Showing posts with label RPG. Show all posts
Showing posts with label RPG. Show all posts

Saturday, July 11, 2026

Yet Another Reboot Of Sorts...

 In an effort to try and find players in my online or within my geographic area, I'm rebooting my blog. I've done some work pulling older posts that I feel are no longer relevant and I've decided to reiterate/revise my write-up of my GMing style. Additionally, I'm working with a new APA, Ever & Anon which started after the closure of the long-running Alarums & Excursions APA. The reboot is far from over, however, so more changes may or may not occur. Once again, I'd like to thank lorc and Delapouite for the open use of their icons from game-icons.net under the Creative Commons 3.0 license.
 
The Style of My Games and What I Expect of Us All
Being a writer, I tend to favor story over rules and roleplaying over roll-playing. I tinker with the rules when necessary, whether it's in reverting to an older version of a rule or creating house rules to cover official rules that don't seem to fit. You'll note that my expectations for the group's behavior is mixed in as well here. I've found that such things do tend to intertwine.

The GM is in Charge: As the GM, my word and judgment are first and final, period. We're here to have fun, not pixel-bitch about rules and canon. If I make a mistake or someone has a question, please say so. I'll usually either make an on-the-spot correction and fix the mistake if possible, or make a temporary ruling and look into it after the game has concluded. We can then address it at the beginning of the next session, or I might address it to the group by email. The fastest way to annoy me to the point of blacklisting is to be a rules lawyer or canonista and bog down the game.
Rule Zero is in Effect:
To steal a page from a previous version of Bruce Gulke's Mythosa website: "Every [game element] is subject to change or removal at the discretion of the GM. Even if a game element is initially permitted, if it is later deemed incompatible with the campaign, it will be modified or removed. Any characters (PC or NPC) that use that element may be required to adjust to the change (in other words, grandfathering is not guaranteed). [I] will attempt to keep this sort of thing to a minimum (if at all), but sometimes this may happen in the process of keeping the rules appropriate to the campaign setting."
Tinkering and House Rules:
No game system is perfect. I have yet to find a game system that I haven't tinkered with or amended with house rules. In conjunction with Rule Zero, though I try to keep this to a minimum I will keep players in the loop with regard to changes from the rules as written.
Story First: I run RPGs in order to tell heroic stories. I'm not in this for Player-vs-Player deathmatches, evil campaigns, socio- or psychopathic PCs, lone wolves, edgelords, or murderhoboes. At the start of the game we will discuss character concepts and the kind of story you want to tell - but it must be a heroic story. While I'm happy to have the players steer the story, I'm not above taking a firm hand to keep them on the right track. Don't deliberately dead-end the story, slaughter NPCs left and right, or otherwise act like a bunch of psychopathic nutbags. 
Intraparty Conflict:
  While I feel PvP activity can sidetrack a game, sometimes it is allowable - but only at dramatically appropriate times. These exceptions include:
  • Certain games where betrayal is expected - e.g. Blade Runner, Cyberpunk 2020/Red, Shadowrun, Paranoia, etc.
  • Campaign finales, particularly if old grudges come out with sudden - but inevitable - betrayal.
  • PCs being tempted to betray the party by NPCs.
  • A PC getting their "just desserts" for a past misdeed.
Drama:
The stories in my games have highs and lows - victories and defeats; ambushes and escapes. Just because the characters are heroes doesn't mean the cavalry will be there to save them at the last minute; bad things do happen to good people occasionally. However, good redeems its own in that the characters have acted to better others' state of life. Conversely, evil eats its own. Though an evil overlord may rule for years in a game world, they will fall, either at the hands of the heroes, a vicious minion, or through self-destruction.
 
Fears and Traumas:
If there are specific fears/phobias, traumas, preferences, etc. that you have, you can let me know privately (and even anonymously) before the game and we can address how to handle them. If you know another player's triggers and attempt to traumatize or otherwise upset them, you will be given one warning. Further offenses will result in ejection from the game, possibly the group (ejection from the group requires a unanimous vote by the group). 
 
Disturbing and Explicit Content:
This aspect is dependent upon the players (see "Fears and Traumas", above) and so is not a constant. Because we are telling stories of heroes, the villains in some - but not all - of my games are equally horrible - cultists, traitors, murderers, slavers, outer gods, and things that go bump in the night - those are some of the things the PCs will face. I also don't shy away from some adult situations. A character's family and friends might incur tragedy at the hands of a villain or his minions. I'm not one to revel in gore or distressing situations. I will fade to black to indicate the gravitas of the situation. Character romance and intimacy is also a possibility in my games, but not to the point of gratuitous sex scenes. I don't believe such things necessarily make for good storytelling. As with disturbing content, I will fade to black in such situations.
 
No Harassment: As detailed in a previous blog entry, I will not tolerate players harassing their fellows or otherwise making them to feel uncomfortable or unwelcome. This includes describing explicit and unsettling courses of action by a character or otherwise harassing a player through the game. Offenders will be given one chance to straighten up and fly right before being told - not asked - to leave.
 
