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Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

RocknRollaAyatollah posted:

He seems like the standard type of person you find on sites like DeviantArt who consider themselves an artist but don't really move beyond the early stages because they're too egotistical or emotionally fragile to allow criticism.

It should be no surprise to consider Siembieda surrounded himself largely with relatives and old gaming buddies who pat him on the back and tell him everything he's doing is awesome. (Well, except for the guy that robbed him.) Some freelancers have been getting to have a greater impact on the line because the in-house staff is so small now but it doesn't seem that's changed the situation.

Young Freud posted:

Siembedia has mentioned his thoughts on a Middle Eastern worldbook, but has stayed his hand, largely because he lives near Dearborn, MI, the city with largest proportion of Middle-Easterners in the U.S., and feels that whatever he would come up wouldn't do them justice and would be probably end up being offensive.

Yeah. The Phoenix Empire in Africa is the closest we've gotten. There aren't many places left untouched by Rifts (hell, we just got a book on Cuba, of all places), but the Middle East, India, and North America's West Coast are probably the most notable regions that are untouched so far.

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SirPhoebos
Dec 10, 2007

WELL THAT JUST HAPPENED!

Oh man, what's in RIFTS Cuba? :allears:

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

SirPhoebos posted:

Oh man, what's in RIFTS Cuba? :allears:

Bad guys, mainly. It's in Rifts World Book 35: Megaverse in Flames, for those who might wonder where they missed it, since it isn't obvious from the title.

It's separated into several islands due to the higher sea levels, and the main one is run by the deevils of Dyval (a name I sigh every time I have to type), another is a base for the kittani from Atlantis, another is taken over by the Horune pirates (from Underseas), another is taken over by elemental forces and harpies, and the last one is used as a (human) game preserve by the deevils (... sigh) but may actually have some secret surviving Cubans in a bunker somewhere?

Alien Rope Burn fucked around with this message at 18:29 on Dec 8, 2016

Doresh
Jan 7, 2015

Alien Rope Burn posted:

Yeah. The Phoenix Empire in Africa is the closest we've gotten. There aren't many places left untouched by Rifts (hell, we just got a book on Cuba, of all places), but the Middle East, India, and North America's West Coast are probably the most notable regions that are untouched so far.

What's so special about the West Coast that Rifts didn't cover it so far? North America is kinda the main setting of Rifts AFAIK.

And I would say Rifts Israel would include a hefty dose of chromed golems with spikes who shoot out lots of micro-missiles out of their mouths like some kind of swarm of supersonic bees.

Night10194 posted:

It is amazing how you can tell if a fantasy RPG will be good partly by whether playing as Guts is a mechanically good idea in it.

E: Also, obviously a game is better if being Guts is a good idea.

Sadly, D&D is not a big fan of firearms, let alone arm cannons.

Waffleman_
Jan 20, 2011


I don't wanna I don't wanna I don't wanna I don't wanna!!!

Doresh posted:

Sadly, D&D is not a big fan of firearms, let alone arm cannons.

This is covered in Slayers!

Young Freud
Nov 26, 2006

Alien Rope Burn posted:

Bad guys, mainly. It's in Rifts World Book 35: Megaverse in Flames, for those who might wonder where they missed it, since it isn't obvious from the title.

It's separated into several islands due to the higher sea levels, and the main one is run by the deevals of Dyval (a name I sigh every time I have to type), another is a base for the kittani from Atlantis, another is taken over by the Horune pirates (from Underseas), another is taken over by elemental forces and harpies, and the last one is used as a (human) game preserve by the deevals (... sigh) but may actually have some secret surviving Cubans in a bunker somewhere?

Oh man, that's a bit lame. I totally would have Gitmo survive and be some sort of offshoot of the NEMA/Republicans and like be some weird pocket of 'MERICA! that has survived the Rifts and/or a New Navy outpost for taking on the Horune.


Doresh posted:

What's so special about the West Coast that Rifts didn't cover it so far? North America is kinda the main setting of Rifts AFAIK.

I think none of the major cities out there that survived in California, thanks to earthquakes, and the Native Americans pretty have the run of Pacific Northwest, Nevada (where they help uncover Area 51 for Bandito Arms/Black Market) and the California Central Valley. So, if you like acknowledging that Spirit West exists, Rifts covers it.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

Young Freud posted:

Oh man, that's a bit lame. I totally would have Gitmo survive and be some sort of offshoot of the NEMA/Republicans and like be some weird pocket of 'MERICA! that has survived the Rifts and/or a New Navy outpost for taking on the Horune.

Technically it should be undersea but then Havana still exists somehow (as "Ciudad de Diablo", because deevils speak en español there I guess) so I dunno.

Young Freud posted:

I think none of the major cities out there that survived in California, thanks to earthquakes, and the Native Americans pretty have the run of Pacific Northwest, Nevada (where they help uncover Area 51 for Bandito Arms/Black Market) and the California Central Valley. So, if you like acknowledging that Spirit West exists, Rifts covers it.

You're right, Spirit West does mention what magical indigenous tribes live there, double-checking, though it doesn't go into any more detail. (All non-European indigenous people are magical in Rifts, for the record.) But Spirit West is the book that even most Rifts authors whistle and look away from, so YMMV.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Warhammer Fantasy Roleplay 2nd Edition

A brief history of the Empire, or What If Conan The Barbarian Liked Being King And Writing Laws

The Setting section on The Empire is surprisingly sparse. The Empire is a large country of diverse provinces split up by the tons of rivers that also serve as the most important arteries of trade and transit. The provinces used to be separate kingdoms before the unification under Emperor Sigmar; Sigmar himself was the prince of one of the southern tribes, and managed to gain prominence when the young prince saved the life of the dwarven High King during an ambush on the man's entourage. Recognizing the value in friendship, the two allied their realms, Sigmar providing additional food and fighters to the dwarves while they provided his people with advanced metallurgy and taught his craftsmen. This allowed his tribe to set about conquering and negotiating the consolidation of the human tribes that would become the Empire. The thing to remember about Sigmar is he was basically Conan the Barbarian if he gave a poo poo about politics. More than a poo poo; Sigmar loved laws, roads, setting up bureaucracies, and high stakes diplomacy as much as he loved ale, gold, beautiful women, and smashing demons with a magic hammer. Sigmar also understood he was going to need to make compromises to be Emperor of such an enormous amount of land. To entice them, rather than dethrone the various other kings and queens he defeated or out-negotiated, he promised them positions as Counts, lords of their original kingdoms answerable to the Emperor. This wasn't just a necessary compromise to limit the violence in incorporating the other tribes; the Empire was simply too big and diverse for an absolute monarch. He also preferred to demonstrate his power by assisting his new allies against outside foes, like the orcs, rather than wasting his time killing other humans. There were those who objected to his rule, of course, and as you might expect he had them dealt with quite decisively; the tribes that absolutely refused to swear allegiance or settle were cast out of the borders of the Empire, given ships and exiled to the frozen land of Norsca across the sea of claws. This would prove to be a huge goddamn mistake later on.

