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Mors Rattus
Oct 25, 2007

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Thesaurasaurus posted:

Clarification: Any Artifact rated at 3+ CAN have Evocations! In-setting, Evocations aren't strictly properties of their weapons...usually. They're borne of the spiritual rapport between an Artifact and its wielder, as well as an Artifact's specific legend. So a Twilight could coax Evocations out of, say, Bracers of Universal Crafting, which would then become part of that Artifact's legend. If another character were to inherit those bracers, they could awaken either the same Evocations (by establishing the same spiritual rapport and continuing the legacy begun by the Twilight) or new ones (by taking an old legend and making it their own), although the new set would likely transclude some of the Twilight's Evocations because those deeds are now part of the Artifact's legend and thus its Essence.

This is not actually true...in the core book, which exclusively talks about Evocations in the context of weapons and armor. It becomes true in the first book published by the new devs, tho!

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Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Night10194 posted:

Warhammer Fantasy Roleplay 2e: Lure of the Liche Lord

By Ptra!

So you're saying we're playing with the big boys now?

Night10194
Feb 13, 2012

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

One of the other curious things about the Tomb Kings in general is they don't really seem to object to people studying their tombs. The traps will still kill you, sure, but most of them are based around defending the tomb from defilement. If you're just there to learn about an ancient King or Queen you're potentially reasonably safe.

E: Another thing I appreciate a lot in their stuff: There's no 'oh actually ancient aliens or elves or whatever helped them build their great civilization!' The Ancient Egyptians are allowed to have controlled a world-spanning empire that fought Chaos, developed its own styles of stable human magic and built massive engineering and architectural marvels. They were The Empire in their day.

Night10194 fucked around with this message at 17:31 on Apr 11, 2019

Mors Rattus
Oct 25, 2007

FATAL & Friends
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2014-2018

Exalted 3rd Edition: The Magic Rocks of Destiny

Hearthstones are magic rocks. Most are generated from specially designed chambers in Manses that channel geomantic energies into a single point, coalescing in the form of the magic rock. Some, however, form naturally over centuries of geomantic flow through a Demesne. This produces a lot of unique behaviors and abilities from the stones. Hearthstones have a few potential keywords that describe how they behave.
Linked: The stone channels its powers from the Manse that made it. If the Manse is destroyed or disrupted, the stone goes inert and loses all power, crumbling to ash within days. Linked hearthstones are produced only by Manses, and never found in Demesnes.
Steady: The stone’s power is self-sustaining. Disrupting the parent Manse or Demesne has no effect on it.
Dependent: The stone’s power only activates once it has been socketed into an artifact that has another hearthstone in one of its sockets that isn’t Dependent. It does absolutely nothing otherwise.
Manse-born: The stone can only be grown in a Manse, never a wild Demesne.
Wild-born: The stone can only form naturally in a wild Demesne, and cannot be duplicated by the geomantic architecture of a Manse. All Wild-born hearthstones are also Steady.
Hearthstones cannot normally be destroyed in the heat of combat, as they are structures of pure geomantic Essence. Even a direct blow cannot normally break them. Instead, the destruction of a hearthstone requires several days of examination by someone with Occult 3+ and Craft (Jewelry or Gemcutting) 3+ to find a flaw or seam, which can then be split via precision strikes with an implement made of a magical material. Special jade chisels were made for this in the First Age, but in the modern Age of Sorrows, it’s typically done with a daiklave or other magical weapon. Linked Hearthstones may also be destroyed by going ham on the Manse that sustains them, though if the Manse is later repaired, they will regrow a new one over the course of the next season. Steady hearthstones are much harder to replace once destroyed. Hearthstones are also Standard or Greater, depending on whether they require a 2-dot or 4-dot merit to get, and will be aspected towards an element or other form of Essence.

Air Hearthstones
The Orb of Cool Breezes (Standard, Steady): When exposed to open air, it causes cool breezes to move through an area of two miles around it. This makes hot days comfortable and brings fresh air. In the winter, the breezes moderate extreme cold but also make cool drafts even in well-sealed homes. If the stone is sealed in an airtight container, its effects cease to function until exposed to open air again.
The Memory Stone (Standard, Linked): The stone is a clear, colorless crystal with an internal prismatic radiance. It reflects and stores all of its bearer’s memories in its facets, as long as it is kept in an attuned hearthstone socket and the memories were formed while carrying the stone. The bearer can draw forth perfect recollections from its depths at will with complete recall. If the stone is ever removed from attunement for more than a day, all stored memories fade away.
Aetherial Sphere (Greater, Linked): The stone is a perfect clear orb with prismatic facets from various angles. If the owner knows Terrestrial Circle Sorcery, it grants knowledge of a single Terrestrial Circle spell that isn’t Demon of the First Circle or Summon Elemental, as long as it is placed in a hearthstone socket. Once a spell has been cast using the hearthstone, it remains imprinted in the stone and cannot be changed until the owner learns to cast the spell on their own.
Gem of Fair Winds (Greater, Manse-born): The stone has a small white swirl on one side, and it ensures that all winds within 3 miles of the stone blow in the direction the swirl faces. The wind’s strength is not changed from normal, just its direction. If someone changes the stone’s orientation, the wind shifts direction over the course of 15 minutes to match.
Twice-Striking Lightning Prism (Greater, Linked): The stone is a prism-shaped translucent crystal that feels metallic when touched. While it is in an attuned hearthstone socket, whenever the Exalt that owns it uses a Charm, Evocation or spell in direct support or furtherance of a Defining Intimacy, the stone empowers the magic, causing it to treat the user’s Essence as if it were one dot higher for all effect calculations. This does not grant any access to magic the Exalt cannot already use.

