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Young Freud posted:I'm thinking of the guy's like Troy Hurtubise, who possess an unique mechanical talent but not a whole lot of common sense. A bit off topic, but is this guy full of poo poo or what? If any one of the things he has claimed to make worked, shouldn't he be outrageously wealthy by now?
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| # ? Jul 6, 2011 15:19 |
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| # ? May 25, 2013 10:22 |
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Dareon posted:"I MADE GOKU!" Ooooh, don't you tempt me. Martial Knowledge and Ki Dominion is already broke as hell in Anima, having an example to base it all on would just make things SO much worse.
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| # ? Jul 6, 2011 16:32 |
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ZeeToo posted:They get a counter chance of ((level/2) + agi)%. Why the gently caress do the first three classes each have completely different chances to counter-attack? To be fair, that's kind of how things tend to work in Final Fantasy.
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| # ? Jul 6, 2011 22:16 |
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ZeeToo posted:
It's been a long, ling time. But I remember the first edition didn't get completed before the development team exploded in an inferno of drama and egos. One group went off and went on using the 1e rules and quickly died out due to inactivity, while the other group became the Returners. It was about as baffling as the 2e rules, by the way.
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| # ? Jul 7, 2011 01:14 |
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Dareon posted:"Huh? What? Did someone say Tactics? Good timing, I just finished porting over Samurai. I'll do Calculator next." Oddly, the Calculator never made it in. It's the only glaring omission I can think of. And, yeah, Goku isn't a bad comparison. I'll probably wrap up with some sample characters that really show off how ludicrously overpowered that is. I actually forgot to mention: the Swordmaster also has a technique that has a range expressed in feet, just because abstract, hex, square, and number of enemies weren't enough. Rocketlex posted:To be fair, that's kind of how things tend to work in Final Fantasy. Yeah, it is. But the Returner game mostly seems to shy away from that sort of insanity. Here... either they gave up on that, or we're supposed to just interpret half-written rules correctly. Recall, I'm trying to make sense of this stuff when I post. The original text is far more confusing. Mewnie posted:It's been a long, ling time. But I remember the first edition didn't get completed before the development team exploded in an inferno of drama and egos. One group went off and went on using the 1e rules and quickly died out due to inactivity, while the other group became the Returners. If you have any more interesting information about the game's history, please share. I only found it after the 2.01 release, and so I'm working with very few clues about anything older. Gau posted:I think someone should try to run a Returner RPG game on here, just to puzzle through the unplayable rules and try to actually make a game of it. This might be interesting. But not concurrently, I think.
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| # ? Jul 7, 2011 05:41 |
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ZeeToo posted:If you have any more interesting information about the game's history, please share. I only found it after the 2.01 release, and so I'm working with very few clues about anything older. I followed the game's development from 96 or 97 until about 2002, and all I remember about the pre-Returner drama was a big push to keep things strictly "canon" - if it wasn't in a FF game, it didn't go into the RPG. Except for sprites from Secret of Mana, some stuff from the "FFA" Seiken Denetsu game, and a pile of other stuff.... Everything else from outside FF was strictly OUT! When the Returners started their version of the game, there was a call for additional content to fill out areas that were a little light. The "canon-only" days were in the past, and it was time to expand the game! I asked if I could do some Engineer stuff for gadget users, and the folks on the mailing list were pretty excited. I started out small, putting together a list of different arrows, drawing from DC's Green Arrow and Marvel's Hawkeye. I had smoke cloud arrows, sonic arrows, acid vial arrows - 15 or so different "trick" arrows that fit the theme of Edgar's crazy devices. The only response I got was an email saying "None of this is in any FF game. We won't be using any of it. Why did you even submit this?" Oh, Returners! Mewnie posted:It's been a long, ling time. But I remember the first edition didn't get completed before the development team exploded in an inferno of drama and egos. I remember that there was a huge push to write up a bestiary and a setting book for each game in the series, and that took a priority over writing the actual rules. Akunin fucked around with this message at Jul 7, 2011 around 07:07 |
| # ? Jul 7, 2011 06:59 |
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Consider this a preview of the next installment of the Changing Breeds review: Think of the absolute pinnacle of human ability - think Conan the Barbarian with Nikola Tesla's brain and the sex appeal of the Old Spice guy. Now give him a giant rear end war axe. When you do the numbers, this man, who can kill a decently minmaxed zero EXP werewolf in warform after a bloody as hell fight, can get killed like a chump in about two or three rounds of combat with a Changing Breeds character fresh out of character creation, even if said war axe is made of solid silver. Have I mentioned that a lot of these breeds are broken? BECAUSE A LOT OF THESE BREEDS ARE BROKEN.
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| # ? Jul 7, 2011 07:05 |
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ZeeToo posted:Oddly, the Calculator never made it in. It's the only glaring omission I can think of.
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| # ? Jul 7, 2011 13:19 |
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Dareon posted:I kind of figured it wouldn't be in there. In the actual game, Calculator was of use only if you really really REALLY liked math (Or set them on auto-battle), any attempt to port them to a tabletop system and make them play nice with ALL of the Returner mechanics would require someone with a mathematics degree, asperger's, and sadomasochism. Sounds like the sort of thing they'd do, honestly. Or rather attempt. Poorly.
