Saturday, July 18, 2026

Reconnecting to Art through NUNA

A Family of Artists

Making art has always been a part of my life. As a child, I have many happy memories of playing in the kitchen of my grandmother Phyllis Pritchard, a known name in Labrador art whose painting I once found decades later on the wall of the Canadian ambassador to Japan's official residence! Nan was self-taught, and she and her sister supported their families by selling beautiful oil paintings of Labrador scenery and daily life. When I returned to Canada in 2023 after 20 years in Japan, and long after Nan had passed, I found this scrap of art she had done for me, a dogsled on the snow waiting for their master.


Thank you for this, Nan.

Nan would always say to me, "You learn to draw by drawing. Draw and throw away. Everyday." I drew so much as a child that my pictures of birds and people became photo-realistic. "You've definitely got the touch," nan would say to me. But for a quarter century art was my sideline, a form of stress relief while I worked hard as an educator and academic.

Learning As You Go

Having been estranged from art, I have had to relearn a lot on the fly. I always sketched so for NUNA I have experimented with coloring. The biggest art influence on my life has been comic books, as you can see in the 2 pieces from the Quickstart below.


Inuk woman visiting a Tuniit


The Final Countdown

With the Quickstart, I gave myself a strict deadline to, as Nan would say, "shit or get off the pot." This means I was in a sense rushed, but also added some dynamism to what I produced.

I am proud of this one

When illustrating for the adventure The Silver Machine, I decided to go for whimsical 90's style line drawings, like this one of the ship's Bridge.

Thank you Star Trek!

As I noted in an earlier post, art in RPGs is more polished than it has ever been, which excludes designers without art skills or a budget and pushes people towards AI art. I am blessed with some skill, and I would rather stretch myself for NUNA art than use AI slop any day.

Very underground exploration vibes with this one.


What Is Next

I have purchased some art instruction books and have a long list of saved art lesson videos in my YouTube. I will be sketching as a daily practice and expect a marked improvement in the art for the NUNA Corebook.

Take A Look Inside NUNA

Want to take a look at the NUNA rules and art? The Quickstart is available HERE or at the link below.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart


Game Sale Advice

 THIS is golden.

Friday, July 17, 2026

No More Screens Tonight

 Just stories



NUNA Update & Let's Learn Inuit!

Atelihai!

NUNA is 1/3 of the way to Bronze status after 2 days.

Not bad at all for a solo designer without a huge marketing budget or social media team.

If you can help out, pick up a copy for less than a cup of coffee HERE or at the link below.

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart



Speaking Inuit

One simplification I have made in NUNA is languages. Labrador Inuit speak Inuit (called Inuktut in Labrador and Inuktitut in other parts of Canada), but in reality a dozen dialects of the Inuit language exist across Canada. I sometimes see on social media when Labrador Inuit post, Inuit from other parts of Canada chime in that they are 'all wrong.' And this is the downside of the strong Inuit sense of identity - it sometimes cannot accept anything different. So for my game NUNA, the Labradormuit all speak one Inuktut, no dialects. The common language of the gameworld is Canadian (ie English), to reflect the past and its utility as a trade language, but this is a second language to the Inuit.

If you are interested in the Labrador dialect, which also has sub-dialects like the Rigolet variety, Angus Anderson is an Inuk living in Newfoundland who shares daily words. He is exactly what NUNA Inuit sound like.

Thursday, July 16, 2026

BRP Winner The Prince of Masks is on Sale for Xhristmas in Xuly

The Prince of Masks, another BRP design contest winner is on sale NOW! I've come to know the designer and his vision of a baroque fantasy of humans trapped between colossal fear-inducing statues and cruel vampiric fey is compelling to say the least.




Christmas in July sale, pick it up if the occult and adult content is your bag. I know the designer Steve, and he's poured heart and soul into this.

Stormbringer Redux #31 - The Shield Hack from NUNA

One of the great things to come out of playtesting NUNA, my roleplaying game of Inuit & Iceships, is that it has given me lots of insight on the Stormbringer rules on which it is based.

I had this What If? comic back in the day. Absolute banger.

And it has helped me solve the riddle of shields.


Chinks in the Armor

In the old Stormbringer rules, shields were both touted as important but not given enough explanation or mechanics to answer why. The rules for Shields were, as usual, split throughout the rulebook, so as is my practice, I try to put them in one place so I can better understand what the designers were trying to do at a glance.

Here are the rules on shields.