Sigmar ruled for 50 years, and his stable rulership and careful stewardship in matters of law and the economy built the fledgling Empire into an institution that the Counts agreed they wanted to continue. The problem was, Sigmar never had an heir; at 80 years of age he simply left the magic hammer he'd been given by the dwarves (Ghal-Maraz is still the Imperial symbol to this day) and wandered off to pay one final social call to the Dwarven High King before heading for the wilderness, never to be seen again. The Counts wanted to continue the Empire that had built up their lands, befriended the dwarves, and brought them prosperity, but they had to find someone to succeed Sigmar. They agreed, eventually, on a system to elect an Emperor, a first among equals, from among their number. Henceforth the Emperor has always been selected by the Elector Counts of the Empire, with each sufficiently powerful noble or provincial lord having one vote to cast. This has led to a relatively weak monarch, a lot of civil war, and independent provinces that can sometimes seem to be more a separate kingdom still rather than an Imperial province. But the Imperials have always managed to muddle through. So far, whenever it's really had to, the Empire has managed to grasp the things that unite it and turn its diversity into a strength, not a weakness. Similarly, the state has always maintained its friendship with the dwarven kingdoms (despite occasional squabbles and the occasional Grudgin'), who have come to see the human Empire a little akin to a childless man viewing a favorite nephew; the dwarves feel like the humans are a little bit of their responsibility and a legacy that will remember them, should anything ever go enormously wrong. Elves, dwarves, humans, and halflings all inhabit Imperial cities and it's far from uncommon to see dwarven craftsmen taking human apprentices throughout the modern Empire, or the occasional elven professor in Imperial universities, or Halflings doing, uh, anything relating to cooking I guess (and also occasionally masked wrestling, apparently, from the characters I've made/seen).

The Empire has had its problems, but the one that stand outs most is the Time of Three Emperors.1100 years after Sigmar, an Imperial election ended with two Emperors, both of whom attempted to establish their own bases of power and essentially split the realm in two. 1500 years after Sigmar, the Count of Middenheim (an important northern fortress city and holy city of Ulric) declared himself Emperor as well, leading to the Empire being divided into three warring states. Elections ceased entirely as it had now become clear they weren't really worth anything, and the Empire descended into centuries of strife while the provinces mostly handled their own affairs. The fact that about half of the Empire's history has been spent in a state whereby there really was no single Empire and everything was ruled by local Counts and the puppet emperor they supported among the three options says a lot about the strength of Imperial unity. Despite this mess, the Empire continued to grow, but the lack of any real central government made that growth even more uneven. Cities on major river routes or strategic locations like Middenheim, Altdorf, Nuln, and Talabheim arose as centers of commerce and learning, with Nuln commissioning the first official Imperial university and others following suit. The colder, harsher lands to the north and east began to fall behind the more urbanized southwestern provinces in wealth and infrastructure. With the constant need for money and the growth of commerce, mercantile guilds began to buy into the nobility, purchasing titles for gold or marrying sons and daughters to minor nobles. Even with three Emperors and no central government, the Empire continued to advance.

That is, until the Count von Drak of Sylvannia, a small province in the far east, swore he'd sooner see his daughter Isabella married to a demon than her original fiance. As if by magic, an exotic foreigner appeared on his doorstep, a Prince Vladimir von Carstein, though he would not say what land he was prince of. He charmed the Count and immediately won the heart of the beautiful Isabella, and they were wed soon after. Sylvannia had always been a wild and cursed land, beset by bandits and local warlords masquerading as nobility. They attempted to threaten the new Count von Carstein, and he immediately won the love of the people by meeting several of them personally and impaling them himself after a short and nasty battle. Sylvannians didn't much mind that their new count never drank wine (better a sober man should lead!) and was never seen during the day, and the stories of his sincere and mutual love with his wife became the talk of the province, a romantic story to help with the doldrums of living in a cursed province full of wolves and monstrous things. Vladimir brought all of Sylvannia under his control, but found he could do nothing about his young wife's sickly constitution and many illnesses. He revealed himself to her as a vampire, and offered her the same condition to save her life. Shortly after, he promised to deliver the entire Empire to Sylvannia, and one of the things you have to remember about the story is that he had about as solid a claim as anyone else during the mess of Three Emperors. Admittedly, a lot of people would've objected to the way he raised an immense army of the dead from the cursed soil of his new homelands, or how he and his wife (and their chosen court of additional, highly loyal vampires) devoured the local nobility that refused to join his war, but 'local count raises an army and marches on the Imperial Capital of Altdorf to try to become unquestioned and only Emperor' was the done thing in those days.

Next Time: The Wars of the Vampire Counts, Magnus the Pious, and the Unification of the Modern Empire. Also, the provinces.

Night10194 fucked around with this message at 14:31 on Aug 4, 2017

Vox Valentine
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.



CHAPTER FIVE

ONCE UPON A CORPSE IN CHINA


The year doesn't matter, but it's sometime in the last thousand years. The place, of course, is China. As with all stories set in China in an undefined period of time, the topic is kung fu.

The Shaolin Monastery created kung fu when the monk Bodhidarma founded it to teach monks mastery of the body and self defense to help train the body along with the spirit and mind. The original forms of kung-fu were designed to mimic the forms of animals and use their bare hands. As time passed, the monks who left the monastery (or were thrown out) brought their training with them while outsiders would visit the monastery to study fighting without seeking spiritual guidance. This lead to schools cropping up all over China and the rise of the school as a gang. Schools would go to war with one another and be destroyed.

Li Shai left the Shaolin Monastery when his father and brother died, returning home to care for his mother and his five sisters. A natural grandmaster of the animal styles, Li Shai continued practicing at home and soon his curious sisters began to learn his techniques when they weren't farming. At the time, teaching women martial arts was forbidden (or at the very least, unheard of). It was something that was done in secret. But soon the Li sisters brought other girls to the farm for training, and soon other women and men heard of Li Shai's techniques and came for training.

Henceforth, Li Shai founded the Flowering Lotus School and openly declared that he would teach any woman willing to come to him to learn his style. The Flowering Lotus style was designed with women in mind, focusing flexibility and speed and endurance. And this made the local masters of the five other schools (Tiger, Crane, Dragon, Monkey and Snake) very angry. First they spread rumors that Li Shai was sleeping with his students and when that didn't work they challenged him to a fight. That didn't work either; Li Shai beat them all pretty handily and sent them packing.

So the five masters did what most people do when they're humiliated: play dirty. They hired an assassin who poisoned Li Shan's tea and released a poison gas into the room of the Sisters while they were meditating. Satisfied with the results, they challenged the school again and tore it down when nobody would dare respond to their challenge.

The Li sisters watched this all happen. The funny thing about meditation is that sometimes it leads to astral projection. The poison may have killed their bodies, but their minds and spirits were still free and awake. They watched the five masters tear down the school and they watched their students hide their bodies in a cave in a shrine when they saw the girls' bodies remain perfectly lifelike despite being days dead. In their grief, the souls of the five sisters decided that they would have vengeance for themselves and for their brother. They would rebuild their school and they would conquer death.

