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Psullie

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Everything posted by Psullie

  1. True, but I find there are other rulesets out there better suited for that style of play
  2. I feel the biggest paradigm shift for new players is to abandon the 'murder hobo' mindset. Your characters are an integral part of a community, be it clan and/or cult. The passions are the rule mechanic by which that effects play, but when writing scenarios think about these wider motivations. Kill the tusk raiders because they are threatening YOUR village, partake in a hero quest so YOUR family benefits, find the Headpiece of Frin so YOUR cult becomes more powerful.
  3. There are many situations where a Passion diminishes, Love (Family) for instance, being cut off financially, a sibling feud or scandal involving a family member would reduce your opinion. Working on phobias too would work. Spending time with Trolls could reduce your Fear - possibly requiring an augment from another passion or Rune to increase you chances of Failing and there by reducing the value. So both of these could happen within game time or as part of the downtime activity.
  4. Just to rock the boat, I believe that there are places where the Spirit World overlaps the Material World. Spirts can use these to view through the veil, and likewise a Shaman can use these to access specific places beyond. I also play that spirits and discorporate Shaman can sense the material world like a double exposure; and creatures with POW are bright objects. However traveling to another place in the material world via the Spirits World is fraught with danger especially as neither time or geography are consistent, You may eventually get to the enemy camp, but the 'when' may not be certain. There are occurrences from WBRM where enemy spirit are sent behind enemy lines to attack Commanders. So I defiantly think it falls under MGF. There is far more to the Spirit World than the souls of the dead...
  5. That's a shockingly small list of articles, 7 in 14 years!
  6. Psullie

    Shields

    I feel that the simplest solution is increase the Base chance for using shields. They are all currently 15; perhaps 20, 25 & 30. It should be fundamentally easier to parry with a shield than with a sword (more than the 5 extra base points you get) Originally I wrangled with the shield rules, but then realised that highly skilled swordsmen probably wound't use one where as your basic foot soldier would rely more on their shield. When creating stock NPC's I tend to drop more points in to Shield than attack
  7. lovely portrait, but he's not going to get far with that attitude 😄
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  9. Version 1.0.0

    6 downloads

    Cousin Monkey character icon for VTT
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    4 downloads

    Harmast character icon for VTT
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    2 downloads

    Nathem character icon for VTT
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    6 downloads

    Shadowcat character icon for VTT
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    4 downloads

    Sorala character icon for VTT
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    2 downloads

    Vasana character icon for VTT
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    2 downloads

    Vishi character icon for VTT
  16. Version 1.0.0

    3 downloads

    Vostor character icon for VTT
  17. Version 1.0.0

    3 downloads

    Yanioth character icon for VTT
  18. A hawk is small, SIZ 1 or 2 which has a -2 to HP, low POW could also cost 1 HP, and I'd be inclined to keep their CON at 2d6
  19. RQG p366 adds: "The binder of a spirit can use any spirit magic the spirit possesses and the magic points of the spirit to fuel spells." So I'd say you good with 1-4 & 6. With 5, the binder has access to spells and MP. If you want the spirit to cast spells or use it's powers, it must be released followed by a control spell.
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  21. So far that's how I read it...
  22. Thanks guys, some food for thought. I signed up for Astral but my old pc wasn't too happy with the WebGL so I'll stick with Roll20. Also wasn't aware of MapTools so thanks Rosen for the tip!
  23. P368: "Spirit combat is always resolved on strike rank 12 of each melee round, regardless of any other actions taken by the characters. If a spirit is attacked with physical weapons or spells, that is resolved on the attacker’s normal melee strike rank." To me, this suggests that physical and spell attacks are in addition to Spirit Combat. The melee attack occurs on the appropriate SR followed by Spirit Combat on SR 12. Say Bill and Bob are jumped by a nasty Spirit, with the Spirit choosing Bob. Both Bill and Bob can attack with swords on SR 6 and 7 (for example). As this is an Opposed Roll, there is a risk that both could receive damage*. Bob then has to survive another round of Spirit Combat on SR 12. *I play that as Spirits are not bound by physics, they don't suffer penalties from multiple opponents, multiple attacks, etc. In some cases it might be safer to just use Spirit Combat.
  24. I'm looking at running an online game soon. I've used Roll20 in the past and it had some nice features, tough we'd usually end up using Discord for audio, I'm not too keen on multiple solutions. Lately Astral Table Top looks interesting, with some immersive options. My main beef with VTT is that it's challenging to get players engaged with each other - too much solo play and not enough teamwork (I've actually encountered adversarial play, which is perhaps it's a hangover from playing online FPS??). I really enjoy the collaborative element you get with a bunch of people actually sitting around the same table. So, does Astral bring anything to the virtual table that would help? And, from those with more VTT experience, what tips would you have for promoting supportive play? PS: I'm not looking to go Pro with any options yet, so FG is off the table.
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