No "Isms":
  We're all equal here and we're here to have a good time. Lay your politics at the door. Anybody refusing to do so will be invited to leave. Such things are expected to (possibly) be confronted by your characters – the heroes – not the players.
Run!:
A lot has been made in the past about game balance. Though I'm not one to kill characters wantonly, their players have to use their common sense and brains to stay alive. Still, if they wander into a cave and start poking a dragon with a ten-foot pole or wade into the midst of a charging horde of orcs, they'd best be prepared to run - and maybe have another character at the ready.
Heroism: Even though I've lived in this world for a good many years, I still possess a shred of idealism, believing that good overcomes evil. I despise evil campaigns. That being said, I expect my players to be playing the heroes. I'm not saying the PCs have to be saints walking on water; they could just as easily be antiheroes or rogues with hearts of gold, but when push comes to shove they should be willing and able do the right thing, even if it means walking a hard road at great cost.
Consequences:
This aspect is connected to the concepts of "Story First" and "Drama". Characters have the agency of free will, and as such, all their actions (and failures to act) have consequences. Tracy Hickman wrote an excellent series of essays regarding morality in RPGs. To paraphrase part of his third essay, games without consequences cheat their players. We expect things to work a certain way in the real world - when you hit your thumb with a hammer, it hurts and you try not to do it again. In a fantasy world, if you commit a crime, there should be lawful repercussions - to have it any other way is to make the entire game a lie.
Character Death:
I don't shy away from character death, but I'm not one to kill characters willy-nilly, however. I believe a character's death must serve a purpose in relation to the story - such as noble sacrifice - to demonstrate the serious nature of a situation, or the lethality of a dungeon, creature, or trap. If you are overly attached to your characters, you may want to avoid my table.
Mirror: Players have a part in building the world around their characters - it's only fair. I'll mirror back any ideas I think are interesting in the game. Feel free to fly by the seat of your pants and improvise on your character's background. However, keep in mind that I reserve the right to modify or completely veto any idea. You may say your character is the heir apparent to a great merchant house, but that doesn't make it so. However, I could always make it so, leaving you, the player, saddled with how best to handle the family business, its debts, its allies, and its enemies. So be careful what you wish for.
Tactics & Teamwork:
I value teamwork and tactics in a game. I hate lone-wolf tactics and grandstanding. I reward teamwork and ingenuity in all situations, not just combat. Having a plan requires communication between players, and I encourage you, the players to do so in-character. The same goes for setting goals and objectives for your individual characters and the group as a whole.
Improvisation:
No plan survives its first contact with the players. I welcome player ingenuity and the improvisation it requires and I try not to railroad the players (too much). I have seen players come up with some madcap ways of dealing with enemies and situations alike - whether it's locking a tractor beam onto an asteroid to use it as a flail to smash pursuing pirate fighters or using gold paint to defeat an eldritch creature vulnerable to gold. More often than not, I laugh my head off as the players make the wheels come off my villains' machinations...
Pre-generated Material & Maps:
I'm only human and sometimes I run out of time, energy, or inspiration. As such, I do make use of pre-generated material, including characters, maps, and adventures. I will modify the material to work with the game I am running as necessary.
 
 
Life Is Hard, Play Short: This was the theory/philosophy behind my one successfully concluded campaign (“The Great (Old Ones in the) Outdoors” for Call of Cthulhu). If the group doesn't want a long campaign, I can try to keep it short with one adventure per session. 
Technology at the Table: While I understand that technology such as cell and smartphones, tablets, and laptops can be a boon to tabletop gaming, I also know they can be a distraction. I ask that laptops and tablets be used only to refer to PDFs of rulebooks or online SRDs. Phones should be set to vibrate or otherwise left alone. I have no problem with people answering necessary calls (family and work, ordering food, etc), but that's the limit.
 
Own A Rulebook (If Possible) and 
Know (At Least) The Basics: A big issue is groups relying on the GM to provide the rule (and source) book(s). Too many hands and too few books leads to worn out books and ill-prepared players (and GMs). Rulebooks aren't cheap and I don't loan mine out for players to take home. If you can't or don't want to spring for the hardcopy, I can set up an online library you can access during games. Knowing the basics keeps the game running relatively smoothly and applies not only to the rules, but also the setting.

No Cheating:
Dice rolls will be made in the open. Individuals found to be cheating in dice rolls or in other forms (rules-lawyering, creative “book-keeping,” etc.) will be given two warnings. A third offense will result in ejection from the game. Repeat offenses following the first penalty phase may result in ejection from the group (unanimous vote by group required).
 
New Players and Kids As Players:
Bringing new players into the group requires a unanimous vote by existing group members at the table, or, if away from the table, a unanimous group via chat or Discord. Dovetailing from the new players rule, kids (ages 12-18) are welcome in my games, but they need to have a gaming parent (or a parent interested in learning RPGs) playing as well. The GM and other players are not babysitters, nor is the GM a video game console. Bringing kids into the group also requires a unanimous vote.
 
Everybody Helps:
If there a player is unfamiliar with the game or is a newcomer to the hobby as a whole, we need to be welcoming and helpful.
 
 
No Alcohol, No Illegal Drugs:
This is pretty obvious since we'll be playing in a store or other area in the public eye. This rule is especially in force when playing with kids and/or recovering addicts at the table. [EXCEPTION: If I'm running a game in a player's home or a game cafe/venue where alcohol is served, I have no problems with alcohol (and only alcohol) at the table if everyone else is consenting as well.]

Monday, May 23, 2022

A Free Agent at PretzCon

     PretzCon 2022 is nigh and it's hopefully going to be my first in-person convention in three years since the world went to hell and we bunkered down. As a demo agent for Free League Publishing, I'm going to be running demos of The One Ring 2e and Vaesen. I'll be running "The Old Dwarf-Mines" and "Star of the Mist" for TOR 2e using pregens converted from the TOR 1e pregens. Below you'll see there are two versions for some of the pregens. Those pregens with two versions have one which was a translation from first to second edition and another which is rebuilt under the rules as written (RAW). The "translated" pregens are closer to their first edition versions as I ignored the rule that cultural virtues require a Wisdom score of 2+. The only pregen which differs significantly is Saewara of Stockhorn. Under the rules as written, a wanderer in first edition becomes a messenger in second. I felt that wasn't quite fitting for Saewara given her background and also the calling of captain was not represented in the pregens. I've removed the listing of old MERP and LOTR RPG pregens and will post the conversions when I have time.
 