And they did. Their spirits entered their dead bodies and reanimated them at the cost of trapping themselves inside the meat. Their grief, mingled with their anger and their horror at being trapped inside of an undead body, drove them mad. When some of their faithful students came to pray the next day, they were attacked by the five sisters and killed. They realized what they did when it was too late, but a grieving kiss to the lips of one of the dead students taught the sisters something else: they could breathe a bit of their own unlife into the bodies of the dead. Their students rose from the dead like them and the Li sisters formulated a plan.

One of the five masters is already dead. The Li sisters targeted An Wu of the Striking Snake School first, believing that he was the one who orchestrated their assassination. Using a mixture of seduction and Flowering Lotus style, the sisters single-handedly killed every person in the school: students, teachers, An Wu's children, wives, servants, everyone. The sisters raised every female corpse they could to add to their army to aid their terrible plan.

The sisters have been hurt and the circumstances of their death and undeath have affected their judgment and reasoning. Originally the plan was to kill the five masters responsible for their death, but they've decided to expand the scope to every single master in China, reasoning that at some point they all must have turned away a female student. This will expand even further as they sink deeper into madness, coming to the conclusion that every man in China must die and that they'll continue to teach undead women their style of martial arts to help them do it.

So, as of right now, the four other masters know of An Wu's death but they assume one of the other masters decided to turn on him. They would never believe that the Li sisters have returned from the dead and would be responsible, so they're fortifying their schools to protect against the other masters. The government of China have also been informed of the massacre at the Snake school and have dispatched an Imperial Judge to investigate. There are also rumors that the Shaolin Temple have sent a monk to investigate the murders (and because I'm bringing it up it's totally true).

MOVERS AND SHAKERS

The Golden Tiger School:
Run by Master Ts'ao Wu, Wu is a giant of a man covered in muscles who focuses on striking and grappling. Wu doesn't fear An Wu's assassin but no longer wishes to associate with the other masters after the death of the Lotus School. As the attacks continue, Wu will eventually fortify the school and cut it off completely from the outside unless he dies earlier.





The Striking Crane School: Run by Master Kao Lin, the Striking Cranes focus on studying the enemy before attacking precisely. Lin is the person responsible for the government sending a judge (he sent a message asking for an investigation) and he also has students investigating An Wu's death. He thinks the Monkey School is responsible for Wu's murder, so he's been working with the other schools and officials while pinning blame/interest on the Monkey School. The fact that he's never gotten along with the master of that school is wholly coincidental.





The Flying Dragon School: Master Lo Chen thinks supernatural forces are behind the murder (he's not wrong). The Dragon Style is normally balanced and well-rounded, but lately he's been teaching his students Spirit Boxing instead. The idea behind Spirit Boxing is, uh, "punching with your spirit and blocking with your heart" to fight ghosts. It's not a very useful style because it's aimed at fighting ghosts (Lo Chen thinks ghosts are responsible) and is completely useless against zombies. However, because Lo Chen believes in the supernatural to begin with, he's probably the only master who might understand the truth of the attacks.





The Fighting Monkey School: Master Lwo Tong thinks that all of the other masters are idiots and this belief has been ingrained in his students' educations. He thinks An Wu wasn't murdered but somehow caused himself to die (not via suicide) because of how stupid he was. As a result, Lwo Tong is just generally unconcerned with all of the murder and continues to train his students. He's really annoyed at the presence of the Imperial Judge and is pretty sure Kao Lin is to blame for his presence.





Judge Wei: Imperial Judges travel from county to county acting as judge, prosecutor and investigator. Judge Wei has done the job for 20 years and has gotten a reputation for being one of the most thorough, successful judges in history. He has a group of investigators and 20 soldiers traveling with him (the soldiers are there to arrest and detain) and will leave no stone unturned until he catches the culprit behind An Wu's death. He also (rightly) suspects that one of the other schools is responsible for the Lotus murders. However, he doesn't believe that the supernatural is responsible but will change his tune when faced with solid evidence.





Brother Chu: The Shaolin Temple has no official influence or authority, but they like to investigate crimes involving martial arts and there was a premonition about the circumstances of An Wu's death. Brother Chu lurks behind the scenes, investigating and studying and only intervening when it's absolutely necessary. He basically exists to be the GM's tool for interacting with the players if they need it.



THE SISTERS LI ON THE MARCH

The sisters have amassed an army of at least 50 undead they've raised and have turned the shrine cave into their base of operations. After the death of An Wu, they've taken some time to train their new allies in a modified version of their style, Undead Flowering Lotus. Because the cave isn't that big, they've turned the surrounding forest into a base as well, building platforms up in the trees to hide up above. One sister and a few of their allies can be found in the cave while the rest train in the forest or watch the area from the platforms.





A bit of a complication has occurred, however. The sisters don't need to feed on anything to keep going, but their zombies do. Another kiss from the sisters will give them the Essence they need, but this saps the Essence pool of the sisters. Instead they've been letting the zombies attack caravans and travelers, feeding on the souls of the men and bringing the women back to the cave for transformation and training. This is pretty unsustainable, but so far nobody has linked the deaths and disappearances to An Wu's murder. The locals have (somewhat reasonably) assumed that a clan of bandits have taken up residence in the forest or maybe something else supernatural has caused the deaths; the activities of the sisters in the forest has lead them to assume that it's haunted.





For right now, one sister remains at the cave while the other four are at towns by the other schools. Since the schools have sequestered themselves for protection, they've been poking at the defenses and using their charms (or fists) to get information on ways in. The current plan is to seduce a student on their way out and manipulate them into letting the sisters and their zombies in, but their probing hasn't gone unnoticed.

Judge Wei has noticed the sisters' attempts at getting information and thinks it would be a good idea to attempt to talk to them or hold one for questioning (easier said than done). On top of that, Brother Chu has figured out that the sisters have returned from the dead but is biding his time before he makes a decision. He's found their base but wants to figure out their plans and how they managed to return from the dead. He might even be persuaded to try and reason with the sisters; they're entitled to revenge, sure, but they're hurting innocent people. Meanwhile Lo Chen has come to the conclusion that ghosts are responsible (specifically he thinks it's Li Shai's ghost) and is planning on sending some students into the forest to attempt to lay Li Shai's ghost to rest.

SCENARIOS

Wei Han, Judge


Instead of being a secondary player, this scenario allows the players to be Wei Han and martial artists guarding him and helping him. It's not necessary for someone to be Wei Han, but if they make him he gets 10 points for Chi Techniques and 60 points for all other skills. Player characters make Martial Artists as normal but get 20 points for investigation skills along with Status 2 and some legal powers for free. What they have in power they lack in backup.

This scenario moves the clock back so that it's been a few months since the Flowering Lotus School closed and An Wu was only recently killed with every man killed and every woman kidnapped. The general thrust is that the players aren't aware of any of the background and are interrogating the masters and locals for who might be responsible. Eventually they'll cross paths with one of the Li sisters (who will be evasive and refuse to go into custody) who will flee if pressed too hard. The locals will also be a font of rumors and talk about the forest being haunted and strange.