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| # ? Jul 7, 2011 14:05 |
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The thing about Final Fantasy mechanics is that a lot of fun (for me) is in the special abilities that are hardwired into each character. In a tabletop game, you have to come up with a compelling reason that Cyan can't kenjutsu people to death with Edgar's chainsaw. Hold on, wait,
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| # ? Jul 7, 2011 14:06 |
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Returner RPG, or "Wait, can I just roll on a chart instead of deciding?", part 4 Last time we wrapped up the Fighter aspects. Today, we're on the Ranger aspects. These guys have an 8-level DC, and a 9-level MDC. So, they're already going to have trouble keeping up with other classes. Well, maybe their class features are powerful enough to balance this out, right? I crack me up. Ranger: The Ranger-aspect Ranger has a goofy grab-bag of powers: at level 45, it gets the Swordmaster's level 36 move (four attacks at half-damage to random enemies), a "Charge" move (choose an initiative penalty with a corresponding damage upgrade) which is actually way better than a lot of Fighter-abilities, but not enough to overcome the DC problem (also it only works with bows), and then their ability to call animals, which is their largest and signature move. Calling animals has no range listed on any animal, you gain animals at certain levels, and instead of picking it's a random chance. There's no listed method for picking, so I'm guessing it's 1dX, where X is the highest level power you've unlocked. Just to annoy you, some of these are healing powers that you use on your team and others are offensive powers. Take a gamble on what you'll do this turn! There's a decent chance it'll be the 'nothing' power or another low-level power. Also all the attacks are obnoxiously weak, on top of the every-9 MDC. Rating: The best of the Ranger aspects. Really. Beastmaster: Beastmasters are Gau of FF6. They find a monster, they train with the monster, they go into a rage based on the monster (not to be confused with the totally different berserk). The rage gets all the monsters' attacks. And then the GM (explicitly the GM) rolls on a chart to see which power the character uses. The player chooses nothing in a fight. Rating: Perfect, assuming you don't actually want to pay attention during battles. Geomancer: Hey, remember that random animal table for Rangers? Let's get rid of the useful secondary powers like Charge, and then give them even more tables! There's ten listed terrains, and you ask the GM which one you get to roll on, then roll to see which of the four powers relevant to that area you actually get, with a modification based on level. You can't pick anything 'up to' that level or anything--just that one specifically. And the ranges change. Except for where they aren't included at all. At least ranges only go up in rank, so you can't roll "too good" to have targets. Their other power is to ignore terrain, except for when the GM says they can't. Listed example: they can walk across lava just fine. Of course, if the GM says "not this lava", they're screwed. No way to check except jumping in! Rating: whim-dependent Monster Trainer: Wanted to play Pokemon in Final Fantasy? Now's your chance! Sort of. They have the ability to inflict some status effects, and to convince monsters to hang around for either one week or one attack of the Trainer's choice, whichever comes first. Nothing says you can't have more than one monster at a time, and I'm not sure if that's a feature or an oversight. Rating: utterly DM-dependent; what monsters do you get? Now we go to the "Bard" classes, which share the same 8/9 DC/MDC multiplier, but are much better. Bard: Bards get songs ranked 1-8 at the same rate that Red Mages get spells. Bards have weaker MDC, of course, and their songs have an initiative penalty to get going, but they all have a range, they get to pick which songs they know, and many of the songs are actually really useful because they're not direct damage. Bards are more about buffing, debuffing, and status effects, and they're good at that. The low-rank songs that you can use every turn even if your initiative is low stay useful even as levels rise. Rating: Very nice! Artist: Knew it couldn't last. Their painting abilities are sometimes inexplicable (the ability to repaint a spell to a different element? How does that work when the spell is instantaneous and not on your turn?) to lame (wanna spend two and a half months to have a 50% chance of creating something with a minor bonus to the party?) to unusable (one painting ability is rolled at a -200% skill, to make it clear it's for high-level characters, forgetting that skills max out at 200%). Rating: Atrocious Battle Dancer: Hey, let's combine the random chart usage of the Ranger with the initiative penalties of the Bard! Got close to the enemy and rolled for a good, high-level dance? Good for you! I'll get back to you in two turns when your initiative penalty wears off; hope your target hasn't moved on by then! Rating: I really hope this is a joke class Dancer: Bard, Artist, Battle Dancer, and now Dancer? Ugh. Anyway, the Dancer is the Geomancer with a worse twist. The difference is that you can use powers that aren't actually appropriate for the current terrain if you roll well, and if you decide to stop using your dance (say you've noticed you're using fire against an enemy that heals from fire), you do nothing for two turns before you can act again. Rating: Why does this even exist? Mimic: Mimics can use any power that the party is using, or copy class features, including spells but without an MP cost, for a day to a week depending on level. This makes them dependent on a mess of attributes, though, and their DC and MDC are weak. So they can do anything the rest of the party can do, just worse. Rating: Exactly one-half of the rest of the party's average rating. Next time, we'll look at thieves, gamblers, ninjas, engineers, and other disreputable sorts. Two or three more updates to get through these classes.
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| # ? Jul 7, 2011 20:23 |
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ZeeToo posted:Next time, we'll look at thieves, gamblers, ninjas, engineers, and other disreputable sorts. Two or three more updates to get through these classes. Please tell me the game book comes packaged with a tiny little slot machine.
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| # ? Jul 8, 2011 02:20 |
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Seriously though, Gamblers seem like they'd be a very easy class to make at least interesting if not balanced. They probably gently caress it up.
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| # ? Jul 8, 2011 02:22 |
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On the other hand, a class that's all about luck seems a little less unique in a game format where you're constantly rolling dice no matter what.
