Friday, October 31, 2025

More for Rome

I've added a few more figures to the Gangs of Rome collection. First up is the Bad Squiddo miniature "The Seer".

My thinking at present is that she'll function as an incola - an individual dweller of the city who may interact with the gang members during the course of a game. My proposed rules will be something like this:

THE SEER

No one knows where The Seer came from (though some have suggested that she may be a former street-child named Senna). Although blind, she carries a pewter ball that she claims gives her the ability to see into men's futures. 

The Seer always starts the game as close as possible to the centre of the table on ground level.

Place an extra Mob token in the draw during setup. One drawn Mob token must be used to active The Seer. When activated, the activating player will roll 1D6 and move The Seer in a direction of their choosing the full distance rolled in inches.

Should any Gang Fighter activate within 3" of The Seer, she will insist on warning them of danger ahead. Distracted by her prognostications they convert their highest die roll (highest two dice rolls?) to a score of one. This will not happen more than once in the game to any given Gang Fighter. Subsequently, forewarned by The Seer, the player may reroll, or insist on another player rerolling, one complete hand of dice.

I've also made up the last two of the Wargames Factory Germans as a pair of mercenaries acting as hired muscle for one of the gang patrons.


A bit of conversion has gone on here; the guy on the left acquired a hand holding a club from a Gripping Beast set while his mate had some surgery to hold his metal-headed club across his body. He also got some filler added to bulk up a rather feeble top-knot.


The two insula buildings I picked up at Fiasco are built and in the process of receiving upgrades of Milliput kerbstones, sandy pavement surfaces, and 3D-printed roof tiles. Pictures to follow.




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