Regardless of how things proceed or if the players move events along, two of the sisters will succeed in infiltrating two different schools at the same time. One of them will give the signal to attack the school and while the players can't save the school's master, they might have a chance to save some of the students and women by fighting back regular zombies. Questioning the survivors will reveal two things: one student brought home a girl who let the zombies and other sisters in, and all of the women are gone even if they died in the fighting. The players will be able to find a trail that leads back to the ruins of the Flowering Lotus school and the forest camp.

How this plays out depends on what the players learn from investigation. If they're on the lacking side and didn't save anyone from the attack, they'll at least learn about the forest camp and will probably end with a siege on the camp to bring down any of the sisters there with the help of any other martial artists they've befriended. If they figure out most of it, they'll have a chance to warn the other schools about the way the sisters get into the school and expose the sister who is laying low in another school. With her cover blown, she'll signal an attack anyway, leading to a massive showdown between all of the sisters and the players set on school grounds.

We Band of Sisters

Honestly, there's a bit of this scenario that doesn't sit quite right with me. I'm not really a fan of the sisters escalating their plan from "get revenge" to "kill all men" when the former is a good way to make them sympathetic, complex villains. Also I'm not a fan of the general misogyny aimed towards the women by the premade characters (you'll see what they say later and it's one of the book's missteps to me). Luckily, we have this scenario where the players all make a sister!

Throw out the stats for the sisters and allow the players to make their own, changing the amount of sisters if necessary and giving them some extra points to boost their power levels if needed. Play starts with the sisters returning to their bodies and the GM should allow the players to pick which school they want to attack, but successfully killing one master will lead to Brother Chu and Judge Wei being added to the mix. There's a lot of good complications that come from playing as the sisters: killing Judge Wei or Brother Chu leads to more Judges and Shaolin brothers investigating the area. Chu might be persuaded to leave you alone if you limit your attacks to the masters but Judge Wei is an arbiter of the law and murder is murder. Plus there's the kiss of unlife and the temptation for the players to raise the dead. Finally, attacks on the masters should be treated like dungeons/raids. They should each have their own sorts of defenses and the same trick shouldn't work twice against them. The GM should be creative in how they handle each school and how the sisters might go against them, so by the time they go after the last school it should feel as climactic as it actually is.

Sample Characters









NEXT TIME, warm fists meet cold flesh in the final part of Enter the Zombie. If you want immortality, if you want power, you're going to have to prove your skill in UNDEAD KOMBAT!

Mr. Maltose
Feb 16, 2011

The Guffless Girlverine
All the other premades must have been made terrible in a misguided attempt to balance out how amazing that Old Master is. That is Grandpa of the Cyberpapacy level right there.

You are right that they really beefed the landing on this one, though, because desire for personal vengeance versus the rule of actual law is prime kung-fu narrative territory.

Count Chocula
Dec 25, 2011

WE HAVE TO CONTROL OUR ENVIRONMENT
IF YOU SEE ME POSTING OUTSIDE OF THE AUSPOL THREAD PLEASE TELL ME THAT I'M MISSED AND TO START POSTING AGAIN
If Angela Carter watched too many Shaw Brothers movies, she could probably come up with that story, but written from the Sisters point of view.

Is there a comedic Chinese Ghost Story scenario about hopping vampires?

You could run the game as-is, but have the 'kill all men' thing come from jerks in-setting who the players know are jerks. Then it's just a matter of who they side with in this revenge feud.

Count Chocula fucked around with this message at 01:43 on Dec 10, 2016

Terrible Opinions
Oct 18, 2013



Count Chocula posted:

If Angela Carter watched too many Shaw Brothers movies, she could probably come up with that story, but written from the Sisters point of view.
No such thing.

Vox Valentine
May 31, 2013

Solving all of life's problems through enhanced casting of Occam's Razor. Reward yourself with an imaginary chalice.

Jiang-shi show up in Atlas of the Walking Dead and have some plot hooks there. Also I agree, the misogyny should really come from the people responsible for the murders, it should not be something the premades come installed with and should also not be the pervasive attitude of the entire setting.

NutritiousSnack
Jul 12, 2011

Night10194 posted:

Sylvannians didn't much mind that their new count never drank wine (better a sober man should lead!) and was never seen during the day, and the stories of his sincere and mutual love with his wife became the talk of the province, a romantic story to help with the doldrums of living in a cursed province full of wolves and monstrous things.

One of the things contributing to this was he made Sylvannia stable, was a just ruler, and never contributed soldiers from the living. Hd might have been a vampire but he gave them peace and actually gave a poo poo about them

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

NutritiousSnack posted:

One of the things contributing to this was he made Sylvannia stable, was a just ruler, and never contributed soldiers from the living. Hd might have been a vampire but he gave them peace and actually gave a poo poo about them

The joke with the vampires has always been they're really not any worse than Imperial nobles already, and are capable of being surprisingly capable and decent rulers sometimes, even if Vlad was mostly doing so because it was a better idea for him.

E: Of course, sometimes you get Konrad von Carstein deciding he's going to go house to house collecting torsos.

Night10194 fucked around with this message at 07:13 on Dec 10, 2016

Doresh
Jan 7, 2015

Night10194 posted:

E: Of course, sometimes you get Konrad von Carstein deciding he's going to go house to house collecting torsos.

Every family has a black sheep or two. I'd wager the Carsteins still have a better track record in that regard than most nobles.

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


It's an open secret that the Von Carsteins still run Sylvania. Every once in a while Mannfred or someone drums up enough support to get an army going, and there's the whole end times mess, but Sylvania tends to keep pretty quiet in the post-storm of chaos setting of 2e (aside from being where every necromancer and other nasty runs to hide out.) Nothing comes out of there that one of the Empire's state military forces can't put down.

Doresh
Jan 7, 2015

wiegieman posted:

It's an open secret that the Von Carsteins still run Sylvania. Every once in a while Mannfred or someone drums up enough support to get an army going, and there's the whole end times mess, but Sylvania tends to keep pretty quiet in the post-storm of chaos setting of 2e (aside from being where every necromancer and other nasty runs to hide out.) Nothing comes out of there that one of the Empire's state military forces can't put down.

They just don't want the Empire to build a wall around Sylvania and have the Carsteins pay for it. Dwarven stonemasons are expensive.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

The best part is Sylvannia borders the Moot, the land of the Halflings (and an official Imperial province since a halfling chef cooked such an amazing and butter-soaked meal for one Emperor that he demanded the Moot be given an Electoral vote and an Elector count) but Halfling blood is considered extremely unsatisfying and the Carsteins are all too arrogant to be the one to waste time conquering hobbits. "Oh, Herr Derrick! I see you wish to be lord of the Halflings. Perhaps they shall bake you their fabulous pies?"

Meanwhile, when rogue zombies wander into the Moot they get wrecked by barrages of slingstones from the few hardened Halfling fieldwardens and hobbit vampire hunters.