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| # ? Jul 8, 2011 02:31 |
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Heroes Unlimited Part 4: 'Shop work So last time we finished up generating our hardware based character. He can build and fix most anything you can imagine. Young Freud posted:I'm thinking of the guy's like Troy Hurtubise, who possess an unique mechanical talent but not a whole lot of common sense. Oh trust me, this statement will ring true once we finish this character. We're going to be building a robot suit and supercar on our gadget budget. First off, let's build that suit. Turning through the robot section I look at potential robot budgets. Our 13.5 million puts us in the middle area of these things, though we won't be spending all of it. Before we build, we have to roll to determine the quality of our exoskeleton. A 51 means that we have one from a "Project abandoned due to lack of finances". This means that any time we want to use any active feature of the robot (A weapon, device or special function) there is a 01 to 10 % chance that it simply will not work. It doesn't explode or anything, it just fails to function that one time. And this is for every time we activate ANY device on the robot that isn't moving about in it. Now we get to start construction. First off we have to buy a body frame (Humanoid, $500,000) and a power supply. Our options for powering this beast are a liquid fuel supply ($250,000), super-solar engine ($1,000,000) or a micro-fusion system ($5,300,000). The micro fusion system just powers our robot seemingly without limit. The solar engine can be charged up with an eight hour power reserve, with four hours of emergency power after that. It's apparently blocked from charging by any sort of cloud cover. This does not seem like an ideal way to power something we're trusting our lives with. For an additional million dollars, a generator can be purchased to charge it up if the sun doesn't shine. This presumably means that we normally have to store it in the open to fill the batteries. I'm opting for the liquid fuel system, partly because it's cheap and without too many restrictions, mostly because the idea of Iron Man stopping at the petrol station to top up his suit with unleaded amuses me no end. Next up we have to purchase legs and arms for our suit. I opt for a basic pair of human style legs and feet ($500,000) and 2 humanoid hand and arm units ($300,000). We could also pick up a flight mechanism, but given that we can also construct super vehicles I'm going to leave the flying to the car. Just a humanoid frame with legs, arms and a V8 engine has set us back $1,550,000. We start out with a PS of 10, but that seems a bit weedy for a robot suit. I decide to splurge out for the reinforced body frame ($900,000) so we can increase our arms PS scores from 10 to 30 ($40,000 per arm). Just for using a robot suit, our PS score uses the superhuman rules. Note that this is different from the extraordinary strength our ape-man possesses. While in the suit we can carry 6000 lbs and lift 9000. According to the feats of super strength chart in Mutants and Masterminds (A much better superhero RPG) this means we can carry about a truck. Not bad. Total suit cost: $3,250,000. After that, we have to purchase sensors. An advanced audio system ($390,000) means that we have superhuman hearing (Equal to a minor super ability even) and a radio receiver. We also buy a tape recorder ($5000), loudspeaker ($5000), voice modulator ($150,000) and bug detector ($5000). For optic systems, we pick up the advanced vision system (Colour vision, night vision, IR and UV sight, $425,000), targeting sight ($50,000), telescopic vision ($35,000), thermal vision ($180,000), video receiver and transmitter ($80,000) and a black and white camera eye ($5,500, film not included). There are some other fun sensor gadgets, so I pick up a micro-radar ($250,000), bio-scan ($50,000) and medical survey unit ($500,000). Total suit cost: $5,380,500. Finally on to weapons and armour. I grab a wrist mounted Ion Blaster ($300,000) to handle ranged combat for us. Anything more heavy hitting can be installed into the vehicle. There is an option available for foot long retractable blades... which do exactly as much damage as just punching a guy. And our martial arts skill will let us do even more as we level up. There is literally no reason for this weapon to be here. Coupled with the Ion Blasters %10 failure chance and slightly lower average damage, punching seems like the best option. We begin with 225 SDC for the suit, and an AR of 6. The AR gets maxed out to 15 ($900,000) and then we use our Analytical Genius bonus to boost it up further to 17. The suit also gets its SDC pumped up to 425 ($280,000) just in case, then our Analytical Genius ability boosts this by %10 to 448. Total cost of suit: $6,780,500. We've used a little over half our budget, and our suit replicates several minor super abilities all on its own as well as letting us punch like a cannon. And we still have a whole other device to construct. This post is getting wall of texty enough as it is, so I'll drop it here. Next time: A flying Ford Transit that would make the guys on Pimp My Ride cry in awe at how ridiculous it is. Outside of the fact that it can fly, I mean.
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| # ? Jul 8, 2011 02:46 |
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Captain Hats posted:This post is getting wall of texty enough as it is, so I'll drop it here. Next time: A flying Ford Transit that would make the guys on Pimp My Ride cry in awe at how ridiculous it is. Outside of the fact that it can fly, I mean. That or a Pontiac Aztek.
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| # ? Jul 8, 2011 03:20 |
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Drox posted:A bit off topic, but is this guy full of poo poo or what? If any one of the things he has claimed to make worked, shouldn't he be outrageously wealthy by now? He claims to have made Space-Shuttle-worthy insulator from diet coke, a superman's-x-ray-vision light that was revealed in dreams, and that the 9/11 hijackers came around to express interest in his bullet-proof armor made from quail feathers. If he knew how to use the internet he would've written Timecube, or something that belongs in this thread.
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| # ? Jul 8, 2011 05:48 |
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Changing Breeds Review Part IV: A Miserable Little Pile Of Mechanics Welcome back. This is the point where the mechanics give up all pretense of being any good and collapse into a singularity of stealing from better things and ruining them. For those with no knowledge of the WoD system, here's a quick crash course for stuff you'll need to know here. Every supernatural system has a "Power Stat" ranging from one to ten that measures how strong your character's supernatural power is in general. Mage has Gnosis, Vampire has Blood Potency, Changeling has Wyrd, etc. etc.. It's used as dice in some power rolls, to resist other supernatural powers, determines how much mojo you have to throw around, and - this is the important part for right now - increases the maximum dot cap on your statistics from five to [Power Stat] once it hits six or above. Hitting this level is nowhere near easy, requiring something in the neighborhood of 160 experience points when the system says you should only get three or four per session. This is to represent that, if you're that old/powerful, you're nobody to be hosed with, and can reach literally inhuman levels of power. A skill or attribute of six or above is the stuff of legends and fearful, whispered stories. The only ways of getting a cap above five before the Power Stat bumps it up that I can think of involve Prometheans each having a specific attribute that can hit six dots, or a Changeling with an extremely expensive merit that can