You can finally buy a softcover book version of LIGAMENTS, and I’ve got more in the works…
Quick update for ya’ll today. Also, a small apology. I’ve been neglecting the Blog for a bit now, due to the mental load of life this past year. It’s been a combination of things, but to be quite honest, I’ve also had less and less inspiration for material that would make “good” blog, or glog, posts. I’ve already got more projects in the works (see below!), but finding a better work/blog balance is top of mind for me. Anyway, let’s get to the updates.
Grab Onto LIGAMENTS!
Our long national nightmare is over (no not that one). You can finally buy a softcover book version of LIGAMENTS in beautiful black and white. The game has been out since January of last year, but Kili and I have been working very hard to polish it up and lay it out better, and I can’t tell you how proud I am to release it to you all. Rule clarifications, new art, better advice, and a completely revamped gamemaster’s section are only the surface of how much better the game is now.
You can order from Lulu right now, but soon you’ll also be able to find the game on DriveThruRPG, if that’s what you prefer, or if you want a Book + PDF bundle that knocks a little off the total. Of course, our Itch.io page is also available if you’re only interested in the PDF, or if you want your purchase to add a free community copy to folks in financial hardship.
Flash in the Pan
The gaslamp fantasy weird-west setting for LIGAMENTS, Flash has had some of its more notable parts pulled from the core rules of the game. This was for two reasons. One, I wanted LIGAMENTS to shine as a clean and simple game system worthy of playing for your OSR campaigns and modules, but with a flavor that supported some stranger bits of play. Nobody buying it knows what an Anomaly is, but they know what a Wizard is. It’s really that simple.
It might be the cowards way to sell the game, but I’m not getting rid of the setting at all. All the class articles you’ve seen, the story of Cutty Donehue, all the world-building is being incorporated and polished into the Graceland Gazette, a project that I’m going to be releasing pay-what-you-want, so anybody can use the setting for LIGAMENTS, but nobody has to.
I’ll be going into major detail about the specific Species and where they come from, the major locations in the world from the eastern United Alto-Monarchies, to the swamplands of New Mira, to the deserts and jungles of Vaquero, to the frigid north of Nuckalay. Of course, there’s the highlight of the setting, the wild west itself, the Dimmentum Federation’s Territory.
Of course I’ll also be covering the war, the guns, and there will be mechanics exclusive to the setting for the classes. Like the Anomaly schools, for instance.
Thanks
All in all, I’m just glad to say that I may be “done” with the core rules of LIGAMENTS, but I’m not done with making games, worlds, or time for you all. Thanks for reading and listening, thanks for supporting me, thanks for being you. Play more games!
These six heritages are for the world of Flash in the Pan, a post-civil-war and gaslight fantasy take on Western adventure. Included in the rules of my game LIGAMENTS, which has been growing steadily as I test and revise every little piece.
Humanity makes up the majority of the folk in Graceland, from the white shores of Los Amigos in the west to the shining towers of Efer Island in the east, from the bitter cold pines of Nuckalay in the north to the hot jungles of coastal Vaquero in the south. Some, like the Waxlotche and Valiqan, are natives of this land before the place was colonized. But most are immigrants, seeking their fortune in the West, scientific progress in the East, and escaping the firm grip of the king across the dip, King Quillious IV.
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Heritage
Trait (Assigned or Rolled)
1
Feddy
+1 Capacity
2
Keolei
1/2 Ration removes Hunger
3
Tánlì
+1 Career
4
Unamo
+1 Luck
5
Valiqan
-1 to Injury Rolls
6
Waxlotche
+1 Equipment (Wondrous)
People of the Dimmentum Federation (Known as Feddys), are southwestern folk raised on hard, hard work under the hot sun. Ranching, farming, and mining for their lot in life. Descendants of the original Graceland colonists, their relationship with the Valiqan and Waxlotche is estranged, to say the least. Though they get along with the Castuin and Tinea just fine. Regional Governors own and oversee the land in the west, bordering on the Whittle Peaks, but the power of the Feddy territories is always in the hands of its people. The biggest city all Feddy folk would know (and some have even seen), is Daygonby, a salt-mine turned trade powerhouse in the arid plains of the Cracked Stove. Their place in the war was as the rebellious force who wished to divest the country from the taxation and influence of the King across the dip, which the United Alto-Monarchies were all too happy to continue. They dug in trenches, laid traps, and fought defensively almost the entire war, until the massacre at Fort Carter broke their force’s morale, once and for all, leading to the dour moods and bitter hearts that dot society in the West today.