Doresh
Jan 7, 2015

Night10194 posted:

Meanwhile, when rogue zombies wander into the Moot they get wrecked by barrages of slingstones from the few hardened Halfling fieldwardens and hobbit vampire hunters.

Don't mess with Hobbits if you're some kind of undead dude. Just ask the Witch-King of Angmar.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Basically Warhams Draculas are really great and I can't wait to get to Night's Dark Masters.

Loxbourne
Apr 6, 2011

Tomorrow, doom!
But now, tea.

Night10194 posted:

hobbit vampire hunters

Please please tell me this is a playable class.

Yeah, I liked the WHFB take on vampires, and they did something similar with the Tomb Kings defending their remaining cities of the living. It's a nice twist on the usual horror tropes, and the idea of vampires being decent rulers who see the benefits of the Empire was a good one that opened up some fun storytelling prospects. Alas, their greatest foe was Games Workshop's metaplot mandates.

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Loxbourne posted:

Please please tell me this is a playable class.

Fieldwarden (the unique hobbit fighter/ranger) can go into Vampire Hunter as its second career. You can 100% play a stealthy, stout-hearted hobbit who scurries around posing as a servant or something, figures out what the Count is weak too, and then slips too much garlic into the meals he never touches and stake him while he's retching.

Doresh
Jan 7, 2015
My next halfling will be a Ranger who really, really hates the undead.

Loxbourne posted:

Yeah, I liked the WHFB take on vampires, and they did something similar with the Tomb Kings defending their remaining cities of the living. It's a nice twist on the usual horror tropes, and the idea of vampires being decent rulers who see the benefits of the Empire was a good one that opened up some fun storytelling prospects. Alas, their greatest foe was Games Workshop's metaplot mandates.

What really gets me is how the Tomb Kings went the way ot the Squats. Seeing how Age of Sigmar is pretty much an 80s saturday morning cartoon, the lack of a Mumm-Ra faction just feels wrong.

Not to mention that would've given them a chance to have an undead faction that actually one of the good guys.

Doresh fucked around with this message at 20:15 on Dec 10, 2016

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.
And we’re back again with another stunning look at…



Part 8: Character Foci Part 2
Let’s pick up right where we left off.


Yo. Sup!

Metamorphosizes
Due to some radical biomodifications, you can hulk out and turn into a guyver chrysalid. And I do mean hulk out, because turning into a freaky alien monster can be dangerous to both you and your allies!

Oh and there’s a whole extra little informational table on other important features of chrysalids!


Recursion: Ruk
Connections:
1. Pick a PC. You never attack this PC while metamorphosized.
2. Pick a PC. The chosen PC can spend three consecutive turns calming you, allowing you to return to your normal form without having to make a roll.
3. Pick a PC. This PC really burns your biscuits when you’re in chrysalid form. If you can see the PC, you get +1 to all rolls during this metamorphosis, but you must attack that PC if the PC is in range.
4. Pick a PC. You’re childhood friends!

Equipment: Ruk clothing, light armor, one weapon of your choice, an umbilical, and anaccount with 70 bits.

Suggested Minor Effect: Some random bit of your chrysalid body sprays a gross enzyme at the target, dazing them for one round. Same rules as before on what dazing does.

Suggested Major Effect: Some random bit of your chrysalid body covers the target in a translucent sheath of tissue. (:gonk:) The target has to spend an action to free itself. While it’s encased in your tissue sheath, attacks against the target are modified by one step to the attacker’s benefit.

Tier Benefits: This focus gives you the ability to turn into a battle chrysalid for up to one hour, you get the kind of benefits you’d expect from turning into a biomechanical killing machine. You get upgraded forms as you advance in level, including ones that are even better at fighting but slowly eat you for fuel, a flying form, and an ULTIMATE BATTLE FORM.

Suggested GM Intrusions:

the book posted:

The creature you are tearing apart might be a friend, not a foe. You terrify others, who might try to deal with the danger you pose in ways you wouldn’t like.

Operates Undercover
You’re a secret agent man/woman. Or maybe you’re an undercover cop or an investigative reporter? Whatever the specifics, you’re good at espionage and covert intelligence-gathering.
Recursion: Earth (Draggable)
Connections:
1. Pick a PC. The chosen PC knows your real identity (if you’re undercover) or knows you work undercover (if that’s a secret). The PC has kept this secret up to this point.
2. Pick a PC. You know an important secret about this PC, but the PC doesn’t know that you know.
3. Pick two PCs. You know an important connection between the two PCs that they don’t know about.
4. Pick a PC. The chosen PC always manages to know where and who you are, no matter how you’re disguised.

Equipment: Street clothes, disguise kit, light tools, duct tape, a weapon of your choice, a pen knife, a smartphone, and $700.

Suggested Minor Effect: Immediately attempt to hide after this action.

Suggested Major Effect: Get a +2 bonus to Speed defense rolls for one round.

Tier Benefits: You start out being good at investigating. You also acquire disguise skills, bonuses to doing spy/saboteur skills, conning someone or picking something off them, MacGuyver together tools, getting random bonuses/penalties to rolls, and also straight-up instakilling a target of level 3 or lower as a capstone power.

Suggested GM Intrusions:

the book posted:

People don’t like to be manipulated, and they resent those who try. Even the best disguise can have a fatal flaw. When you are not what you seem, sometimes other people aren’t either.


Good puppers!

Practices Soul Sorcery
You can mold souls the way a regular person shapes pottery. You’ve also installed your soul in a phylactery that you wear around, so I guess you’re a lich. You accumulate the souls of the dead like Pokémon and store them in rings, figurines, or tattoos.
Recursion: Ardeyn
Connections:
1. Pick a PC. One time you might’ve gotten a bit too rambunctious at a party and promised to bring a loved one of the chosen PC back from the dead. After sobering up, you've realized this ability is way beyond you.
2. Pick a PC. This PC saved your life once.
3. Pick a PC. If the chosen PC is standing next to you, this PC gains the benefits of your phylactery.
4. Pick a PC. This PC has admitted to you that they’re suspicious of your craft. The PC half-suspects that you’re the servant of some ultimate evil power from another recursion.

Equipment: Ardeyn clothing, light armor, one weapon of your choice, an explorer’s pack, a phylactery, a handful of rings set with semiprecious gems, and 100 crowns.

Suggested Minor Effect: You tweak the target’s soul, the target stumbles and drops whatever it was holding.

Suggested Major Effect: You dislodge the target’s soul for a second, dazing the target.

Tier Benefits: You start out with an armor bonus and training to Might and Intellect tasks thanks to your soul being hooked into a phylactery. If it breaks you lose this benefit and reduce your stat Pools until you get a new one, which takes time and money. You later gain the ability to have a soul you’ve collected posses a sleeping or dead creature, temporarily giving yourself a minion. As you level, you get more bonuses from your phylactery, you gain a vicious spirit that lets you or an ally turn into a berserker monster that attacks everything in sight, and the ability to transfer points from one of your Pools to another creature’s Pools. Your capstone power is the ability to regenerate a new body if you die on Ardeyn once per year (so long as your phylactery is intact). Alternatively, you can return one person who died in Ardeyn from the dead once per year. If you do this, you can’t regenerate yourself for a year.