only be bought at character creation and only allows one specific attribute to be able to hit six dots. Feral Heart, the Changing Breeds power stat, allows for characters to have a stat cap of six at character creation by simply sacrificing their merit dots to get Feral Heart 3. At Feral Heart 5, this reaches 7. From Power Stats 3 to 8, Changing Breeds are strictly better than every other line in the World of Darkness when it comes to basic statistics. If there was any doubt that this wasn't a system designed to make Mary Sue characters for the authors, it just got shot in the head. Also, the only 'downside' to having a high Oh yeah, you also bleed off Essence at the higher end, but at that point you're going to be swimming in it. Now onto the mana-equivalent, Essence, stolen from Werewolf, neutered now that characters don't necessarily ever have to deal with spirits or The Shadow. Most characters will only use it to shapeshift instantly, use random poo poo, or (the clear winner) heal Lethal damage instantly. Now to Harmony, which is stolen from Werewolf wholesale and given some shoehorned additions. Harmony is the Morality stat of the system, basically how sane/moral you are (and yes, tying relative sanity to relative morality is indeed a giant shitstorm waiting to happen, we all know). Weirdly, the system actually improves on Morality in a couple minor ways before taking a giant steaming dump all over the rest. The biggest and my personal favorite way is that it goes through each individual breaking point and clarifies it, and also goes through each level on the track and describes what a person is like at that level. It's a really great touch that was in Vampire and Werewolf that sort of disappeared in the later lines and I have no idea why, especially when you get to the However, that's about as far as my praise will go for this incarnation of Harmony. As if the Morality systems weren't crippled with their own issues that have been discussed at length by the WoD threads and generally anybody who looks at the Morality system long enough to go "hey wait a minute," Changing Breeds essentially tries to squeeze two tracks into the one, the fluff demanding that the character lean more towards Humanity or Beasthood through the derangements they're probably going to rack up as they fall down through Harmony...and yet, Harmony is stuffed with sins from either side with no real caveats, especially at the higher levels. So, all your sins could be acting like a complete jackass to nature, wearing only the finest clothing made out of 100% clubbed baby seal, and you could either have no derangements at all (and therefore little to no external impetus to act out low Harmony characteristics) or have all the derangements that make you more animalistic. By the way, eating the flesh of your animal type, killing anything 'important' as a hunter (whether for food or sport), killing anything 'important' for giggles, killing your animal type/humans, murdering humans/your animals, 'Betraying Man to Beast or Beast to Man', sadistic murder of animals/humans, and cannibalism of humans/shifters all count as different infractions! Can you tell they had no loving clue what they were doing? Cause I sure can. Also, at Harmony 2, 1, and 0, shapeshifting progressively becomes more and more difficult until you're either stuck as that one guy from Jumanji, or as Cujo. And now...we get to the derangements. Oh my loving Lord. Derangements are going to be their own update because God drat. Skipping them, we reach the rules for shape shifting. They're the Werewolf rules (SHOCK AND SURPRISE), with holes punched in for the modular stat changes of the different breeds. Also, apparently, no animal form, no matter how human or dextrous, can use anything as complicated, or more complicated than, scissors. The example they give is an elephant using a computer, and I counter with a gorilla driving a car. Every single car chase is improved if the drivers are gorillas. Prove me wrong Anyway, rules for the Warform are brought up, with all animals getting a violent bent according to their animal's personality, even peaceful herbivores becoming "sadistic trap-and-torture killers." Otherwise, the rules follow Werewolf. Animal form spends most of its time talking about how being treated as an animal by people is alien and weird, then adds a new mechanic that staying in animal form for a long time (like, several weeks) may cause your character to forget they were ever a shapeshifter and remain an animal. Near-Man (Throwback) and Near-Beast (Dire) forms are addressed with shoehorned one-size-fits-all modifications applicable to existing breed stats if you bought the merit that lets you use them, but their applications as compared to Werewolf are slim at best. Lunacy (now Delusion) is changed from depending on set reactions based on maximum Willpower to an actual roll, bogging down things unnecessarily while adding a degree of randomness to the proceedings. And yet, when you do the numbers, the results are pretty much the same when it comes to statistics...until you factor in Feral Heart acting as a penalty, pretty much ensuring a powerful shifter will never get busted. Sigh. Regeneration is literally Werewolf's regeneration with the healing made twice as slow, unless you buy a merit to make it Werewolf's system. Siiigh. Silver dealing aggravated damage is in for no justified reason. Siiiiigh. Death Rage/Frenzy/Etc is copy/pasted with name edits, only with a new version that's basically summed up as Captain Planet With A Chainsaw. And I would watch the hell out that show, even if the mechanic is stupid. Like, "flicking away a half burnt cigarette means the guy comes home to a giant pile of elephant poo poo on his doorstep" and "starting a small fire means chasing them down with beast form or destroying their property with bodily waste (this is seriously an example, swear to God)" stupid. And that finishes the chapter! After this is the chapter with all the breeds, which is a bountiful cornucopia of horrible art, terrible writing, and jaw-dropping mechanical asshattery. But that will have to wait. Next time: Derangements. God help us. Daeren fucked around with this message at Jul 8, 2011 around 06:14 |
| # ? Jul 8, 2011 06:10 |
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I've been slacking off long enough. Time for more Synnibarr! The World of Synnibarr, Part Whatever This Is I Can't Be Assed To Check: Detailed class info part 1: Alchemists So I went over general character creation, with an example, earlier. Now it's time for detailed breakdowns of the classes! Alchemists are trained in a secret location, where they wont' see the outside world for 27 years, which a little math and the starting age chart indicates they're taken at age 11. This secret location is a pocket dimension inside the Alchemists Guild Hall, where they get modified to produce Starfire, and then practice their asses off to control it, and also get the lesser mutation Analyzer. Checking the Mutations chapter, this lets you, with a 50% success rate which doesn't change based on any factors whatsoever, comprehend, operate, understand, and with the proper materials, duplicate any "electronic or technological" device. But not organic electronics. The Alchemists also have "preserved the knowledge of Old Earth in special tomes recording the sciences", and view creating technology as a religion. And science "is a pure and provable faith". Which they rabidly guard and keep from outsiders. They are also taught special alchemy studies, which I will go into more detail on later, and when they graduate they are given a bag of holding. Which is good becuase they'll need somewhere to keep all the spheres full of random rear end poo poo they need for their special studies. It can carry up to 200 pounds of poo poo, as long as you can fit it through the "7 inches wide" mouth. (Circular? Who knows.) But anything living, including organic