The One Ring 1st Edition Pregens

* - Suitable for use as a Free Agent demo character.
 

     For Vaesen, I'm doing something new. Before the demo event ("Dance of Dreams"), I'm going to present a "Session Zero" slot to educate players on the game and setting. I'll be offering pregens as well as character folios for players to use in creating their own characters if they so choose. Below are links to the character folios as well as the pregen characters. Anybody who owns the Vaesen rulebook will notice there are several additional folios beyond the archetypes presented in the core book. These are pulled from Cornish Vaesen, a Free League Workshop publication by JVC Parry. Below is also a link to a bug-fixed version of the form-fillable character sheet created by DreamsAmongStars on the Vaesen Reddit. Finally, the pregens are from two different creators, one of whom was deep_impact on the same Vaesen Reddit as DreamsAmongStars. The material below is suitable for use by Free Agents for their demos as they are RAW, no house rulings or homebrew.
 

Vaesen Pregenerated Characters

 

Corebook Archetype Folios

Cornish Vaesen Archetype Folios

 

Monday, July 27, 2020

Taking the Final Frontier to the Virtual Frontier

Now that the uncertainty regarding Nuke-Con 2020 is out of the way, I can actually start making headway in planning and prepping for my October and November events. After a lot of gamer ADHD and anxiety, I've come to the conclusion that Cyberpunk 2020 hits too close to home with current events the way they are.

As such, I'm going to be running the Icon system edition of the Star Trek RPG. While Modiphius' 2D20 system is the current incarnation of Star Trek roleplaying in the hobby, Last Unicorn's edition is my version of choice. This post will be the central locus for information on my events.

First off, let's get the skinny on the two conventions in question. Nuke-Con is set for October 2-4, 2020. Virtual GameHole Con is scheduled for November 5-8 go here to register for the con. Essentially, I'm going to be running the same events for both conventions, so if you miss a certain event at Nuke-Con's virtual convention, you can always try to catch it at Virtual GameHole Con. All that being said, let's move ahead to the 24th century...

The Series Premise

The year is 2377 - only two years since the Dominion War ended. The Alpha Quadrant's long healing process is far from over. The Cardassian Union and Klingon Empire quietly rebuild from their devastating losses. Meanwhile, the Federation and Romulan Star Empire have resumed their cold war. In the shadows, predators and scavengers lurk, watching for any sign of weakness they can take advantage of.
Capt. Malcom Harrison. Yes, I went there.

Into this uneasy peace comes both a new ship and a new generation of Starfleet cadets. Cadet Training Squadron 42 - Delta Squad - find themselves assigned to the USS Odyssey, NCC-71832-A. One of many ships constructed under Starfleet's Rapid Reconstruction Initiative, the Odyssey is built from a number of refurbished, salvaged, repurposed, and new components. Despite being thrown into the deep end of this chaotic situation, Captain Malcom Harrison and his crew are determined to keep the flame of Starfleet and the Federation's ideals burning.

Canon and Apocrypha

While these are convention games, I feel it's important to remind some players that this game adheres mainly to the canon as presented in the TV series (excluding Discovery) and movies (excluding the J.J. Abrams films and despite my dislike of Generations, First Contact, and Nemesis).  Material presented in the novels, comics, and electronic games is considered apocryphal unless I introduce it into the game. 

The Icon System (Condensed)

 For those of you who don't own a copy of Last Unicorn Games' Star Trek: The Next Generation RPG, I've provided a condensed version minus the Renown rules. Why did I leave out the Renown rules? Mainly because I find them pointless, but also because they serve no purpose in these scenarios.
 

The Adventures of the Odyssey and Delta Squad

The following adventures represent the events of Delta Squad's extended cadet cruise. Event information for each convention will be added as details become available. Discord links will be provided here once they have been assigned by the respective conventions.

The Kobayashi Maru - Members of Delta Squad take part in the Kobayashi Maru simulation, but a cadet's secret agenda risks everyone's future.
 
GM's Note: Players whose cadet characters receive a promotion to Ensign in "The Kobayashi Maru" may bring those characters back to participate in the subsequent adventures below.

Shakedown Cruise - The unexpected arrival of Delta Squad and a mysterious subspace signal complicate the USS Odyssey's maiden voyage.

Bioadversity - A survey mission turns deadly when an ancient bioweapon is released and an old enemy of the Federation returns seeking revenge.

A Hungry Season - A mission of mercy is derailed when raiders hijack a convoy carrying medical aid.

USS Odyssey NCC-71832-A


Please note, the starship record sheet is not form-fillable.

Dramatis Personae

Here are the heroes of our adventures - the cadets of Delta Squad and the crew of the Odyssey. The character sheets are forthcoming.

 
 

Bonus: Wonder what the theme song would be like? I think Nick Phoenix's "Starfleet" fits the bill.

Sunday, May 3, 2020

A Necessary Evil

So as I'm contemplating what to write and post here, it comes to me that it might be a good idea to set some ground rules with regard to copyright, the Open Game License, and Open Game Content for my site. I need to practice what I preach and play nicely with others. Why? It's the right thing to do and I really don't want to get hit with a lawsuit, let alone a C&D (cease and desist) order.