Suggested GM Intrusions:

the book posted:

Spirits can wrest themselves away or even possess you.

Processes Information
You’re a living supercomputer.
Recursion: Ruk
Connections:
1. Pick a PC. You have information related to this PC’s biggest secret.
2. Pick a PC. You became friends with this character through the All Song (the super-internet that all life forms on Ruk are linked to).
3. Pick a PC. When the chosen PC is next to you, the difficulty of all tasks involving the All Song is increased by one step.
4. Pick a PC. You remember seeing this PC once before, a long time ago, but you don’t remember where.

Equipment: Ruk clothing, light armor, one weapon of your choice, a healing kit, an umbilical, and an account with 50 bits.

Suggested Minor Effect: You regenerate 1 point to your Intellect Pool.

Suggested Major Effect: You gain a bit of information from the All Song about the situation or someone involved in it.

Tier Benefits: As you progress in tiers get training in areas of knowledge, boosts to your Intellect Pool and Edge, the ability to easily Google search the All Song. Eventually you get the ability to identify weaknesses and qualities of a single creature like a living Pokédex. As a capstone you can use Intellect any time you would normally be required to use Speed. This is including your Intellect edge.

Suggested GM Intrusions:

the book posted:

You can get lost in your own head for untold amounts of time. Not all information is correct or comes from the source you think it does.



Regenerates Tissue
You have a healing factor.
Recursion: Ruk
Connections:
1. Pick a PC. You share a genetic heritage with this PC. The PC can gain the benefits of your regeneration ability by standing next to you as well as restoring 2 points to either the PC’s Speed or Might Pool.
2. Pick a PC. You can’t heal the indicated PC with an ability that you won't even get until Tier 3. Before that it does nothing. What a great way to link characters up at the start of a game!!!
3. Pick two PCs. You’re all genetically linked and when you’re within immediate range of one another you can add 1 your recovery rolls.
4. Pick a PC. That PC knows a secret about your past.

Equipment: Ruk clothing, light armor, one weapon of your choice, an umbilical, and an account with 70 bits.

Suggested Minor Effect: You regain 1 point to your Speed or Might Pool.

Suggested Major Effect: You regain 2 points to any stat Pool.

Tier Benefits: You can will yourself to regenerate points to your Speed or Might Pools, but the more you try it the harder it is. You also develop an immunity to toxins, can heal others, turn the outer layer of your skin into some disgusting dead skin armor, and eventually you entire consciousness is transplanted into a rhizome tendril that sticks out from the back of your neck. This lets you remotely control your body, see through both the rhizome tendril and your body, and if your body is destroyed but the rhizome tendril escapes then it can regrow a new version of your body.

Suggested GM Intrusions:

the book posted:

Healing sometimes leaves nasty, ugly scars. Regeneration can get out of control, with cells creating body mass you never originally possessed .

Shepherds the Dead
Have you ever wanted to be a psychopomp? Of course you have.
Recursion: Ardeyn
Connections:
1. Pick a PC. You’re used to the ghosts whispering in voices only you can hear, except sometimes the chosen PC can hear them too.
2. Pick a PC. The chosen PC sought you out to answer questions about a dead friend, family member, or enemy.
3. Pick a PC. The spirits whisper to you often about how the chosen PC is going to die soon. You may or may not have shared that info with the PC.
4. Pick a PC. You owe a large monetary debt to the other PC.

Equipment: Ardeyn clothing, light armor, one weapon of your choice, an explorer’s pack, incense and 10 matchsticks, and 400 crowns.

Spirit Abilities: This refluffs any ability you have that emits energy or some other force. Now it uses :spooky:Spirit Energy!:spooky: There are no mechanical benefits to this.

Suggested Minor Effect: You can ask a spirit an extra question.

Suggested Major Effect: The spirit you’re talking to knows more about the topic than you expected.

Tier Benefits: Like the minor/major effects suggestions imply, you can talk to the dead by calling a spirit up and convincing them to dish the dirt. As you advance in tier you get your own pet ghost that can do things for you. Then you can boss ghosts around better. You also gain the ability to turn a wraith into an aura that deals damage and makes you harder to detect, and then the ability to touch a fairly fresh corpse and pull the ghost out temporarily. The capstone is the ability to immediately rip someone’s spirit out when you kill them, heal a bit, and then lock the spirit away in your own secret ghost vault.

Suggested GM Intrusions:

the book posted:

People don’t trust those who deal with the dead. The dead sometimes don’t want shepherding.


So, did he like... slay that dragon a long time ago? Or do Ardeyn dragons operate on Skyrim flesh-melting rules?

Slays Dragons
Dragons are one of the most terrifying dangers on Ardeyn, but you’ve dedicated your life to killing them.
Recursion: Ardeyn
Connections:
1. Pick a PC. You saved that PC from a dragon, but you didn’t slay the dragon so it’s still out there.
2. Pick a PC. You tried to save a loved one of the chosen PC from a dragon but failed. You still have burn scars from the incident.
3. Pick a PC. That PC knows the name and lair of a dragon, but won’t share the information with you for some reason.
4. Pick a PC. The chosen PC has the potential to be a good dragon slayer. You’d love to train the PC but you’re not sure if the PC is interested.

Equipment: Ardeyn clothing, armor of your choice, a talwar (a greatsword) or a lance, another weapon of your choice or a shield, an explorer’s pack, and 600 crowns.

Suggested Minor Effect: You can move up to a short distance after the end of this action.

Suggested Major Effect: You can immediately take a second action.

Tier Benefits: You gradually gain all the powers you’d need to kill dragons! Extra damage against dragons! Dragon knowledge! Immunity to attacks that would influence your mind like a tricky dragon knows! Being really good with weapons that kill dragons! Not falling over and being unable to get up when you’re impaired or debilitated! Just kill dragons left and right! Dragonsdragonsdragonsdragonsdragons!

Suggested GM Intrusions:

the book posted:

Dragons are always craftier and tougher than you think. They sometimes possess abilities you don’t know about. Dragons sometimes hunt you instead of the other way around.

Solves Mysteries
Jinkies!
Recursion: Earth (Draggable)
Connections:
1. Pick a PC. This PC is a true friend who introduced you to detective fiction, leading to where you are today.
2. Pick a PC. The chosen PC doesn’t like or trust you, but you really want to make them like you!
3. Pick a PC. You can talk at this PC for an hour and gain an asset on any knowledge-based task you’re trained in.
4. Pick a PC. You were rivals in some endeavor in the past.

Equipment: Street clothes, light or medium armor, two weapons of your choice, laptop computer, flashlight, utility knife, cell phone, and $300.

Suggested Minor Effect: You find an extra clue for your current mystery!

Suggested Major Effect: When you solve a mystery, your target is so shocked by the revelations that they are stunned and can't take an action.

Tier Benefits: You’re very good at investigating and finding clues. As you progress through the tiers you become good at dodging, trained in more areas of knowledge, easily learn facts about people and places, stop people from punching your smug face with some kind of fast distraction or deflection, and then get learn how to act immediately after you learn facts about something.