electronics, put in it will die (if this includes the alchemist's hand is not specified), and enchanted items, potions, and scrolls can't be put int. They also get taught how to create technological items, which they have the tools for in their bag. "The larger tools are contained in mist crystals created by their teachers." Mist crystals are not mentioned by name elsewhere, but I think this refers to the "Transmute Matter into Mist" alchemist study, which I'll get to later. "All Alchemists are religiously loyal to the Guild. They will perform any task given to them, even at the risk of their own lives." It mentions that this may make them not a good fit for adventuring parties, but offers no advice for dealing with this. And then we get the Three Laws of Law 1: "No knowledge of the faith shall be given to non-Alchemists, nor through inaction shall you allow such to happen." Law 2: "No non-Alchemist or engineer shall make any form of technology, nor shall they be allowed to posses the books or the machinery regarding their creation. Any such items found in the possession of unauthorized persons shall be returned to the Alchemist's Guild in accordance with the law. Violation is punishable by 'mind-wipe'." Law 3: "No alchemist, through action or inaction, shall break or allow any other Alchemist to break laws 1 or 2, nor shall they allow rumors of such incidents to go without investigating. It is the duty of the Alchemist to keep the secrets of the faith hidden from the eyes of the world." Although the On to their actual abilities! Their Natural Abilities consist of: 1d10*1000 extra cash, and a 20% discount for buying chemicals and equipment with starting cash. They also learn, on top of the previously mentioned Skills For All Guild-Trained Adventurers, Biology; Botany; Chemistry; Electronics, Basic and Repair; Glass Blowing; Math, Advanced; Mechanics, Basic; Mineralogy; Physics; And Science. Their "Basic Abilities" consist of: The Analyzer mutation; The Alchemist's Bag; Star Bolt, letting them shoot alchemy energy at dudes, 1/day/level, or for 0.5 con points, for an amount scaling with level and is uses in many alchemy studies; Starfire Shield, which can be used 1/day/level or for .5 con points, and blocks Alchemy, Physical, and Energy attacks for an amount scaling with level, and they get Special ALCHEMY STUDIES! Level 1 alchemists get 1d4 Lesser Studies, plus 1 per point of Int over 21, and get one more at 2nd, 4th, 6th, and 8th levels. They get one greater study at 10th, 13th, 16th, and 19th level, and at 20th, one Master Study. Every 5 levels thereafter they get one more study of any category the player wants. At 20th level, Alchemists get one free Engineering skill, including all prerequisite they don't know yet, but will still have to spend skill points to level them up. I'll be going into this in ore detail in a later post. Now on to the studies themselves, which are off in chapter 10! There are 13 Lesser Studies. The first is Alchemist Armor, costing $61 in materials, which uses a "pinch of diamond, sunstone, and fire pearl crushed into a powder and mixed into a 1-inch diameter wax ball". The alchemist uses a star bolt or a con point (which, since you can generate a star bolt for 0.5 con points even if out of free casts that day, seems pointless) and give you some armor which protects against earthpower, chi, and physical damage at a rate which scales based on level. And also gives you +2 init, 1 extra attack, triple strength, and Shadow Vision as per the first level Mage Warrior spell. Why? Because this is loving Synnibarr, that's why. The second is Ball Lightning, costing $50, which is created by using a star bolt to vaporize a "in-inch diameter sphere filled with powdered shock vine, electric eagle gland, and neck-gland extract from a storm drake". It generates a ball of lightning which you can make move around, hit a guy for some damage which scales after 9th level, and can also be used to recharge batteries or as a light source. Third is Bolts of Earth, Air, Fire, and Water. These are free! These are generated by opening a portal to the relevant elemental plane, which you do with a Star Bolt(are you seeing a pattern here) and saying the name of the element you want in Venderant Nalaberong. The four types of wait a minute what? Glossary Entry on Venderant Nalaberong posted:"This language cannot be spoken or written by anyone unskilled in its use." Anyway, the four types create "5 tons of earth" which you can't hit people with becuase you can't use it, make 300mph winds which can tornado people around or lift 7 tons, Burn people, and create up to 2,500 gallons of water, or create "pure water" which is a powerful acid, 1 gallon plus 1 per five levels. The fourth is Cotnrol Size, costing $10, which lets you make things up to five times larger or 1/10th of the size, and "weight is affected in the same manner". It's not clear if it means height or volume. To do this, an Alchemist mixes Starfire with an Alchemy Water Bolt... which they can't, becuase they cant' speak Venderant Nalaberong... and chants a special phrase... in Venderant Nalaberong. Also if you somehow overcome the inability to ever learn Venderant Nalaberong, stacking the effect three times to shrink something will make it implode into nothingness. The fifth is Create Potions, which lets you make a special liquid which can absorb any type of various power into it and then drink it later for the effect! The materials cost $20,000 per potion, and require a $100,000 set of bowls, but you get those free when you learn it. The actual mixture requires you to mix powdered scales (type unclear), a pinch of mage tree bark, a quart of sunstone drake blood, and an... alchemy water bolt. Sixth we have Ether Bolt, costing $100, which can knock people out or do lovely damage, and you make by firing a star bolt through a glass sphere containing the "essence of a lesser ether elemental". Seventh we have the Eye of Alchemy, costing $5,000 ($4,900 of which is the reusable bowl), which uses a mixture of powdered glass, copper flakes, the eye of a rat, and some powdered flying root vaporized in a silver bowl by a star bolt, to make an eye which can float and pass through walls you can see through! It came "move at the speed of thought", although must be moving slowly to actually see poo poo. 5 inches across, and glows green, until 40th level when it's invisible. You can also see auras, magic, psionics, earthpower, and alchemy with it if you keep it within 5 feet. Eighth we have Lesser Elemental Summoning, allowing you to summon lesser Air, Earth, Ether, Fire, or Water elementals, using $1 air sphere, a rock, a $2 vacuum sphere, a fire, or a small bottle of water respectively! You learn one when you get the ability, and every three levels after that you roll another until you get them all. The actual summoning requires the component and saying the Elemental's name in... Venderant Nalaberong. They're honestly pretty boring. Ninth we have Mist of Force, costing $100, which lets you create a mist which "is a type of visible telekinesis", letting you manipulate poo poo in a 10 foot cube at max. You make it by Starbolting a pinch of earth and diamond dust, mixed with a drop of... an alchemy water bolt. Tenth is Shield, costing $100, which gives you a shield against various things, but not all at once. IF can be used to block poo poo if "the pellet" is in hand when you're attacked, but otherwise you have to fish it out and can't do that. Pellet of what you say? The description doesn't mention it! Eleventh is Transmute Matter into Mist, costing $5. It makes a small crystal sphere which you can braek onto an object, which will then turn the object into mist (don't worry, you get to choose, it won't blow up in your face) and suck it into the sphere which will reform. It's 4 inches accross and 4 ounces, so this is a good way to store large or heavy objects, up to 20 pounds per levle of the creator, although this can be