Earth Hearthstones
The Stone of Stability (Standard, Steady): All structures within 3 miles of the stone become unusually sturdy, able to survive all but the worst earthquakes without harm. Bridges can bear more weight than normal and mineshafts are less likely to collapse even if poorly shored. This still doesn’t keep unstable structures up, allow flimsy bridges to handle yeddim or so on – it just roughly doubles the structures’ strength and durability. This only affects structures such as houses, mineshafts or bridges that are built on or into the ground and can’t be moved without great effort. It also provides no protection against deliberate attacks on these structures.
Iron Soul Stone (Standard, Wild-born): This stone looks like a smooth grey rock. It gives total immunity to the passive transformation effects of the Wyld to everyone within 100 yards of the bearer (or Long range, in combat), even preventing Wyld addiction. Fair Folk find the stone’s radiance unpleasant and get an automatic Minor Tie of aggression towards the bearer while within its effect radius.
The Earth Shaping Jewel (Greater): Anyone who has touched the stone in the last day may transform unworked stone into clay or dirt and clay into stone. However, for this benefit to be granted, the jewel must have remained in the same location for at least a week and the people touching it can only use its power on earth or stone within three miles of it. Anyone using the power must touch whatever they want to transform, and each touch can transform up to one cubic yard of material over the course of about a minute.
Mountain-Burden Stone (Greater): This chalk-black jewel does absolutely nothing in a hearthstone socket…for its user. It is a weapon. If placed in an open socket of an enemy’s equipment, which requires a Martial Arts or Brawl-based gambit in combat, the stone locks in with a ringing crash and increases the artifact’s weight immensely. This automatically disarms weapons and prevents them from being retrieved from the ground while the stone is in place, and marks armor so heavy that movement becomes impossible and all other actions get a penalty. Forcibly prying the stone out is a feat of strength that can’t be flurried.
Sword-Soul Gem (Greater, Dependent, Steady): This is a chalk-white stone when held, but changes color to the same as whatever artifact it is placed in. When socketed into an attuned artifact, it awakens the next Evocation for which the bearer qualifies, though such a temporarily awakened Evocation cannot be used to qualify for prerequisites – you have to spend XP on it to allow that.

Fire Hearthstones
The Firestop Stone (Standard, Steady): Within 3 miles of the stone, fires spread slower and are harder to light, requiring a roll even with optimal conditions unless lit in a stove, hearth, kiln or forge marked by a special sigil and prayed over monthly. Even these are unlikely to have their fires spread outside them. Arson and attacks with fire-based weapons do minimal damage to the region, and forest or prairie fires are rare.
Sphere of the Revolutionary Dog (Standard, Manse-born, Steady): This is a bright orange orb filled with slow tongues of flame. When socketed into an artifact, the owner may pay one mote when falling asleep to make the Willpower they regain overnight go into the hearthstone rather than gaining it themself. At any later point, they may pay 1 mote to retrieve and spend the stored Willpower. The sphere may hold only 1 Willpower at a time.
Cinder of Burning Mind (Standard, Dependent): This is a glassy black stone that smoulders with red-green fire in its heart. If the owner knows Terrestrial Circle Sorcery, this spell gives knowledge of a single non-summoning fire-themed spell of the Terrestrial Circle while socketed. Once a spell has been cast using it, it remains imprinted in the stone and cannot be changed until the owner learns to cast the spell on their own.
Gem of Endless Summer (Greater): The area around this hearthstone assumes the temperature it would have at the height of summer for whatever time of day it is. This extends out for four miles around the stone and ends abruptly exactly at that distance. If you move the stone, the circle of summer goes with it, though any snow or ice thaw only as fast as they normally would. The effect does, however, extend several yards into the ground, allowing for plant cultivation.
Candent Carbuncle (Greater): This is an irregular stone that looks like a glowing coal and is always warm. If socketed into an artifact, it unlocks the ability to learn two Evocations – Burning Coal Fist, which boosts your unarmed attacks by wreathing your limb in flame, and Incandescent Lance, which lets you throw a fireball with an unarmed attack.