Suggested GM Intrusions:

the book posted:

Evidence disappears, red herrings confuse, and witnesses lie. Initial research can be faulty.

Spawns

Recursion: Ruk
Connections:
1. Pick a PC. Your clones never get along with the PC, but you don’t necessarily feel the same.
2. Pick a PC. Your clone is in love with the chosen PC. :catstare:
3. Pick a PC. You and the other PC were much closer in the past.
4. Pick a PC. That PC can never tell you apart from your clones.

Equipment: Ruk clothing, light armor, one weapon of your choice, an umbilical, and an account with 30 bits. And a clone.

Suggested Minor Effect:Your clone trips the target or pushes the target out of immediate range.

Suggested Major Effect: Your clone makes an attack against the target.

Tier Benefits: You have a clone that looks and acts like you but is more of a cheap knockoff who doesn’t get all your abilities. If your clone dies you can spawn a new one in 1d6 days. You two share a psychic bond which gets stronger as you level. Your clone gets more useful too. As a capstone your consciousness can freely switch back and forth with the clone.

Suggested GM Intrusions:

the book posted:

Rarely, clones take on lives and consciousnesses of their own. Allies sometimes lose track of who is who.


Anti-gravity ballerina shoes are a must for inter-recursion travel.

Translates (Special Focus)
This focus is only available after you translate for the first time, so it can’t be a starting focus. That means no connections! Yay!
Recursion: Any

Equipment: You have clothing appropriate to your current recursion, plus whatever your Recursion Treader ability allowed you to bring from your last recursion. (This means that upon adopting this focus, even for the first time, your Recursion Treader ability takes effect immediately.)

Suggested Minor Effect: Next time you attack a creature native to the recursion you receive Recursion Lore benefits from, the attack is modified by one step in your favor.

Suggested Major Effect: An enemy native to the recursion you selected with Recursion Lore will surrender if you allow it.

Tier Benefits: To start out with you get to designate a mundane item that comes with you. Now, before you get too excited:

the book posted:

The item takes on the context of the new recursion, if applicable, as decided by the GM. For example, if you want to take an AK-47 assault rifle to Ardeyn, the weapon becomes a particularly well-machined crossbow that fires bolts fast enough to be a rapid-fire weapon. On the other hand, if you bring your smartphone to Ardeyn, it becomes a crystal sphere without much use, since most
of the benefits of a smartphone rely on its connection to an Earth-based network.

The item must be small enough that you can carry it with one hand.
Well… that’s kind of a dick move. Anyway, you get more talented with translating as you level. This allows you to copy a translation capability granted by another character type, tracking targets from recursion to recursion, and buffs after having recently translated.

Suggested GM Intrusions:

the book posted:

Translation sometimes leads to destinations you never intended.

Wields Two Weapons at Once
Seriously, we need a whole focus for this?
Recursion: Ardeyn (Draggable)
Connections:
1. Pick a PC. This PC is your training buddy and the two of you have gotten so good at fighting back-to-back that you get a +1 bonus to Speed defense tasks when you do it.
2. Pick a PC. The chosen PC made fun of your combat stance. React to that how you choose.
3. Pick a PC. You and the other PC once served on a combat mission together.
4. Pick a PC. You can tell this PC is skilled with weapons, too, and you respect that.

Equipment: Ardeyn clothing, light armor, two light weapons of your choice, an explorer’s pack, and 200 crowns.

Suggested Minor Effect: The target is intimidated and will attempt to flee on its next action.

Suggested Major Effect: Make another weapon attack against the target.

Tier Benefits: So, you start out dual-wielding light weapons and making two attacks per turn with them! Then you can make two attacks against two different targets! Then you can dual-wield medium weapons! And then you’re trained in Speed defense tasks when you’re dual-wielding. Next, you get a maneuver that makes it easier to attack and dodge against a target. The capstone lets you attack up to six times against six different targets in a single action. You have to spend Effort to attack each extra target, per the normal rules.

Suggested GM Intrusions:

the book posted:

With so many strikes and slices, it’s easy to imagine a blade snapping in two or a weapon flying loose from its bearer’s grip.

Works Miracles
You can manipulate matter and time to help others. Some might call these “divine” powers but even you don’t understand the source of this energy. (Didn’t the book just say all weird powers are from the Strange?)
Recursion: Ardeyn
Connections:
1. Pick a PC. This character quietly thinks you’re a messiah or other supernatural being.
2. Pick a PC. Your healing powers don’t work on the PC, but when this PC stands next to you, everyone else gains +1 on their recovery rolls.
3. Pick two PCs. Your healing powers only work on each PC when they are both standing next to each other.
4. Pick a PC. You tried to heal the chosen PC’s friend and failed.

Equipment: Ardeyn clothing, light armor, one weapon of your choice, an explorer’s pack, a healing kit, and 200 crowns.

Suggested Minor Effect: The target is healed for 1 additional point.

Suggested Major Effect: The target is healed for 2 additional points. :wow:

Tier Benefits: You’re a D&D cleric, so you get to heal people with a touch, then you get the ability to cure diseases with a touch, then you can grant an extra action to a target, then you get the ability to rewind time a few seconds as all clerics do, and then you get an extra-good healing touch!

Suggested GM Intrusions:

the book posted:

Attempts to heal might cause harm instead. Sometimes, a community or individual needs a healer so desperately that they hold one against his will.


Remember folks, it takes years of training to do a subtle hand-off that looks this awkward!

Works the System
You’ve had your brushes with the law, but you’ve managed to get away so far because you know how to exploit every loophole and flaw in the system. This can mean you’ve dodged civil laws or regulations, computer codes, games, etc.
Recursion: Earth
Connections:
1. Pick a PC. You changed a failing grade into a passing one, fixed an immigration issue, made a driving offense disappear from computer records, or some other aid to the chosen PC.
2. Pick a PC. You know this PC knows an incriminating or embarrassing secret about you.
3. Pick a PC. When the chosen PC is next to you, the difficulty of all tasks involving interactions with people or attempts to use machines is increased by one step.
4. Pick a PC. Whenever you charm or persuade others, the chosen PC gains the same benefits of your actions as you do.

Equipment: Street clothes, a weapon of your choice, a laptop computer, a smartphone, and $500.

Suggested Minor Effect: You gain some unexpected but useful information.

Suggested Major Effect: You can immediately take a second action.

Tier Benefits: You start out being able to instantly and near-effortlessly hack any automation or machinery and you generally are excellent at computer programming. As you advance in tiers you have a lot of secret connections to legitimate and less-than-legit people and networks. You also get better at hacking and conning, misdirecting people and confusing them, motivate allies enough to give them an extra action, and then the ability to call in favors to help solve any problem imaginable.

Suggested GM Intrusions:

the book posted:

Contacts sometimes have ulterior motives. Devices sometimes have failsafes or even traps.

Aaaand that’s it on foci!