What is about to follow is a wall of (mostly tiny) text that will be updated as content is posted. If you decide to read the whole thing in its entirety, you're either a lawyer or you've been in quarantine for so long you'll do anything to break the boredom. May God have mercy on your soul...

Product Identity: The following items are hereby identified as Product Identity, as defined in the Open Game License 1.0a, Section 1(e), and are not Open Content: All trademarks, registered trademarks, proper names (characters, deities, etc.), dialogue, plots, storylines, locations, characters, artworks, and trade dress. (Elements that have previously been designated as Open Game Content are not included in this declaration.)

Open Content: Except for material designated as Product Identity (see above), the game mechanics on this blog are Open Game Content, as defined in the Open Game License version 1.0a Section 1(d). No portion of this work other than the material designated as Open Game Content may be reproduced in any form without written permission. The names of trademarks or products mentioned belong to their respective copyright holders, any use here does not constitute a challenge to this ownership.

OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
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4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 © 2000, Wizards of the Coast, Inc.
System Reference Document, © 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, John D. Rateliff, Thomas Reid, James Wyatt, based on original material by E. Gary Gygax and Dave Arneson

Pathfinder Roleplaying Game Reference Document. © 2011, Paizo Publishing, LLC; Author: Paizo Publishing, LLC.
Pathfinder Roleplaying Game Core Rulebook. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary. © 2009, Paizo Publishing, LLC; Author: Jason Bulmahn, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 2. © 2010, Paizo Publishing, LLC; Authors Wolfgang Baur, Jason Bulmahn, Adam Daigle, Graeme Davis, Crystal Frasier, Joshua J. Frost, Tim Hitchcock, Brandon Hodge, James Jacobs, Steve Kenson, Hal MacLean, Martin Mason, Rob McCreary, Erik Mona, Jason Nelson, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, Owen K.C. Stephens, James L. Sutter, Russ Taylor, and Greg A. Vaughan, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 3. © 2011, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, James Jacobs, Michael Kenway, Rob McCreary, Patrick Renie, Chris Sims, F. Wesley Schneider, James L. Sutter, and Russ Taylor, based on material by Jonathan Tweet, Monte Cook, and Skip Williams.
Pathfinder Roleplaying Game Bestiary 4. © 2013, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Savannah Broadway, Ross Byers, Adam Daigle, Tim Hitchcock, Tracy Hurley, James Jacobs, Matt James, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney- MacFarland, Sean K Reynolds, F. Wesley Schneider, Tork Shaw, and Russ Taylor.
Pathfinder Roleplaying Game Bestiary 5. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, John Bennett, Logan Bonner, Creighton Broadhurst, Robert Brookes, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Thurston Hillman, Eric Hindley, Joe Homes, James Jacobs, Amanda Hamon Kunz, Ben McFarland, Jason Nelson, Thom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, Wes Schneider, David Schwwartz, Mark Seifter, Mike SHel, James L. Sutter, and Linda Zayas-Palmer.