enhanced in certain ways. You an buy empty ones form the Guild for $15. Doens't work on living things, including organic electronics, or other crystals. You make it by mixing a small burst of Starfire and... a water bolt... inside "a shield", and heat it with Ball Lightning, and you've got your sphere! Wait doesn't Ball Lightning cost $50? Twelfth is Transmute Self Into Air, costing $25, which turns the user into air, letting them fly 70MPH and lift up to 300 pounds of stuff on top of themselves, and can't be affected by any spell other than Cancellation or those that affect air. You can use this to dodge poo poo. You can turn back whenever yo uwant but then it's over. Material components: Mistberry powder, combined with a pellet of giant armored bee wax and a... water bolt... and starbolted. Thirteenth is Winds of Enforcement, costing $500, which doubles the power of any effect, spell, or mutation when used once, increasing the multiplier by 1 (so x3, x4, etc) each time you use it. It costs 3 con points plus a star bolt. The example says "4 constitution points put into a Winds of Enforcement will amplify a spell's power three times (up to a maximum of 10)." But it costs a base 3 points? You make it out of a special powder made from earth egg, mage tree bark, sunstone, moonstone, fire pearl, and nova quartz, which you starbolt a pinch of.So, out of 13 Lesser Alchemist Studies, you can actually perform 4 and a half of them, counting Shield's pellet of :?: as the half. Even ignoring the VN issues, you're quite likely to end up with abilities you require the help of another alchemist to make the materials to use! Let's move on to the 6 Greater Alchemy Studies, shall we? First is Alchemist Ambrosia, costing $1.01 million. When you drink it, you are cured of all diseases, poisons, wounds, restores strength and constitution and psionic points, and get the effects of Eternal Sustenance for 24 hours. But the first effects only happen at initial application. You can also bring people back to life if you administer it within 1 minute of death, giving you 1/4th of your HP and such. You make it out of 25 gallons of heal spring melon juice, 25 gallons of distilled blood orange juice, and... a pure water bolt. Then you leave it out in the sun for five days, then boil the greenish liquid down to 1 gallon, then add equal parts of gold, silver, and earth, then starbolt it up and grind it to powder. Now, toss this into a Ball Lightning, and say a... special phrase in Venderant Nalaberong. Second is Binding, which costs $1000. Simple Binding lets you bind an object or creature with "100 pounds of force per the spellcaster's level". You can either make them stuck, or allowed to roam a 100-foot-per-level (square? cubic? who knows) area. Of course, getting ridiculous strength can be relatively easy. Lesser binding costs more Con and holds at 10 tons of force, plus 1 per level after 10th. You can also bind in their powers! Or make it a cube which will bind somethign which comes into contact with it. Greater binding is how you make lesser enchanted items, and can be used to permanently bind an elemental to an item or area. The material components are Third is Cloud Carry, costing $6,000, which lets five dudes ride a sweet-rear end red cloud around, as long as the alchemist knows where he's going, and is created with powdered Tesseract Twig and mage tree back in a hollow giant clam pearl which is starbolted. At 20th level you can add a phaze drake scale and two extra star bolts to travel through up to five dimensions per use! Fourth is Create Creature, which costs $26,500 and allows you to clone somebody from 3% of their body over two months. Or create mixed breeds. It requires a bunch of specific tools and a... Water. Bolt. After a long, detailed, and uninteresting process, including putting in 2 ounces of your blood per day and... Alchemist's Ambrosia, which does NOT produce enough per MILLION DOLLAR BATCH to last for 2 months at 3 drops per day for $10,000 for the materials, you have your own pet abomination, under your control! You can also put your creature in a mist crystal if you want. Fifth is Reflect and Amplify, costing $1200, which lets you reflect anything, including a 50% chance to reflect Venderant Nalaberong if you've over 35th level, is reflected and does double damage, unless it's one of a various number of specific poo poo. It's made out of a gram of earth rot and 2 ounces of gold dust, in a 2 inch silver ball, and then you starbolt it and... Say a word in Venderant Nalaberong. Sixth is Werewinds! Oh boy, time to learn what the gently caress these are! It costs a million for the gold tub and slab, and $310,000 for the scales, horn, and blood. It comes in three types, the Banishing Werewind, which banshies poo poo to Limbo, the Disintegrating Werewind, which disintegrates poo poo, and the Nullifying Werewind, which cancels all forms of power and abilities except chi, Venderant Nalaberong, and God Power. Bio-Syntha Cyborgs shut down. In order to make nay of these, you need Werewind Sand, which you make out of a pound of silver dust, a cup of... water bolt... and suspend it in a whirlwind until mixed. Get the dust with your preferred air manipulation ability, then take 40 ounces of cave demon blood, some powdered scarlet drake bone, and a... pure water bolt. Mix them until they dissolve into a gas, and mix it in the whirlwind with the first mixture over a gold basin 5 feet wide, 5 feet long, and 1 foot thick. (Depth/capacity unclear.) Shoot this poo poo with two star bolts and a Ball Lightning, and you'll get a tiny storm of Blue Rain you catch in the basin. You have 30 ounces of this! Take the amount you're going to use and cover the basin with a gold lid so it doesn't go bad, and be careful, because this poo poo is explosive! To actually make a werewind, mix 2 ounces of this poo poo and a starbolt, which will stabilize it instead of destroying it like it does all the loving time in other studies. Now you add powdered null snake scale for a nullifying werewind, powder golden uniwolf horn for banishment, or mist drake blood for disintegrating, and mix it with powdered earth root and mage tree bark, and let dry. CONGRAGULATIONS, YOU HAVE WEREWIND SAND WASN'T THAT EASY? Six studies, 1.5 useable, counting Binding's componets of Finally, the MASTER STUDIES! First, Summoning Elementals. Earth needs a $100,000 earth egg, Air "five breaths of a newborn baby caught in a glass jar", fire one flawless fire diamond costing $10,000, water an alchemy water bolt in a forgotten steel jar costing $7,000,000, and ether an ether sphere that costs $10,000. The acutal procedure is almost as long and boring as cloning things, so I'll just say it requires multiple Water Bolts and words in Venderant Nalaberong and move on. You learn each type of summoning as a separate study, bringing the total Master Alchemy Studies to 6. The other Master Study is Transmutation Crystal, costing $11,000,000 for the large gemstone. You can use it to shoot poo poo with a beam which will turn things into other things, as long as you have a sample of what you want to make, or have studied it if it's a creature. "No sellable gems of metals can be made until Alchemist reaches 40th level". You make it with a pure diamond or ruby, put in a whirlwind and a Ball Lightning, and hten you fire... bolts of all five elements at once, along with three words in Venderant Nalaberong. Congratulations, you and your four buddies have failed to make a Transmutation Crystal becuase you can't do either of those because you can't speak Venderant Nalaberong. 2, or 6 depending on how you count them, Master Studies, none of which are useable. THE ALCHEMIST, EVERYBODY! GOOD NIGHT! Next time: The Amazon!
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| # ? Jul 8, 2011 07:57 |
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Captain Hats posted:Stuff about robot suits with V8 engine. Wait... So you built Megas XLR? I love you.
