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Lynne H

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Everything posted by Lynne H

  1. It's definitely that you start with FIVE spells in total, two of them mastered. If you'd rather not have the slight rules bend of a first and a second order spell mastered with that package, you could make it so that your players' two mastered spells are both first order.
  2. This thread contains errata and rules clarifications for Rivers of London: the Roleplaying Game. Please DO NOT post your own errata here. Use the Corrections thread instead. Thank you. 1. Shield Spell and Armour The protection given by the Shield spell (page 185) stacks with that provided by armour (page 135). For example: Natural Toughness (page 51) plus basic Shield spell: reduces damage from unarmed or blunt melee weapon attacks by 3 points until the spell is deactivated or fails, but only reduces damage from knives, firearms, or damage-causing spells by 2 points. Met stab vest plus basic Shield spell: reduces damage from melee attacks by 3 points until the shield is deactivated or fails, but only reduces damage from firearms/spell attacks by 2 points. (Remember: stab vests do not protect against firearms/spell damage; page 135.) Ballistic armour plus basic Shield spell: reduces damage from melee or firearms/spell attacks by 4 points until the Shield spell is deactivated or fails. Note: armour does not protect against certain forms of spell damage. See individual spell descriptions for further details.
  3. The PDF has been updated with all the corrections found so far. Obviously, the print copy can't be corrected until there is a reprint, so might take a little while longer to accomplish.
  4. If the camera doesn't have a silicon chip, it should be fine (but that would probably mean a video cassette in the camera or a cable to a video recorder nearby). If it has a silicon chip and there's power to it, the camera will be toast. As to the computer hard-drive, have at look at page 177 in the rulebook to see whether or not it would survive.
  5. It's on my desk for editing and updating for... reasons... (the forthcoming Winter's Gifts novella) but I steadfastly refuse to tempt the gods of publishing by projecting any release date!
  6. Ballistic armour would be effective against Fireball - it says so in the spell description. I'd also include thrown weapons as melee weapons if we're talking about a stone or a tin of baked beans - javelins and spears slightly complicate things, though!
  7. By the rules, you need to meet the prerequisites to take an advantage. However, as various people have said, there's nothing to stop you from house-ruling it if that's going to be more fun for your game.
  8. We did include a glossary of quite a few terms in the core rules and our US proof readers did try to point out any idioms they didn't understand so we could clarify them in the text. I'm afraid I can't for that for all the novels, though!
  9. The simplest answer is that yes, it should only be taken by someone with the Magical advantage or, as you say, it could be open to player abuse. Having said that, if your player's arc for their character means they intend to learn magic later (i.e., by saving up their development points to buy the Magical advantage) then you could let them take Magic is Exhausting pre-emptively because it works in story terms - perhaps that's why it takes them longer than everyone else to learn how to cast spells. However, if the player keeps putting off buying Magical, the GM should feel free to have them remove Magic is Exhausting as their disadvantage and pick another one that does have an in-game impact. As the disadvantage is linked to spellcasting, demi-monde characters shouldn't really be able to take it - after all, they don't cast spells! However, if you want to tweak it so that in your game it has the effect you describe, that's entirely up to you!
  10. Sorry for not getting back to you sooner. Basically, yes, they stay at bloodied until they are fully healed.
  11. I believe it was recorded but I have no idea where it is.
  12. The system was created for beginners and those less confident with winging spell effects on the fly. We may look at providing additional rules for spellcasting more in line with the books in the future.
  13. We may decide to look at that in a future supplement as an optional system but we have no firm plans at the moment.
  14. There are answers to these questions but, as Ben always says, the characters don't know them and the books are told from their perspective. I'm also pretty certain Peter discusses why he thinks certain plastics retain vestigia better than others but, for the moment, I can't recall which book that's in.
  15. The reason the US book will be first is that it's all the goodness we couldn't fit into the core rules! (It's already written and just needs a final editing polish and artwork to go with it)
  16. There are plans for at least one collection of UK-based scenarios.
  17. The ones in the package are purely for printing - they don't have all the back end programming in them because you can't compile them all into one document and still have that programming work, at least as far as I understand it (they'd have to be separate pdfs in a zip file). But the separate form fillable ones are available on the product's web page at chaosium.com
  18. There are various interviews where Ben and I discuss changing from hit points to levels of damage and why that was done to thematically reflect how fights happen in the novels. There are also interviews where we talk about why Luck was chosen to do the things it does (it's also discussed on page 243 of the core rules).