[3.3.3] reminds us that you cannot try to Parry with a weapon then switch to Shield for a second Parry on the same attack. Fair enough.

[3.3.3.1] adds that a Shield is the only way to Parry an arrow. Useful.

[3.5.2] gives us the stats for Shields as weapons, while [3.5.2.1] gives extra descriptions. A bit fiddly, so I always rewrote it in one place.

Buckler - Light & small, banded in iron, advantage is lightweight & ease of movement.

- (6 throwing) STR / 12 DEX / 1D4 (1D6 thrown for 9 meters) Damage / 30 cm or 1 ft Length / 50LB Price

Target - Larger round shield, covers most of torso. Wood covered in leather, banded in iron, BUT can be cast in iron, but not iron or steel. This confused me as a lad, but I now realize 'cast' doesn't mean made in metal, it means thrown, and indeed the Target is the one of the two shields on the projectile weapon list. Iron and steel are too heavy, so if you want to go Captain America and throw your shield, bronze is the only way, but doesn't cost any more or affect its durability.

8 (16 throwing) STR/ 7 DEX / 1D6 (2D4 thrown for 6 meters) Damage / 90 cm or 3 ft Length / 75LB Price

Heater - Typical mounted knight's shield, square at top and pointed at bottom.

8 STR / 9 DEX / 1D6 Damage / 90 cm or 3 ft Length / 100LB Price

Tower- Infantry man's shield, suitable for hiding behind. Best for shield walls, using short sword and fixing shield into ground.

12 STR / 6 DEX / 1D6+2 Damage / 150 cm or 5 ft Length/ 150 LB Price

But the meat of Shield rules come from [3.5.5] and [3.5.5.1], introducing the general concept of Shields and their use as weapons. We find that Shields are considered indestructible, and can only be killed by Critical Attacks or Demon Weapon Attacks (and Parrying demon weapons, one assumes). The description of a Shield rush, where you can bash with your Shield AND follow up with a weapon attack, is dropped in with little fanfare, except to remind us that an attacking Shield can't be used to Parry. This is a HUGE hidden rule, and could be applied to two weapon styles a la Moonglum, giving you the option of double Attacks or a combination of Attack & Parry.

There are more rules in the Magic chapter, but for now I want to stick to mundane Shields and their properties as listed above.

First, there seems to be some little inconsistencies. If both Target and Heater do 1D6, but the former is cheaper AND can be thrown, why use the latter? I'd be tempted to bump Heater and Tower up to 1D8 damage, but this would be unnecessary if their cover were mechanically supported.

The two biggest oversights seem to be elaborating Shield advantages such as lightness and cover without giving rules underpinning them. In the NUNA playtest, modern players were aghast they couldn't Dodge firearms, and so this oversight in Shield rules really stood out to me.

Here's what I did in NUNA.


The Benefits of Using a Shield

To make Shield rules clearer and add value to carrying one, I codified three advantages to using a Shield, in addition to the original uses in Parrying and Attacking.


1. Sword & Shield can reduce the Parry penalty versus multiple attackers.

This is not a new rule, just a clarification of the benefits of lugging a Shield about.

If you are facing three opponents and only hold a sword, your second and third Parry will be reduced by 20% and 40% respectively. This is a great rule and replicates the attrition factor of combat which I know well from my years in karate tournaments and SCA duels, without adding any other mechanics such as POW depletion.

However, with a sword and shield you can alternate between these for Parries and thus slow the rate of attrition. Facing the same three opponents, your first sword Parry has no penalty, ditto your first shield Parry. Only your third Parry faces the 20% penalty. This is a lifesaver in combat.


2. Advancing (or Retreating) under fire with a Shield increases your Armor Value

Taking a note from historical castle sieges and the NUNA playtest feedback about defense versus firearms, I implemented the following house rule.

When advancing or retreating under missile fire, you can hold your shield in front of you and get the shield's Armor added to your own. Shield armor is equal to its melee damage. Note that when doing this, you cannot Attack & Parry as usual.

For example, let's image you are wearing Leather Armor (1D6) and being fired upon by multiple archers and only have a sword and shield (Target 1D6). By the old rules you have to Parry EVERY arrow, which becomes more difficult the more attackers there are. Instead, with my Advancing house rule, you now get 2D6 armor for every arrow fired against you, so you have a better chance of Advancing and attacking or Retreating out of range.