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| # ? Jul 8, 2011 08:00 |
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Zereth posted:First, Summoning Elementals. Earth needs a $100,000 earth egg, Air "five breaths of a newborn baby caught in a glass jar", fire one flawless fire diamond costing $10,000, water an alchemy water bolt in a forgotten steel jar costing $7,000,000, and ether an ether sphere that costs $10,000. The acutal procedure is almost as long and boring as cloning things, so I'll just say it requires multiple Water Bolts and words in Venderant Nalaberong and move on. You learn each type of summoning as a separate study, bringing the total Master Alchemy Studies to 6. Well, air seems easy enough. Is the water component an actual material, "Forgotten steel", or just a jar some dude left somewhere and forgot about? I assume the Verdant Billabong issue is that there are classes that explicitly say they can speak Vibbly Noogie, and Alchemist doesn't have that clause? You know, it's mildly disturbing to consider that there are entire groups of people who have sat around a table and talked about Revenant Toblerone with no trace of irony. Daeren posted:Next time: Derangements. God help us. Dareon fucked around with this message at Jul 8, 2011 around 15:40 |
| # ? Jul 8, 2011 15:38 |
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Dareon posted:I assume the Verdant Billabong issue is that there are classes that explicitly say they can speak Vibbly Noogie, and Alchemist doesn't have that clause? The Valedictorian Nailbat issue is that there is literally no mechanic for learning the language in the first place. For anybody.
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| # ? Jul 8, 2011 16:10 |
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Dareon posted:Please tell me there's one that urges you to throw poop at people. Penalty to resisting the urge if your animal form is a monkey or ape. Rasamune posted:The Valedictorian Nailbat issue is that there is literally no mechanic for learning the language in the first place. For anybody. Valorious Grongadong is the best unknowable language. I have no idea why, but this review of the alchemist was hilarious for me.
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| # ? Jul 8, 2011 16:23 |
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Joining the Alchemist's guild and realizing that you have no method of learning Vibbly Nibbly must be the most
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| # ? Jul 8, 2011 17:00 |
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My new favorite part of this thread is everyone's new names for Valhalla Neighborino.
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| # ? Jul 8, 2011 17:50 |
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I feel like creating some rules for Victorious Nacho should have been a high-priority thing on the developers' to-do list, but oh well, SYNNIBARR.
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| # ? Jul 8, 2011 18:28 |
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FewtureMD posted:I feel like creating some rules for Victorious Nacho should have been a high-priority thing on the developers' to-do list, but oh well, SYNNIBARR. They did- you're supposed to make an Ego roll to learn Vendertron Necronomicon. They just forgot to mention HOW you make that roll.
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| # ? Jul 8, 2011 18:31 |
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I'm actually a huge fan of the concept of Verdantlord Nectarine, I have used it in D&D games before.
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| # ? Jul 8, 2011 18:32 |
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Dareon posted:Please tell me there's one that urges you to throw poop at people. There's three.
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| # ? Jul 8, 2011 18:39 |
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Maybe there was supposed to be a splat book for valiant nabberbong
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| # ? Jul 8, 2011 18:39 |
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Using Vashta Nerada is probably meant to be like playing Mornington Crescent and you all just aren't in on the joke.
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| # ? Jul 8, 2011 18:53 |
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projecthalaxy posted:I'm actually a huge fan of the concept of Verdantlord Nectarine, I have used it in D&D games before. I was thinking for a few minutes about Truenaming as an analogue of Vendigroth Neapolitan, and an Artificer/Truenamer gestalt in some kind of Planescape campaign as a Synnibar Alchemist.
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| # ? Jul 8, 2011 18:59 |
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Are there rules for learning any new languages in Synnibar? or does everyone speak the same language throughout everywhere and Vanilla Tombombadil is just some kind of magical code or some poo poo?
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| # ? Jul 8, 2011 19:04 |
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Changing Breeds Review Part V: Apparently "Act Natural" Means "poo poo Everywhere" The Derangements unique to this line are so terrible that I'm just going to copy and paste every single one and comment on them all. quote:Cage Shock (mild): Similar to a caged beast, your feral grows distressed. Pacing back and forth, he whines or snarls. Enclosed spaces feel constricting; clothes feel too tight. Anything less than open sky seems like a cage, and if forced to remain indoors, clothed, or otherwise confined, your beast gets restless. It's a bad sign when even the game acknowledges something will cause "extremely annoying behavior." Also,stripping naked, screaming about being confined, and otherwise being a lunatic only removes an average of a success from my rolls? Good to know, I'll just head to work naked and beat anybody who tells me to wear THE INSTRUMENTS OF CORPORATE OPPRESSION and they'll only be slightly less inclined to like me! quote:Feral Frenzy (severe): It's all a trap. The beast must be free. Tearing at any barrier between himself and freedom, this werebeast acts...well, feral. Pissing and making GBS threads, he abandons human speech and restraint. Anyone who sees him will assume he's insane, and they’re not really wrong. So, being literally, vaguely, or metaphorically constrained in any sort of fashion has a good chance of sending me into a FATAL-esque frenzy of expelling body waste, loving things, and murder. I bet Byron Hall's spirit animal is one of those goats that collapse in a paralyzed heap when even remotely startled. quote:Neoprimitivism (mild): The modern age is bullshit to your character. She affects tribal fashions, sports tattoos, goes barefoot everywhere and yammers about “the Pure Ones” — ancient people who supposedly lived in perfect harmony with Nature. There is literally a derangement that makes you a stereotypical filthy hippie. The way this is written, I honestly can't tell if it's taking the piss or not. quote:Feral Antics (severe): Like a wild animal, your feral bites, scratches, shits on the floor and generally behaves in counter-civilized fashion. She sheds as much clothing as her companions will tolerate, and speaks as little human speech as possible. First, gently caress you game, for being patronizingly quote:One with the Bears (mild): He’s not half-animal — he’s all animal. Trouble is, this feral's view of animals is extremely idealistic. He talks with them as if they're fellow humans, yet holds real humans in contempt. He might be a furry or therian with elaborate garb and mythic history; or he’s renounced the human world and lives sort of a New Age dream in the deep wilderness. Either