Pathfinder Roleplaying Game Bestiary 6. © 2017, Paizo Inc.; Authors: Robert Brookes, Benjamin Bruck, John Compton, Paris Crenshaw, Adam Daigle, Crystal Frasier, James Jacobs, Thurston Hillman, Tim Hitchcock, Brandon Hodge, Jason Keeley, Isabelle Lee, Jason Nelson, Tim Nightengale, F. Wesley Schneider, David Schwartz, Mark Seifter, Todd Stewart, Josh Vogt, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Bonus Bestiary. © 2009, Paizo Publishing, LLC; Authors: Jason Bulmahn and F. Wesley Schneider.
Pathfinder Roleplaying Game GameMastery Guide. © 2010, Paizo Publishing, LLC; Author: Cam Banks, Wolfgang Buar, Jason Bulmahn, Jim Butler, Eric Cagle, Graeme Davis, Adam Daigle, Joshua J. Frost, James Jacobs, Kenneth Hite, Steven Kenson, Robin Laws, Tito Leati, Rob McCreary, Hal Maclean, Colin McComb, Jason Nelson, David Noonan, Richard Pett, Rich Redman, Sean K reynolds, F. Wesley Schneider, Amber Scorr, Doug Seacat, Mike Selinker, Lisa Stevens, James L. Sutter, Russ Taylor, Penny Williams, Skip Williams, Teeuwynn Woodruff.
Pathfinder Roleplaying Game Advanced Class Guide
© 2014, Paizo Inc.; Authors: Dennis Baker, Ross Byers, Jesse Benner, Savannah Broadway, Jason Bulmahn, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan H. Keith, Will McCardell, Dale C. McCoy, Jr., Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Sean K Reynolds, Tork Shaw, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Advanced Player's Guide. © 2010, Paizo Publishing, LLC; Author: Jason Bulmahn
Pathfinder Roleplaying Game Advanced Race Guide. © 2012, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Adam Daigle, Jim Groves, Tim Hitchcock, Hal MacLean, Jason Nelson, Stephen Radney-MacFarland, Owen K.C. Stephens, Todd Stewart, and Russ Taylor.
Pathfinder Roleplaying Game Monster Codex. © 2014, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Logan Bonner, Jason Bulmahn, Ross Byers, John Compton, Robert N. Emerson, Jonathan H. Keith, Dale C. McCoy, Jr., Mark Moreland, Tom Phillips, Stephen Radney-MacFarland, Sean K Reynolds, Thomas M. Reid, Patrick Renie, Mark Seifter, Tork Shaw, Neil Spicer, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Mythic Adventures © 2013, Paizo Publishing, LLC; Authors: Jason Bulmahn, Stephen Radney-MacFarland, Sean K Reynolds, Dennis Baker, Jesse Benner, Ben Bruck, Jim Groves, Tim Hitchcock, Tracy Hurley, Jonathan Keith, Jason Nelson, Tom Phillips, Ryan Macklin, F. Wesley Schneider, Amber Scott, Tork Shaw, Russ Taylor, and Ray Vallese.
Pathfinder Roleplaying Game NPC Codex. © 2012, Paizo Publishing, LLC; Authors: Jesse Benner, Jason Bulmahn, Adam Daigle, Alex Greenshields, Rob McCreary, Mark Moreland, Jason Nelson, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Occult Adventures. © 2015, Paizo Inc.; Authors: John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, John Compton, Adam Daigle, Jim Groves, Thurston Hillman, Eric Hindley, Brandon Hodge, Ben McFarland, Erik Mona, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alex Riggs, Robert Schwalb, Mark Seifter, Russ Taylor, and Steve Townshend.
Pathfinder Roleplaying Game Pathfinder Unchained
. © 2015, Paizo Inc.; Authors: Dennis Baker, Jesse Benner, Ross Byers, Logan Bonner, Jason Bulmahn, Robert Emerson, Tim Hitchcock, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Robert Schwalb, Mark Seifter, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Magic. © 2011, Paizo Publishing, LLC; Authors: Jason Bulmahn, Tim Hitchcock, Colin McComb, Rob McCreary, Jason Nelson, Stephen Radney-MacFarland, Sean K Reynolds, Owen K.C. Stephens, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Campaign
. © 2013, Paizo Publishing, LLC; Authors: Jesse Benner, Benjamin Bruck, Jason Bulmahn, Ryan Costello, Adam Daigle, Matt Goetz, Tim Hitchcock, James Jacobs, Ryan Macklin, Colin McComb, Jason Nelson, Richard Pett, Stephen Radney-MacFarland, Patrick Renie, Sean K Reynolds, F. Wesley Schneider, James L. Sutter, Russ Taylor, and Stephen Townshend.
Pathfinder Roleplaying Game Ultimate Combat. © 2011, Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Jason Bulmahn, Brian J. Cortijo, Jim Groves, Tim Hitchcock, Richard A. Hunt, Colin McComb, Jason Nelson, Tom Phillips, Patrick Renie, Sean K Reynolds, and Russ Taylor.
Pathfinder Roleplaying Game Ultimate Equipment. © 2012 Paizo Publishing, LLC; Authors: Dennis Baker, Jesse Benner, Benjamin Bruck, Ross Byers, Brian J. Cortijo, Ryan Costello, Mike Ferguson, Matt Goetz, Jim Groves, Tracy Hurley, Matt James, Jonathan H. Keith, Michael Kenway, Hal MacLean, Jason Nelson, Tork Shaw, Owen KC Stephens, and Russ Taylor.