  19. We are looking into the possibility of VTT support for RoL:RPG but it's very early days.
  20. There's a box on the character sheet for Impairment. Under certain circumstances, described in the full rules, the GM can ask for an Impairment roll. Depending on how that goes, you're either impaired or not. Ticking that box causes a specific mechanical effect which reflects the issues your mental state causes you from that point until you recover. You can also become impaired through physical injury. How you recover from impairment depends on what caused it in the first place. The rules aren't optional but how you apply them in your game may vary from the way someone else does.
  21. Please post any errors you spot in Regency Cthulhu here. Please don't forget to include the page number. If you would like to be especially kind and help us pinpoint the issue as quickly as possible, please use the following format: Page number, column number, section title, paragraph number, line number: what needs fixing IMPORTANT NOTE: this is not a thread for questions or discussion of the rules, we are specifically looking for errors and typos only. Please take any discussions you may have to another thread. We will delete reported items as we correct them, so if your post gets deleted it's because we've dealt with it. Please read this initial post to see what has already been reported. Thank you!
  22. Thank you for your questions, everyone. I'll try to go through them all here. Luck is largely the same as CoC, in that you can roll it and spend it. I love the spending Luck mechanic in CoC and I really wanted it as part of Rivers. If you're a human, spending Luck can be to improve your skills rolls or alter your level of success (Paul simplified those down to Regular and Hard to make the system simpler and faster for those new to gaming). As @DreadDomainmentions, in addition, if no one present in a scene has a particular expert skill, you can also "try your Luck" to use it - if successful, think of it as revealing a hitherto unknown area of expertise! If you use the optional rules and allow lower fae investigators, Luck powers their abilities. And, if you end up with a genius loci as your benefactor, you may even end up being granted a boon in the form of an additional Luck pool! @g33kWe've tried to avoid spoilers as much as possible. The ones we couldn't avoid are, for the most part, marked with superscript numbers so you can spot which pages and sections might have them. I don't blame you if you'd rather get up to date with the novels first, though. I hope you enjoy them! The Newtonian magic system for humans uses magic points and the Magic skill. We had two options when designing the magic system: something akin to Ars Magica where you had a list of individual formae and it was up to the player and GM to bolt them together to create off the cuff effects, or a level based system determined by the number of formae used to cast a spell. The former is closer to the books in many ways but it's also pretty intimidating - something we wanted to avoid as we hope the game will encourage new gamers - and also requires a pretty good understanding of the novels; again, something we didn't want to assume or expect. Thankfully, the system in the books also supports the spell levels idea, and we felt that having set spell descriptions was more accessible if you were just building your confidence with either the game or the setting. Importantly, anyone can take the Magic skill during character creation (as long as they're not lower fae), as long as they take the Magical advantage. You can still push rolls in RoL:RPG but we've foregrounded Luck as the preferred option. Always nice to have pushing there as a back up option, though! And while we don't have a Sanity system, trauma is mentioned in the books - the characters do see some awful things, so we do have a bespoke system top deal with it: Impairment. We streamlined combat and removed hit points to make any fights that happen faster and more narrative. Fights aren't the big thing in the novels - they happen every now and again with the occasional big set piece, but the game's focus is the investigation and the magic. Of course, we still have to have combat rules in anticipation of future books in places where the tone may be different. It's also harder to die in Rivers than CoC. Peter is often in grave peril but he survives - often rather battered and bruised, but still going. We wanted the system to reflect that, too. Hope that helps!
  23. Luck. The Luck spending rules are part of the main game as opposed to optional (as they are in Call of Cthulhu), and also because Luck (and spending it) powers the way demi-monde "magic" works. And, of course, the Newtonian Magic system - the spells, how you learn them, what happens to you if you overdo things, etc.
  24. ** IMPORTANT NOTE: we have updated the Rivers of London the Roleplaying Game PDF with feedback received. This is the second update. Please ensure the PDF you're reviewing is the current version - V1.2. Please do not report errors sighted in the print version.** Please post any errors you spot in the Rivers RPG core rulebook including the page number here. If you would like to be especially kind and help us pinpoint the issue as quickly as possible, please use the following format: Page number, column number, section title, paragraph number, line number: what needs fixing Thank you! [Added by MOB] IMPORTANT NOTE: this is not a thread for questions or discussion of the rules, we are specifically looking for errors and typos only. Please take discussion to another thread. We will delete reported items as we correct them, so if your post gets deleted it is because we have dealt with it. Please read this initial post to see what has already been reported.
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