Archive for the 'Agonia' Category

Agonia Sketches

June 26, 2008

Agonia Combat

June 23, 2008

Here’s the slightly hacked combat rules I’m floating for Agonia. Hopefully John Harper and Eric can help me figure out if they’re completely broken.

The Battle abilities in Agonia are: Melee, Ranged, Mounted, and Evade. Melee includes one-handed weapons you hit or stab people with (maces, powerfists, spears, chainaxes, flaming swords), shields, and one-handed guns (flintlock pistols, hand flamers). Ranged includes two-handed weapons that you use to hit people from far away: bolt rifles, bows, crossbows, rocket launchers, etc. Mounted is used when riding war horses, driving attack bikes, piloting land speeders, steering skelter bats, etc. Evade is used to avoid attacks, whether melee, ranged, or mounted.

In combat your dice go into one of three pools: Right Hand, Left Hand, or Defense. The dice from either or both of the Right and Left Hands can move over into Defense at any time, as long as they haven’t already been rolled to attack.

To start out, all pools are empty. Say I’m a farmer with no Battle abilities except a d4 in Evade, wielding a d4 pitchfork in both hands. The pitchfork’s a Melee weapon, but I have no Melee ability (less than d4= 0) , so I’ll have to substitute something else and impair it, just like brining in another ability in Agon. “Toil” is the most likely, since I’m using a farming tool as a weapon. Let’s pretend I’m God’s gift to farming and have a d8 Toil, plus +2 for wielding the pitchfork in both hands. So that gives me 1d8 + 1d4 + 2 total offense, not all that bad. As for Defense, I haven’t used my one Battle ability for this round, since I had to bring in Toil and impair it, so I can use my pitiful d4 Evade.

Okay, well, say I’m getting attacked by a mercenary minion dual-wielding swords in both hands. All I have to do is hit him once and he’s dead (being a minion), but my Toil gets impaired every time I use it to fight with, so I’m not long for this world if I can’t hurt him early. Unfortunately, he gets to attack first, since he got a better positioning roll. However, he’s chosen to roll his Sword skill, which means he can’t bring in Evade or another ability without impairing it and currently has no dice assigned to Defense. A risky tactic? We shall see.

He attacks, rolling a 5. I can’t beat that with my d4 evade, but I roll anyway, getting a 2. So… that’s a level 3 Wound I have to take (since I have no armor). But not just yet! I could choose to use my pitchfork to try to block the blow, dropping the dice from both my Right and Left Hands into my Defense pool. That might not be a bad idea since, with another sword in his other hand, he’s probably going to make another, off-hand attack. However, that would mean I would lose the chance to attack myself and that’s not the best choice for me here. So I take the 3 Wound, which gives me a -2 to my next roll. Being smart, he decides to not attack with his off-hand. My turn.

Now I’m rolling 1d8 + 1d4 to attack, with the Wound penalty cancelling out the bonus for using both my hands on one weapon. I get a 6! The mercenary, having no dice in Defense, blocks with his sword by dropping his Left Hand dice into that pool. Does he succeed? Do I get him? I’ll leave you in suspense.

Here’s some complications to this scheme.

1. Ranged weapons and all guns (including handguns which count as Melee), cannot be blocked by Melee weapons; they can be Evaded or, if you have a Shield, you can roll that hand’s dice along with anything else you have in Defense (Evade, most likely).

2. Guns (of the one or two-handed variety) do lots of damage, but, at least if they’re the blackpowder variety, it takes a while to reload them. Reloading consumes both of your hands for the entirety of the next round or whichever later round you dedicate to reloading. You can still Evade or roll any other Defense dice, however. Setting up firing lines should actually work pretty well, here. You could fight in a Civil War or Napoleonic fashion, the line in back firing while the line in front spends the round reloading.

3. Also, handguns cannot be used to block, period. Two-handed guns can only be used to block if you have a bayonet or other such implement on them and, as with other weapons, have no attacked with it this round. Even then, any melee actions with a bayonet (attacking, blocking) have a -2 penalty, since that’s not what rifles are really meant for. Remember that before you order a bayonet charge.

Thoughts? Potential problems?