Pathfinder Roleplaying Game Ultimate Intrigue. © 2016 Paizo Publishing, LLC; Authors: Jesse Benner, John Bennett, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Robert N. Emerson, Amanda Hamon Kunz, Steven T. Helt, Thurston Hillman, Tim Hitchcock, Mikko Kallio, Rob McCreary, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Thomas M. Reid, Alexander Riggs, David N. Ross, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Ultimate Wilderness. © 2017 Paizo Publishing, LLC; Authors: Alexander Augunas, John Bennett, Robert Brookes, John Compton, Dan Dillon, Steven T. Helt, Thurston Hillman, Eric Hindley, Mikko Kallio, Jason Keeley, Isabelle Lee, Jason Nelson, Stephen Radney-MacFarland, Alex Riggs, David N. Ross, David Schwartz, Mark Seifter, Jeffery Swank, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Horror Adventures. © 2016 Paizo Publishing, LLC; Authors: John Bennett, Clinton J. Boomer, Logan Bonner, Robert Brookes, Jason Bulmahn, Ross Byers, Jim Groves, Steven Helt, Thurston Hillman, Eric Hindley, Brandon Hodge, Mikko Kallio, Jason Nelson, Tom Phillips, Stephen Radney-MacFarland, Alistair Rigg, Alex Riggs, David N. Ross, F. Wesley Schneider, David Schwartz, Mark Seifter, and Linda Zayas-Palmer.
Pathfinder Roleplaying Game Villain Codex. © 2016 Paizo Publishing, LLC; Authors: Alexander Augunas, Logan Bonner, Paris Crenshaw, Dan Dillon, Crystal Frasier, Amanda Hamon Kunz, Eric Hindley, Mikko Kallio, Dale C. McCoy, Jr., Stephen Radney-MacFarland, Thomas M. Reid, Alistair Rigg, Alex Riggs, Mark Seifter, and Linda Zayas-Palmer 
Delving Deeper - Gnome, © 2009, Luke Fleeman, Brave Halfling Publishing. 
Dark Elf, © 2012 James M. Spahn, Barrel Rider Games. 
Fairy, © 2012 James M. Spahn, Barrel Rider Games.  
Feast Master, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Elf, © 2012 James M. Spahn, Barrel Rider Games.  
Half-Orc, © 2012 James M. Spahn, Barrel Rider Games. Labyrinth Lord, © 2007-2009 Daniel Proctor, Goblinoid Games.  
Labyrinth Lord Monster Listing, © 2007 Daniel Proctor, Goblinoid Games.
The Hero's Journey: Fantasy Roleplaying, © 2016 James M. Spahn, Barrel Rider Games.
13th Age Archmage Engine, © 2013, Fire Opal Media. Author: Chad Dylan Long, based on material by Jonathan Tweet and Rob Heinsoo. Edited by Cal Moore and Simon Rogers.
13th Age, © 2013, Fire Opal Media. Authors: Rob Heinsoo and Jonathan Tweet. Edited by Cal Moore. Additional editing by Simon Rogers. The 13th Age RPG and supplements are published under exclusive license to Pelgrane Press. 
Shields Shall Be Splintered!, © 2008 Trollsmyth  
Beyond the Wall and Other Adventures, © 2012-2014, Flatland Games, llc.
Beyond the Wall - The Nobility, © 2012-2013, Flatland Games, llc.
Beyond the Wall - Dwarves, Elves, and Halflings, © 2012-2013, Flatland Games, llc.
Beyond the Wall - The Village, © 2013, Flatland Games, llc.
Beyond the Wall - Further Afield, © 2015, Flatland Games, llc.
Beyond the Wall - The Elders, © 2015, Flatland Games, llc.
Beyond the Wall - Heroes Young and Old, © 2012-2016, Flatland Games, llc.
Beyond the Wall - The Wicked Dark, © 2013-2017, Flatland Games, llc.
Beyond the Wall - Beyond the Cave: An Unusual Playbook, © 2014, Flatland Games, llc.
Beyond the Wall - What Lies Beyond: The Chapman Bestiary, © 2014, Flatland Games, llc.
Beyond the Wall - Across The Veil, 2015, © Flatland Games, llc.
Beyond the Wall - Hearths and Homes, © 2017, Flatland Games, llc.
Beyond the Wall - From Distant Lands, © 2019, Flatland Games, llc.  
Beyond the Wall - Tails and Paws: An Unusual Playbook, © 2019, Flatland Games, llc.
Ultimate Options: Story Feats. ©2014, Christina Stiles; Published by Rogue Genius Games. Authors: Rich Howard and Mike Welham. 
The Four Horsemen Present: Young Character Options © 2015, Rogue Genius Games. Author: BJ Hensley.
The Four Horsemen Present: Mature Character Options © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: Venerable Character Options © 2016, Rogue Genius Games. Author: Tim Hitchcock.The Four Horsemen Present: Comedic Character Options. © 2016, Rogue Genius Games. Author: Steven T. Helt.
The Four Horsemen Present: MORE Comedic Character Options. © 2017, Rogue Genius Games. Author: Steven T. Helt. 

Childhood Adventures © 2016 by Everyman Gaming, LLC. Authors: Alexander Augunas, BJ Hensley, Andrew Marlowe, Monica Marlowe, Matthew Morris.
Everyman Minis: Childhood Feats © 2016 by Everyman Gaming, LLC. Author: Margherita Tramontano
Everyman Minis: Family Options, © 2017, Everyman Gaming LLC.; Authors:Alexander Augunas.
The Adequate Commoner. Copyright 2015, Misfit Studios. Author J.M. Perkins.
You’re Gonna Die Screaming: An Optimization Guide to Pathfinder Commoners. Copyright 2014, Misfit Studios. Author J.M. Perkins.




Tuesday, December 27, 2016

This Just In: Rogue One Is AWESOME!

So, I'm sitting here basking in the afterglow of seeing Rogue One. My wife, who went with a friend to see it earlier in the week, had told me that there was a surprise at the end, but didn't tell me what it was (and no, I didn't ask, either). Prior to seeing this movie, I diligently avoided the clickbait spoiler rumors and all the other Gawker squawk. The only things I "spoiled" for myself were some minor easter eggs.

At any rate, here's what I have to say about it - no spoilers, no whining, no "critique" as a lot of my fellow fans have already done. Rogue One is awesome. It's different from the other Star Wars movies - not just including its more responsible use of CGI technology - and that's what makes it good. The ending was indeed a surprise - but then again, the entire story was a surprise to me in how it played out.

If you're a dedicated Star Wars fan who hasn't seen this movie yet, I ask that you keep an open mind as you watch it. Keep in mind that everything that happens in this movie is necessary for the story of the original trilogy (as well as the survival of the Rebellion).

To those who have "problems" with Rogue One, who continue to claim that George Lucas, and now Disney, is "raping" their childhood, all I have to say is this: Bite me. It was never your sandbox - or mine - to begin with.

In celebration of this movie, as well as Carrie Fisher's progress/, here's a Rogue One-inspired D6 Star Wars character template, the Guardian of the Whills and the blank character template as well. Enjoy!


These were designed with a number of motifs in mind - namely some of the decor of the d20 sheets as well as the nostalgia of the old Star Wars action figure cards. Yes, a form-fillable version will be forthcoming.

SAD UPDATE: This morning (12/27/16) I read with a heavy heart the news that Carrie Fisher passed away. My heart goes out to my fellow fans as well as the rest of the Star Wars cast for the loss of everybody's princess.





Friday, December 23, 2016

Project Jasper: Hope for Carrie Edition


So, today my wife went out with a friend to see Star Wars: Rogue One while I spent the day studying the backs of my eyelids (I work the overnight shift at an emergency shelter for troubled youth, for the record, so I had to take one for the team). While I was sleeping, 2016 decided it wanted to continue being a dick and I awoke to the troubling news about actress Carrie Fisher. Having already remarked on how nasty the year has been, I had thought about giving this post an especially nasty title. Fortunately, the more rational parts of my mind and heart teamed up and beat down my inner cynic.