way, he's disconnected from the truth of his situation. Despite license to play a literal therian, it's this derangement that convinces me that somebody on the writing staff knew precisely what they were writing and was dedicated to subtly making it a farce. Really, all the derangements give me that feeling to some extent, but some of them...it's really hard to tell. quote:Hate of Man (severe): People suck. All of 'em. Overwhelmed by the stench and disregard of modern Man, the feral avoids people as much as possible. When forced to confront human company, he shivers with hate, spews insults and might even attack for little or no apparent reason. I find it funny that all three of these different types of animalistic derangement all end up with Fishmalk levels of intolerable player actions, just with slightly different focuses. quote:Beast Fears (mild): This person’s afraid of animals, including the one in the mirror. Around beasts or fellow shapechangers, he seems agitated; if one confronts him, he may panic. This derangement is common among "little animal" ferals such as foxes or hares. It’s workable, but highly inconvenient. Y'know, if I found out I was able to turn into a rabbit, my reaction wouldn't be "OH GOD RABBITS ARE TERRIFYING," it would be "Goddamnit, why couldn't I turn into, like, a bear? Or maybe an armadillo or something." quote:Obsessive Humanity (severe): Conflicted about his own nature, this werebeast dresses expensively, uses big words and refuses to look in the mirror except to groom his perfect hair. It’d be funny if he wasn’t so obsessed about his humanity. Even the slightest challenge to it makes him sick with nerves. "HAVE I REMINDED YOU THAT I AM A HUMAN TODAY?" All this makes me think is playing a gimmick Changing Breed who acts like this. quote:Filthy Brutes! (mild): Your character doesn’t fear animals — she hates 'em. Lashing out subconsciously at the beast within herself, she teases and torments animals whenever possible. Flicking cigarettes at zoo beasts, kicking dogs and throwing water at kitties is normal fun for her. Naturally, this slides her further down the scale of sins. Oh, you thought I was kidding about that "Wearing clothing made of 100% clubbed baby seal" didn't you? Oh no my friends, it gets worse. quote:Hunter King (severe): The worst hunter of all is the one who’s killing her own reflection. This shapechanger murders animals with extreme cruelty. Only rarely does she assume beast-form to do it. Proud of her bloodlust, she becomes a warped reflection of Man the Conqueror. She kills because she can, and may be highly acclaimed among humans who don’t know her true nature. Yep. There's a derangement that makes you an unholy fusion of Cruella DeVille, a Captain Planet villain, and a Pentex CEO. Really, my friend put it much better than I ever could: "So, this is 'A Rational Person Discovering They're Living In A Changing Breeds Chronicle's Disease', right?" quote:I'm No Animal (mild): In a constant state of denial, this shapechanger refuses to...well, change shape. Unless extremely stressed, he won’t assume an animal form — and if he does, he immediately regrets it. In human form, he does everything he can to distance himself from his true nature. All traces of his double life are hidden with obsessive zeal. See, this one I actually kind of like. It actually seems like a real psychological defense mechanism that would happen if someone suddenly discovered they could turn into a swarm of bees. If they didn't just run around screaming "THE PAAAAAAAAAAAIN!" quote:Banish the Beast (severe): He won't Change. At all. Obsessive to the point of insanity about his role as a man, goddammit, your shapechanger utterly forsakes his true nature. Suggestions that he embrace his wild self make him violent; he smashes or withdraws from every trace of his feral life, including the people he once held dear. Again, I kinda like this one, even if it does kind of neutralize a lot of what makes a shifter a shifter. Oh wait, this is Changing Breeds, that's exactly why I like it. And now, for the Hall of Shame when it comes to this chapter's art. ![]() This is for the Favor that gives you razor skin like a shark. Now, not only are the faces goofy looking, look carefully at this and you'll see all sorts of perspective fuckups. What's with the dude's punching arm? Where's the bro's entire right arm? Why does the bro appear to have a boner? What is up with the suited man's torso? ![]() Apparently, goat-men have needle teeth, are more man than goat, and are hermaphroditic satanists. You think I'm joking about that last part, don't you. And now, we get to the picture chosen to demonstrate the Warform, awesome power of Nature, the hellish vengeance of Earth given form, the raw power of all that is Good: ![]() Good night, everybody. Next time: The Breeds.
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| # ? Jul 8, 2011 19:11 |
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Okay, I have to agree with your theory. This whole book is exists entirely to subtly make fun of the kind of people who asked for it. I laughed out loud reading (or, rather, picturing) the "One with the Bears" derangement, and Mighty Weremoose solidified it.
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| # ? Jul 8, 2011 19:37 |
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Is it possible some of the authors were taking the piss while others were dead serious? Because that's how it's coming off to me. Daeren, God bless you for going through this poo poo. I read the introduction in a .PDF I downloaded, and I couldn't make it any farther. Little did I realize that the rabbit hole was really a rabbit hole...
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| # ? Jul 8, 2011 19:49 |
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If I were in a game I would have to roleplay these by constantly quoting their description text. "The modern age is bullshit! I'm all animal. People suck! Bullshit." *is a bull, proceeds to poo poo*
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| # ? Jul 8, 2011 19:59 |
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Kavak posted:Is it possible some of the authors were taking the piss while others were dead serious? Because that's how it's coming off to me. A mighty were-rabbit hole full of very angry nudists.
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| # ? Jul 8, 2011 20:02 |
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The weird part is that they CAN write reasonable furry fluff. The Changeling Beast stuff is alright, at least what I've seen of it.
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| # ? Jul 8, 2011 20:17 |
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| # ? May 25, 2013 10:22 |
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Kavak posted:Is it possible some of the authors were taking the piss while others were dead serious? Because that's how it's coming off to me. Yeah, I'm pretty sure some of these authors were totally serious (cough cough Phil Brucato cough) and some were dedicated to screwing the thing up from the inside. However, Poe's Law insures that it's pretty hard to tell which is which at times. veekie posted:The weird part is that they CAN write reasonable furry fluff. The Changeling Beast stuff is alright, at least what I've seen of it. Beast kith fluff is actually pretty excellent compared to how it could be, and Werewolf is very good at handling this stuff without making it creepy (again, by basically slapping the poo poo out of anybody who tries to make it creepy.)
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| # ? Jul 8, 2011 20:26 |
















You make it out of a special powder made from earth egg, mage tree bark, sunstone, moonstone, fire pearl, and nova quartz, which you starbolt a pinch of.