Agonia Heraldry

June 23, 2008

Character Creation in Agonia (2)

June 23, 2008

The character sheet reads like…

[Name], [Lineage] [Lineage Type] (Choose: Birth, Labor, Action, Battle) [Name Die]
Vassal of [Master] [Master’s Name Die]
[Class] [Class Bonuses] [Special Maneuvers]
[And Forgive Us Our Debts] [As We Forgive Our Debtors]
[Archangel] (Choose: Micha’el/Michael/Mikha’il, Gavri’el/Gabriel/Jibra’il, Rafa’el/Raphael/Rafa’il, Ezra’el/Azrael/Azra’il) [Favored Abilities] [Divine Favor]
[Vanities] (Glory-based Keys, basically) [Glory] [Unspent Advances]
[Corruption Track] (d4, d6, d8, d10, d12) [Corruption Die] [Afflictions]
Birth Abilities: [Insight] [Grace] [Might] [Spirit]
Labor Abilities: [Toil] [Craft] [Heal] [Lore]
Action Abilities: [Athletics] [Cunning] [Hunt] [Horse]
Battle Abilities: [Close] [Medium] [Ranged] [Defense]
Protective Gear: [Shield] [Armor] X X X
[Melee Weapons] (Chosen by Player)
[Ranged Weapons] (Chosen by Player)

Character Creation in Agonia (1)

June 22, 2008

So I think this hack’s just called Agonia. First, it’s a Latin word from the same root as the Greek ἀγων, where Agon takes it’s name. Second, it means “agony,” specifically in reference to the Agonia Iesu in hortu Gethsemanie, the legendary suffering of Jesus in the Garden of Gethsemane before his trial and crucifixion, part of the Passion narrative. Third, I think the Church, in this particular setting, views the current period of Pestilence as Agonia Mundi, a time of righteous suffering for the entire world that precedes the Resurrection of the Dead (which may already be happening, with zombies and such), the Second Coming, and all that.

Character Creation, Part 1


Where are you from? This is a specific community, not just a general geographic region, but the larger region determines what bonuses you get. You can also be from a community between two regions or have a mixed heritage. Maybe your family’s related to the Moorish knights of Cordoba, but your father was actually a merchant in Italy. In such a case, you select one bonus from each Homeland instead of two from one. Example regions (which include any on this map with a proximity to Europe):

The Caliphate of Cordoba
The Kingdom of Leon & Castille
The Holy Roman Empire
The Papal States
The Fatamid Caliphate
The Kingdom of Hungary
The Byzantine Empire
Rum (Suljuq Turkey)
The Kingdom of Damascus
The Kingdom of Jerusalem


Who is your lord, your direct superior? Who do you serve? You get additional bonuses based on who they are, but not their rank. Serving a clergyman is the same as serving The Pope. Examples:

A Man/Lady of Wealth
A Man/Lady of God
A Man/Lady of Birth
A Man/Lady of Deeds
I Serve No One But God
I Serve Myself Alone

Aptitudes & Failings

Raising and lowering your base ability dice is done by describing Aptitudes and Failings. You are gifted at one thing, but generally less capable at something else. You start with up to four of each, with Aptitudes raising the base d6 to d8 and Failings lowering it to d4. You must take a Failing for each Aptitude, and vice-versa.

Battle Abilities & Weapons

Your initial Battle abilities and Weapons are determined by your Heritage. For example, the Muslim lands of Cordoba are renowned for their fine Andalusian horses and excellent steel swords, so a Cordoban’s primary Battle abilities would be Sword and Horse.

The Agony

June 21, 2008

These are notes for a crusaderpunk Agon hack inspired by Wormwood, Engel, and Dark Heresy.


Each class has a special ability unique to them and a number of other special abilities that they can purchase at character creation or with advances.

  • Presbyteri, “Clergy,” start with Shaping, which allows them to manipulate the surrounding environment by invoking prayers and commands. In combat, they can roll Spirit + Cunning, instead of their attack dice, and choose to move up to 3 Beast, Mortal, or Monster characters whose positioning roll they beat, including allies and themselves. Further advances can increase the number that can be moved to 5 or unlimited.
  • Machinae, “Machines” start with Armor of God, which gives them a d6 Armor die that can never be impaired further, and two levels of Armor (d8, d10) above that. With additional advances, the level of armor that cannot be impaired can be increased to d8 or d10.
  • Fratres Hospitalarii, the “Knights Hospitaller,” start with Healing Touch, which allow them to roll Spirit + Heal vs. a target’s Corruption + highest Wound level, with success healing the highest wound. Advances can allow them to heal the highest two wounds or all wounds.
  • Fratres Templarii, the “Knights Templar,” start with Dark Magicks, which allows them to roll Lore + Corruption vs. a target’s Spirit + Lore, with success giving them a penetrating wound that ignores armor. Advances allow these attacks to also increase a target’s Corruption.
  • Fratres Paenitentii, the “Knights Penitent” who have been redeemed from corruption, start with Inspire Terror, which operates similar to “Fear” in Agon, allowing them to roll Name + Spirit against opponents, with victory giving others a -2 to attack rolls against them. Advances can raise the penalty to -3 or -4.
  • Hostias Angelii, the “Angelic Hosts,” start with the Agon ability Swift, allowing them to move one space whenever they like. Advances can up this to 2 or 3 spaces per round.
  • Mercenares, “Mercenaries,” start with nothing but what they gain through Corruption.