As a continuation of my remembrance of Benoist Poire's canine friend Jasper, my latest entry combines my love for dogs and Star Wars with hope and prayers for Carrie Fisher's full recovery. Here I present Jhaspar Gnarr.

Jhaspar Gnarr, Jedi Padawan (22 BBY)
Artwork from The New Essential Guide To Alien Species; Del Rey; 2006
Male Shistavanen

DEXTERITY 3D
Blaster 3D+1
Lightsaber 4D
Melee 4D
Melee Parry 4D

KNOWLEDGE 2D
Survival 3D

MECHANICAL 2D
Astrogation 2D+1
Starfighter Piloting 2D+1
Starship Gunnery 2D+1

PERCEPTION 3D

STRENGTH 3D
Stamina 3D+2

TECHNICAL 2D
Lightsaber Repair 3D

Move 10/13

Special Abilities
Night Vision:
Shistavanens have excellent night vision and can see in darkness with no penalty

Force Skills
       Control 2D
       Sense 1D

Powers: Remain Conscious (C), Lightsaber Combat (C/S)

Force Points: 2, Character Points: 5, Dark Side Points: 0

Equipment: Two lightsabers (5D dmg. ea.), Jedi battle armor, Jedi robes, commlink, blaster pistol (4D dmg)

A Quote: "Squad Aurek will move around the hills to the southwest. Squad Besh will flank from the east. Master Taresh and I will lead the charge down the center with squads Cresh and Dorn. Hopefully we can convince General Sanguinus of the error of her ways."

SAD UPDATE: This morning (12/27/16) I read with a heavy heart the news that Carrie Fisher passed away. My heart goes out to my fellow fans as well as the rest of the Star Wars cast for the loss of everybody's princess. This post is still a work-in-progress, and I will post a background and Rebellion Era stats for Jhaspar after an appropriate bit of time.

 

Sunday, December 11, 2016

Project Jasper: Ayla Buckburr and Jasper

Artwork ©2016 Kraken-Steelklaw
For my first entry in Project Jasper, I thought I'd go with one of my favorite fantasy games, Beyond the Wall. I present to you, Ayla Buckburr and Jasper!

For generations the Buckburr family was renowned for breeding dogs long sought by hunters across the kingdom. Like her father, her brothers, and all her cousins, Ayla, the sole daughter of her father's family, was a budding kennelmaster. Were it not for a chance meeting with Jasper during their shared youth, she most likely would never have seen the lands beyond her home village.

During her 20th summer, Ayla was wandering the woods when she came across a big-pawed, floppy-eared pup of a dog drinking from the stream. Mutually surprised, the two eyed each other suspiciously for a moment before Ayla took the first step.

Calling to the dog, she knelt down and offered a piece of beef jerky to him. Jasper, as Ayla came to call her new friend, wolfed the offering down and licked Ayla's face in appreciation. Ayla quickly offered up her entire lunch, which Jasper made short work of. The two sat by the stream for some time and formed the foundations of a bond through which Jasper told his story as best he could. Sensing her new friend's feelings of loss, Ayla invited Jasper to live with her and the rest of the Buckburr clan.

As Jasper waited outside, Ayla began to work her charms on her parents and older brothers. Bringing the pup into the house, she quickly introduced him to her family. Bartleby, her father, was reluctant to simply adopt Jasper, citing the fact that they already had a breeding pair and their large litter to feed. Ayla won them over however, and spent the rest of the summer tending to her chores and playing with Jasper in her free time. Despite his misgivings, Bartleby quickly came to see that Jasper was something special, for he was brighter than his new kennelmates. Ayla's bond with Jasper grew over the next two seasons. Sadly, that did not last long as Ayla's father sold Jasper to a hunter who turned out to be cruel and abusive. Before long, Jasper escaped and made his way back home, much to Ayla's delight, her father's surprise, and the hunter's anger.

Ayla's father sent Jasper back with his would-be master, but the pup soon found his way back again. This time, however, Ayla hid him away. The hunter, incensed at the dog's defiance, returned to the Buckburr farm with eyes afire. Bartleby tried to convince his daughter to give Jasper back, but she refused to give him up. Frustrated with his daughter's refusal to do what he thought was the right thing, Bartleby gave the hunter his money back. Sadly, it wasn't enough. The hunter, still demanding he receive a dog, took the family's prize dam as he left.

Fearing his business ruined, Bartleby was furious. In a fit of rage, he threw Ayla out of the house and banished her from the family farm. Now homeless, Ayla and Jasper made their way to human lands. Along the way, Jasper taught Ayla what he knew of survival in the wilderness and protected her from wild animals.

The two soon found themselves in a large human village at the edge of the woods. Being the only halfling in town made life hard for Ayla, but Jasper provided her with companionship and protection. At first the pair tried to raise money for food by doing acrobatic and riding tricks in the town square. Sadly, what little they raised was barely enough to feed the two once a day. However, their act had caught the eye of the captain of the guard, who suggested they join the militia.

When the captain of the guard introduced Ayla and Jasper as the newest recruits, the other militia members practically fell out of formation in laughter. Undeterred, Ayla refused to be laughed out of room and board. For the first month, she and Jasper seemed to be nothing more than mascots for the militia. "Small but mighty" they fancied themselves. Ayla, however, was out to prove herself, and Jasper was equally determined.

