welcome to Neuro City, our cyberpunk fantasy mini-supplement, is also now available in PDF as well, so be sure to take a gander at that too!

Thanks for all your support, folks, you've helped make Arcana Rising a surprise hit at a time when Maru and myself really needed it. BWP fans rock!

Wednesday, November 13, 2013

Arcana Rising is now available in PDF!

As of today, Arcana Rising is now available in PDF! At long last, BWP's old-school take on the urban fantasy genre is now available in digital form.

http://rpg.drivethrustuff.com/product/121426/Arcana-Rising?src=social_media_link

Print copies will be along soon, once the Kickstarter backers start getting theirs, but don't let that stop you from checking out the PDF. I'll be sending out discount links to anyone who bought the PDF once the paperback edition is live, so you can still get both for the same low price!