Critical shots of arrows would avoid the Shield and be applied straight to the Armor. For attackers trying to shoot around the shield, its size would also give a penalty to the Attack roll as follows:

Penalties for Attacking vs Shields

Buckler      minus 20%
Target        minus 50%
Heater        minus 50%
Tower        minus 80%

Since there is no skill for Advancing or Retreating under a shield, noncombatant or unarmored characters can also use it to increase their survivability. Movement speed is half whether Advancing or Retreating, and if you Attack a nearby foe you lose the added Armor benefit.

Note that this applies to ALL missiles, so a shield can save your life when facing a firearm.

3. Shields are portable Cover

Similar to the above rule, if you are trying to peek out on a busy battlefield (ie make a See roll to find troop composition or gain a strategic advantage), you can apply the above Penalties for Attacking vs Shields above.

This house rule is especially important when using Theater of the Mind, in other words no battlemats or minis, just descriptions. I find that with battlemats, players can see EVERYTHING and have omniscient knowledge of the terrain.

That is fine if you want a superheroic and gamey feeling combat. But if you want gritty or tragic combat, characters should have to literally stick their necks out to get useful information, and the Fog of War around them should hide important information from characters who are busy fighting for their lives and can't see anything beyond their combat tunnel vision. I would suggest having characters trying to See an advantage make a Luck roll, failure of which means they are subject to an attack following the above Shield Cover rule penalties above.


Interested in Seeing NUNA?

If you are interested in seeing how different NUNA is from Stormbringer, check the links below.

The link to the FREE preview of 7 PCs from Inuit Hunter and Shaman Whisperer to Rigger Roughneck & New Scientist is HERE or at the link below.

PC Preview

https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview


The link to the full Quickstart, priced at $1.99 because I believe $15 quickstart PDFs are a scam, and which contains the Moorcock-inspired gonza scenario The Silver Machine, can be found HERE or below.


Quickstart

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart


Wednesday, July 15, 2026

NUNA Update - Advancing to Bronze AND The Origin of Shaman Whisperers

Atelihai!

Labrador Inuit, 1880, Rigolet (McCord collection)


NUNA is officially LIVE today, but with the timezone difference it was open for purchase or download a few hours yesterday. In that short time we are already 20% of the way to Bronze in the DriveThruRPG ranking!

Thanks to all who bought a copy and pushed us further toward the goal! Keep spreading the good word.

Here are the links:

PC Preview

https://legacy.drivethrurpg.com/product/575125/NUNA-Rpg-Player-Characters-Free-Preview



$1.99 Quickstart

https://legacy.drivethrurpg.com/product/575172/NUNA-Rpg-Quickstart



Origin of the Shaman Whisperer


During the playtests for Nuna, people were very curious about the Shaman Whisperers. Why not just have a powerful Shaman, some asked.


Three reasons.


First, the shaman (angakkuq) of Labrador were essentially wiped out by the arrival of the Moravian missionaries in the late 1700's. In my childhood, everyone around me was either United Church or RC. But at night my lovely nan, the Inuit painter Phyllis Pritchard, would tell me spine-tingling stories of the shaman, who would help you, but at a terrible price. Like Inuit kids all across Canada, my nan told us not to whistle at night, and certainly not when the Northern Lights were visible. Fastforward 30 years and when I began researching the shamanism of Inuit in Purvirnituq (Povungnituk), I encountered many stories of shamans cutting off their own limbs and reattaching them, and other horrific magics. Purvirnituq created the first Inuit artistic collective in Canada, and kept the old stories alive in their soapstone paintings. In the interviews I read from people there, some felt it was better off the shaman were gone, and that they were also angry at being cast aside. This was my inspiration for the NUNA conception of shaman as angry dead trying to control the chosen people they whispered to, and thereby find their way back into the land of the living.


Second, Nuna is a gritty game base but with gonzo powers added on through the presence of New Scientists and Shaman Whisperers. Those powers come with a terrible price - unpredictability and alien source for the New Scientists, and the rancor of the dead Shamans and loss of control to them for the Shaman whisperers. This is a feature of NUNA, and I don't want to replicate the old fantasy game trope of quadratically scaling magic users with (boring) fire & forget magic. I want something horrific yet entrancing, and that is what I have created with NUNA magics.


Last, the RPG image of a power fulshaman using nature magic is a colonial trope that is often used as a foil against the heroic western wizard and his magical tomes. I didn't want to replicate that dynamic, but instead lean into the depiction of power, whether scientific or magical, as also risky and fraught with danger, much like the US army colonial outposts in Labrador, which left DDT polluted dumps and radioactive material that affected Labradorians' health for generations.