Ayla fixed up a makeshift saddle and tack for Jasper. At first he didn't care for it, but he soon got the hang of having a rider. The two quickly became able to read each other's body language and improved their synergy as rider and steed. The young halfling also took up archery and found she was most proficient with the bow. Being a halfling, a human-sized shortbow worked well as a halfling-sized longbow. Before long, the two began putting on "performances" for the militiamen, demonstrating Ayla's skill as a mounted archer and Jasper's agility as her steed.

As autumn set in, Jasper and Ayla's bond grew more powerful and soon Jasper was able to communicate with Ayla as well as any other person. On the last full moon of the harvest, Jasper demonstrated another unusual talent of his faerie upbringing. The night of All Saints' Eve, the ghost of a long-forgotten murder victim haunted the village square. Fearing the ghost was an ill omen, the townsfolk began locking their doors and staying in when it was normally a festive time of year. Unafraid of the ghost, Jasper, who had a keen sense for the presence of spirits, aided Ayla in leading the ghost to its final rest in the village graveyard.

During the winter, when goblins began attacking nearby farms in search of food, Ayla and Jasper volunteered to act as scouts. The two quickly learned the best ways to track and avoid the foul creatures and led a band of militia soldiers right to their cave. In the end, the goblins were driven from the region and the pair were hailed as heroes, being made true members of the local militia.

Ayla Buckburr, Halfling Outrider
Class: Warrior-Rogue       Level: 1       Title: Observer      Alignment: Lawful
DEX: 15 (+1)      STR: 10 (+0)        CON: 12 (+0)        INT: 12 (+0)        WIS: 10 (+0)        CHA: 8 (-1)
Hit Dice: d10
Hit Points: 10
Armor Class: 13 (leather armor); 14 (leather armor + wooden shield)
Initiative Bonus: +2           Initiative (DEX bonus + Initiative Bonus + Level): 4
Base Attack Bonus: +1      Total Attack Bonus: +3 (Weapon Specialization + DEX Bonus + BAB)

Skills: Animal Lore, Direction Sense, Stealth
Knack: Weapon Specialization (Bow): +1 to hit, +2 to damage
Special Abilities
     - Fortune's Favor (p.11, BtW)
     - Halfling Spirit (p. 31, BtW) 
     - Small Stature (p.31, BtW) 

Saving Throws
Poison 14 
Breath Weapon 17 
Polymorph 15 
Spell 17 
Magic Item 16

Fortune Points: 5

Equipment: A dagger, a very fine saddle, bags filled with food and rations, leather armor (+2 AC), a wooden shield (+1 AC), bow, quiver with 12 arrows, and 12 silvers


Jasper, Loyal Outrider Cohort
Class: Warrior-Rogue       Level: 1       Title: Observer Cohort      Alignment: Lawful
DEX: 9 (+0)      STR: 16 (+2)        CON: 17 (+2)        INT: 12 (+0)        WIS: 13 (+1)        CHA: 7 (-1)
Hit Dice: d10
Hit Points: 10
Armor Class: 13 (leather armor); 14 (leather armor + wooden shield)
Initiative Bonus: +2           Initiative (DEX bonus + Knack + Initiative Bonus + Level): 4
Base Attack Bonus: +1      Total Attack Bonus: +2

Skills: Animal Ken, Survival
Knack: Fleet (+1 Initiative)
Special Abilities
     - Fortune's Favor (p.11, BtW)
     - I'm A Dog: Dogs have a base AC of 12, receive a +1 bonus to bite (1d4 damage), and have no hands.

Saving Throws
Poison 14 
Breath Weapon 17 
Polymorph 15 
Spell 17 
Magic Item 16

Fortune Points: 5

Equipment: Specially made leather barding/armor (AC+2) 

Design Notes: While Beyond the Wall does have the Village Bear playbook, it doesn't really have anything with regard to playing other intelligent animals in the vein of C.S. Lewis' Chronicles of Narnia or even anthropomorphic animals along the lines of Brian Jacques' Redwall series. This is something I intend to write on at a later date, but with this particular project in mind, I went through the Village Bear playbook and basically modified it for a dog by substituting the dog stats from the rulebook bestiary for the bear stats given in the playbook.

Oddly, the Village Bear playbook initially gives the character the Warrior-Rogue class, but later talks about the character's class being Village Bear. In light of the synergy I wanted to establish between Ayla and Jasper, I stuck with the Warrior-Rogue class. At the same time, I thought it better to give Jasper the Animal Ken skill, which I better defined for my games here. In short, Animal Ken is the better choice as it gives Jasper the ability to speak with other animals.

In order to get the pair's backgrounds, skills, and abilities to have the right synergy, I built both characters by hand, picking entries from the tables as I saw fit, trying to keep in mind the fact that the only restriction Ayla faces as a halfling is a maximum STR score of 10. The Halfling Outrider playbook can be found in the free Dwarves, Elves and Halflings supplement or Heroes Young and Old. Ayla's title of "Observer" comes from the article "Scouting for More Options" by Kim Eastland, which appeared in Dragon #161. The full table of titles for the scout class (or in this case the halfling outrider) is as follows:

Level - Title
  1 - Observer
  2 - Spotter
  3 - Pointman
  4 - Outrider
  5 - Vanguard
  6 - Forerunner
  7 - Huntsman
  8 - Spy
  9 - Scout

10 - Master Scout

The stats for the Black Boar can be found on page 3 of The Village. If you want stats for Jasper's would-be master, the cruel hunter, use the stats for the Wicked Hunter on page 2 of Beyond the Cave.