Keoleifolk in Graceland are the descendants of slaves from well before the war, who freed themselves and carved out a place of their own in the country. Their independent state, known as New Mira, is governed by democratic elections and local councils. Just south of the Whittle Peaks, it was a tense area during the war, as many folks volunteered to keep the warring Feddy and Unamo forces from intruding on their land, especially given the history of cruelty to their people. While they were able to avoid open fighting on their land, the war raged on economically, with many trade routes that moved through northern New Mira being plundered or blockaded by agents of the warring states. While most Keolei folk live in the south of Graceland, many have also made a home in the far north, where native Nuckalay people, such as the Castuin, gave refuge during the days when slaves were forced to flee capture or slave hunters. These villages, such as Wishbone and Camp Repoze, became a place for the Keolei folk to settle down, grow their roots, and share the culture they had kept alive through song and stories up till then. Keolei cooking in particular is a wildly popular addition to Graceland, garnering an awesome reputation by anyone whose so much as heard it described.
The bulk of immigration to Graceland is done by Talni folk, from the country of Talnia. Originally flocking to Graceland in the early days of western expansion, the “March of Progress”, so-called by Feddy settlers. Seeking their riches far from the chaotic politics of their homeland, most Talni folk looked to make money in labor before settling down and taking advantage of the country’s comforts. However, mistrust of the foreigners, mixed with a lengthy immigration process meant that Talni folk were grasping for any work they could get, becoming the bulk of cheap human labor, from mining and farming in the Federation to building the railroads of the Unamo. Despite this, Talni folk were hardy and loyal to one another, fighting off racist attacks and forming some of Graceland’s earliest unions with their neighbors, which earned them better payment and led to Talni cultural influence that spread quickly, leading to Talnia songs, foods, and written media becoming ever popular with Graceland’s people.
People of the United Alto-Monarchies (Known as the Unamo), are northeastern folk with access to the latest in technology, from idea-sharing tools like the printing press to war-winning machines like the Gunstepper, and the economic boon of the enormous Efer City Zeppelins. The nicest cities have paved roads made of perfectly cut stone, towers as high as the clouds, indoor plumbing, and free electricity available to every citizen. While some other folk thinks the Unamo soft, these comforts have actually helped bolster the people’s focus on skillful shooting, practical mechanical skills, and economic savvy. Each domain of the United Alto-Monarchies is headed by an Alto-Monarch, who unilaterally controls their sector of the country, laws, funding, culture, and all. Because of this, not every citizen of the Unamo has equal rights, or the same chances in life, but most of the domains have taken the post-war peace to rearrange some priorities, following the lead of Alto Henry Lockwood, the lord of Efervesi, which many see as the capital of the Unamo.
Valiqan folk will be the first to tell you that you’re not the first cowboys, the first ranchers, or the first anything. Working across the land like the Waxlotche, these natives from Vaquero are hardy, loving, and unerringly loyal to family. The horse as an animal was a beautiful beast of freedom before the Vaquero was able to tame it as a new way to travel, hunt, and race. Originating from the bleak and arid land directly south, the Vaquero has had many run-ins with the colonists of Graceland, from warring with early Feddy forces over invading their land to helping Keolei Slaves in the Unamo fight for their freedom. Religion holds a large slice of the Valiqan soul, with organized worship of The Mother starting in Vaquero, and growing swiftly across Graceland. Wars were fought in earlier days over ways to worship, and while the church has unified, outliers still exist who worship the Sister, or the Brothers, over their Mother. During the war, the Valiqan were split, with a good amount joining both sides, and a smaller group completely abstaining from the conflict. They stood shoulder to shoulder with Feddy’s in the trenches and rode in with the sharpshooting Unamo cavalries.
The last “true” tribe of Native Gracelanders is the Waxlotche. This land is known as Gomo to them, and they have been oppressed and decimated since the first colonists arrived years ago. The Waxlotche were once nomadic, traveling across Gomo from lush hills in the east to the salt flats in the south west, in a cycle every few years. It was for this reason that when they were pushed west by the so-called “March of Progress”, some were able to flee quick when word of imprisonment and massacre to natives reached their ears. Some stood and fought and for this reason, the Waxlotche as it is today lives on, safe, yet sequestered, in the valley of Wakan. The Waxlotche have many talents, but you’ll never find better horse breeders in the world, and their floriculture skills have allowed them to secure the rocky soil of Wakan Valley into well-worked and healthy farmland, tended by gentle hands and ever-present bees. Some leave the valley to sell flowers, blankets, wax, and honey, but most business is done when folk wish to barter for horses. The process the Waxlotche make visitors go through is full of hard work and is apparently for buyers to prove themselves equal to the horses they wish to purchase. Though some have theorized the Waxlotche take great joy in embarrassing the foolish colonizers into proselytizing themselves. Waxlotche who resided in Wakan Valley abstained from the war, uninterested unless the fighting was on their doorstep, where both forces were driven off with swift and merciless violence. However, when faced with Keolei slaves who had fought and escaped their former masters, the Waxlotche were relentlessly helpful, going as far as driving the slave hunters to their homes, or their deaths.