Thoughts on Character Foci: Well one of the big things that jumped out at me when I was reviewing these foci is that even though anyone can technically pick up any foci, there’s obviously ones meant for each character type. I glossed over all of the extra powers and abilities each focus gives, but even so I think it’s clear that there’s a lot a lot of imbalance in power and scale between the foci meant for each type. You can probably guess which foci come out ahead based on what character type they’re meant for. (:smugwizard:) It’s not consistent of course, but when one foci is obviously a better choice it’s not the one meant for a vector or spinner that has the over-the-top powers. Overall, it’s clear there are best choices for every class. It incentivizes picking foci based on either the best abilities for each type or optimizing your relevant Stat pool size as much as possible over anything which might be more relevant to the character or interesting to the player.

And another thing: I really, really hate how crummy the starting connections are for a lot of these focuses. There are way too many of them that are straight dickery. This includes all of the connections that make it so that one (or more!) of your party members can't be affected by your beneficial powers, the couple in there that give your GM permission to say you always hit your party members on a missed shot, and the ones that are straight up dull and have no thematic tie-ins to the class. That last category might be the worst because it implies to me that whoever designed those foci didn't give enough of a poo poo to provide interesting starting connections. Plus all of the repeats! (Humor option: have everyone grab a focus where you have dirt on someone else/someone else has dirt on you and turn this into an extra-weird game of paranoia!)


playing-a-human-in-rpgs.png

Next: Equipment and other rules!

Nuns with Guns fucked around with this message at 17:30 on Jan 29, 2017

ZeroCount
Aug 12, 2013


Still can't get over how much of a dick Intrusions are. Here is a roleplaying book that outright suggests to the GM to randomly make a dude kill his friend when he rolls a nat 1 or however the dumb gently caress Intrusions are triggered

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

ZeroCount posted:

Still can't get over how much of a dick Intrusions are. Here is a roleplaying book that outright suggests to the GM to randomly make a dude kill his friend when he rolls a nat 1 or however the dumb gently caress Intrusions are triggered

Natural 1s (no XP reward) and whenever the GM feels like adding a bit of spice to life (1 XP to the PC inflicted with it, 1 to another PC of the victim's choice)! Oh, but don't worry! You can buy off the intrusion by spending 1 XP.

Nuns with Guns fucked around with this message at 07:04 on Dec 11, 2016

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


God Intrusions are the perfect example of Not Getting It.

DigitalRaven
Oct 9, 2012




Nuns with Guns posted:

And we’re back again with another stunning look at…



Part 8: Character Foci Part II
Let’s pick up right where we left off.


Yo. Sup!

I can't be the only one to see that as a lumpy green Z'gok.

Rigged Death Trap
Feb 13, 2012

BEEP BEEP BEEP BEEP

Its more Acguy wouldnt you say

chiasaur11
Oct 22, 2012



I was going to suggest the Zock.

The Mattybee
Sep 15, 2007

despair.
I liked The Strange's logo better when it was for Phantasy Star Online.

That Old Tree
Jun 24, 2012

nah


quote:

The item takes on the context of the new recursion, if applicable, as decided by the GM. For example, if you want to take an AK-47 assault rifle to Ardeyn, the weapon becomes a particularly well-machined crossbow that fires bolts fast enough to be a rapid-fire weapon. On the other hand, if you bring your smartphone to Ardeyn, it becomes a crystal sphere without much use, since most of the benefits of a smartphone rely on its connection to an Earth-based network. 

This is truly loving amazing.

Doresh
Jan 7, 2015

ZeroCount posted:

Still can't get over how much of a dick Intrusions are. Here is a roleplaying book that outright suggests to the GM to randomly make a dude kill his friend when he rolls a nat 1 or however the dumb gently caress Intrusions are triggered

Remember, kids: Random party derailment equals good roleplaying :downs: !

That Old Tree posted:

This is truly loving amazing.

I'm pretty sure I could still play Angry Birds with that thing. Or send text messages to someone's crystal ball.

Doresh fucked around with this message at 14:27 on Dec 11, 2016

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

That Old Tree posted:

This is truly loving amazing.

How do none of these people ever get that the ENTIRE GODDAMN POINT of 'I hop between dimensions and times and poo poo' is 'Now I can ride a T-Rex while firing a minigun at arthurian knights.'

Doresh
Jan 7, 2015

Night10194 posted:

How do none of these people ever get that the ENTIRE GODDAMN POINT of 'I hop between dimensions and times and poo poo' is 'Now I can ride a T-Rex while firing a minigun at arthurian knights.'

Or ""I am an arthurian knight firing a minigun. Also everyone in my dimension is a T-Rex."

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

Night10194 posted:

How do none of these people ever get that the ENTIRE GODDAMN POINT of 'I hop between dimensions and times and poo poo' is 'Now I can ride a T-Rex while firing a minigun at arthurian knights.'

The game is pretty concerned with making everything fit within each recursion. So that means something like this image is misleading:

Nuns with Guns posted:


playing-a-human-in-rpgs.png

You might think it's supposed to be a lineup of the party, because Numenera had some pictures like this where it was a bunch of people standing around being cool together and obvious player characters:





but the thing with the Strange is that it's almost impossible have all of those characters lined up like that, depending on your campaign. Sure, humans have infested Ardeyn, and unmodified Ruk natives pass for human, but you couldn't usually have a qephilim and an obviously-modified Ruk native teaming up in their true forms to fight time-squids. Everyone's true form would readjust to the recursion they're in. this also means you can't do cool things like be a soul sorcerer ghost detective on Earth, or hook a rocket missile up to your gun arm and square off against a dragon in Ardeyn. The closest you could get to that would be everyone from different recursions meeting up and having adventures in the Strange directly, since entering the Strange doesn't alter your physical appearance or focus. But the minute you jump into a set recursion everyone's form readjusts to blend in to that reality because you can't violate the laws of physics set by that world.

Nuns with Guns fucked around with this message at 16:24 on Dec 11, 2016

Night10194
Feb 13, 2012

We'll start,
like many good things,
with a bear.

Oh, I get that. I'm saying that I'm sick of every goddamn dimension hopping RPG not letting me ride a magical lion while I try to get the flux capacitor into position to shut down a rampaging chrono-bot that is trying to eat the middle ages.

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

Night10194 posted:

Oh, I get that. I'm saying that I'm sick of every goddamn dimension hopping RPG not letting me ride a magical lion while I try to get the flux capacitor into position to shut down a rampaging chrono-bot that is trying to eat the middle ages.

yeah I think that's dumb, too

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FMguru
Sep 10, 2003

peed on;
sexually

Night10194 posted:

Oh, I get that. I'm saying that I'm sick of every goddamn dimension hopping RPG not letting me ride a magical lion while I try to get the flux capacitor into position to shut down a rampaging chrono-bot that is trying to eat the middle ages.
The new Timewatch game (by Pelgrane, using the Gumshoe system) seems to be all about using hi-tech weapons while criss-crossing the timestream battling psychic velociraptors and swarm-minds of radioactive cockroaches. I've just picked up the rulebook and have barely begun skimming it, but I did see a picture of Henry VIII knighting a caveman.

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