How much would you want in exchange for just 21 grams of silver?
Another Flash in the Pan class for ya’ll as I put the finishing touches on the first full release of LIGAMENTS. This time it’s a class that’s a jack of all trades, and trades away the soul of jack. The Soul Merchant.
Soul Merchant
Striding with purpose through the wet mud dappled with hoof-prints and wheel tracks, the man in the black cloak and hat with a shimmering silver cane was searching for something. After a moment, he found it, a small rune engraved within the design of a butcher’s sign.
By the time he left, his bag, which had been laden with strange silver coins, was empty. He had a fresh horse, enough food for a month-long trip, and a well-sharpened knife.
And the butcher had more workers, and meat, on the way.
A: Death’s Toll, Call It B: Soul Food, Investment Opportunity C: Black Bag D: Double or Nothing
Gear: An easily concealed light firearm, a slick black hat, a light folding shovel, a well-worn book of various funeral rites, and 10 silver coins.
A: Death’s Toll
Money makes the world go round, and you deal in a specific kind of currency. The souls of the dead, trapped in sterling silver coins. To capture a soul, you place a coin in the mouth of the deceased and perform their funeral rites, reversed. This traps their soul in the silver coin, which takes on a ghostly shimmer, depicting the soul’s visage on one side, and a symbol depicting their life on the other.
You may spend these souls to manifest soul constructs of weaponry, tools, and even facsimiles of spells or tonics. All it takes is a gambit action, and spending the correct amount of souls. Each soul coin takes up an entire slot of capacity, you may have a number of manifestations active equal to your Soul Merchant templates. You can dismiss manifestations at any time, but they’re gone.
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Manifestation
1
Gear (Light)
1
Weapon (Melee, Polearm, or Throwing)
1
Minion (costs 1 soul to summon, and 1 every morning)
1
Magic Die (must be spent immediately)
1
Spell (Random, or +1 to pick)
2
Weapon (Splash, Missile, or Firearm)
2
Gear (Heavy)
2
Tonic (rolled randomly or +1 soul to pick)
3
Mount (costs 1 soul every morning)
3
Gear (Unwieldy)
X
Vehicle (capacity is thrice X)
Each soul will be from a person who was once living and breathing. To reflect that, feel free to roll on this table, as well as the career table, to flesh them out. The personality will come up for minions, mounts, and memories, while the style will probably affect the spells and gear you make with their souls.
1d12
Personality
Style
1
Sorrowful
Patchwork
2
Haughty
Lavish
3
Stoic
Minimal
4
Curious
Cosmic
5
Pious
Spiritual
6
Helpful
Soft
7
Prickly
Rotten
8
Childlike
Toyetic
9
Fearless
Riveted
10
Inventive
Clockwork
11
Bestial
Totemic
12
Calculating
Casino
A: Call It
You may flip a soul coin in the air, and say “call it”, meaning pick if it will land on heads or tails. If you or an ally call it right, you get +2 on their next luck test, or knowledge granted by the soul’s career for 1d6 turns. If you call wrong, the soul is spent.
B: Soul Food
For a Soul Merchant, a single soul works just as well as a ration. When you eat a soul coin, flip it. On heads, your mind is altered by the personality of the soul, and their goals become yours for the duration of a manifestation. On tails, you resist their influence but can pull on their memories and career knowledge for the same amount of time.
B: Investment Opportunity
You have the ability to collect souls from willing individuals, who agree to take part in a simple ritual. This ritual involves you placing a silver coin on their tongue and reciting the magic words, thus transferring their soul to the coin.
While their soul is removed, they cannot be frightened, cannot connect with their god, and feel dulled emotions. While you hold their soul, they cannot intentionally harm you, and follow your orders. Spending the souls of the living on manifestations will return those souls to their correct bodies once the manifestations disappear.
To the right buyer, however, a soul coin is worth much more and can be traded for information and services. These buyers are not easily found, but mark their shops with a crest unique to them. They value certain kinds of souls and rely on discretion in their dealings.
C: Black Bag
Given an hour of peace and quiet, you can spend a soul to weave shadows and darkness into a black satchel. It is unassuming, blends in with your clothing, and takes up a single slot, but can hold up to five soul coins. On the back of the bag is your unique crest, which is given to you, not chosen. Manifestations may also be stowed in the black bag instead of dismissing them, though they still count for your maximum number of manifestations.
D: Double or Nothing
If you would fail a roll, you may flip a soul coin, and call it. If you are correct, the roll succeeds, with a distinct extra advantage. If you are wrong, your black bag, and all souls on your person, disappear into nothingness, taken by the brothers.