Water Hearthstones
The Purity Gem (Standard, Steady): All water from wells or cisterns within three miles of the stone tastes pure and sweet and never contains poison of disease. Any toxins or diseases deliberately added to the water are instantly neutralized, and the water retains this property as long as it’s in the area of effect. Even water in mugs or pots is neutralized.
The Fountain-Summoning Stone (Standard, Steady): This is a dark oval emerald that is cold and moist to the touch. If buried and left undisturbed for a period between a minute and half an hour (depending on how wet the area is), it will spring back to the surface on top of a gushing fountain of water, which remains until the sun next rises and sets. The stone cannot operate anywhere that a spring could not possibly appear, like a balcony garden or a barrel of dirt on a ship.
The Orb of Calm (Greater): For four miles around the stone, seas are calm, rain is not heavy and winds are light. Waves never get more than three yards high and winds are never more than 25 miles per hour. This only functions within two miles of an ocean or lake that is at least 50 miles across In its smallest dimension. If put on a ship, the seas around the ship remain a moving calm zone. This doesn’t make doldrums – it just prevents dangerously potent weather.
The Freedom Stone (Greater, Manse-born): This is a murky blue-black, shifting stone. When mounted in a hearthstone socket, it unlocks the ability to learn three Evocations – Chains Cast Into Water, which gives you free successes to escaping bonds by making your skin slick with water, Rain-Grasping Evasion, which lets you escape grapples slightly faster, and Sinuous Liquid Escape, which lets you resist grapples with Dodge.

Wood Hearthstones
The Health Stone (Standard, Manse-born): This is a mahogany-red stone with a black spiral. It repels spirits of rot and disease within two miles. In that area, food keeps at least twice as long and becomes obviously foul before it can make anyone sick. Everyone in the area that wears a spiral-marked amulet similar to the stone’s spiral gets bonus dice to resist or recover from disease or infection. The stone does not prevent fermentation or aging, but aged meat is less likely to rot and wine or beer are less likely to go bad.
The Monkey Stone (Standard, Linked): This is a red-brown stone that feels like fuzzy bark. When socketed into armor, it removes the armor’s mobility penalty for purposes of climbing, leaping or other acrobatic or arboreal actions (and no others). If the armor has no penalty, it instead gives bonus successes to those actions. Also, the bearer never treats tree branches, tree limbs, crumbling ramparts or other elevated, treacherous terrain as Difficult Terrain.
The Harvest Gem (Greater, Linked): Any fields within five miles of the stone are very fertile. On average to good years, all crops produce over twice their normal best yield, and even in bad years, they produce an amount equal to their normal best yield. This doesn’t reduce the need for effort in labor, but ensures it will be rewarded.
Rose of Millions (Greater): This is an eight-sided pink and black tourmaline. If placed in a socket, the bearer may spend 4 motes when falling asleep to enshrine a Major or Defining Intimacy in the stone. Afterwards, they automatically know when they see someone who has the same Intimacy, though not at what level. The stone may hold only one Intimacy at a time.

Next time: Solar, Abyssal, Lunar and Sidereal Hearthstones

Mors Rattus fucked around with this message at 17:59 on Apr 11, 2019

Night10194
Feb 13, 2012

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

Warhammer Fantasy Roleplay 2e: Lure of the Liche Lord

Family.

So Tomb Level 4 is really important to establishing some of the elements of Karitamen's character, and I don't think it does so quite well enough. It has enough for the GM, but there needed to be a little more information that will establish this stuff for the players, especially as this is one of the points where you can piss him off enough that you're on the eternal mummy curse hatred list forever. Level 4 is devoted to a sacred residence for the King and his family, so that they will have a similar palace together in the underworld. As you might imagine, this is a place to tread carefully if you're trying not to piss Karitamen off. There are more opportunities to make him mad or happy here than anywhere else in the dungeon.

As long as you avoid the barracks for his household guard, don't try to steal anything, and obey ancient Nehekaran etiquette (which I'd have put a History roll or some hints about) you won't be in much danger on this level. The really important feature here on Level 4 is the personal residence, decorated with happy domestic scenes of Karitamen, his wife Nefalya, and their children. As mentioned before, all of Karitamen's four children died young, none of them reaching adulthood, which destroyed his wife as well. After their daughter was swept away in the river, she killed herself. The King never remarried, having loved his wife and family and no longer having the strength to face further losses.

The thing that gets me is that the nobles who betrayed and killed Karitamen still interred him in his Tomb as ordered, but they took the remains of his wife and children and burned them to ashes. In Nehekaran funerary belief, this forever denies a person rest and ensures they never reach peace in the afterlife. They did this entirely to spite the King they'd killed; as far as they knew, they were damning the wife and children he'd lost entirely to hurt his spirit in the next world since now he'd never see them again. That is some evil poo poo. If someone did that to my family and I had the option of murdering them with mummy curses, I would be slamming that mummy curse button as hard as I could. They also ensured no personal effects beyond the graven gold images of Nefayla and her children were placed in that part of the Tomb. Karitamen keeps this section as clear as possible, permitting none of his creatures to disturb his family any further.

I talked about this bit earlier in his background, but I really like this detail. It explains a lot about why he slipped into obsession with necromancy, and it's good to see a grand conqueror and King actually have moments of normal humanity. He really loved his family, grieved for their losses, and his behavior changed without them. It's also a really important part of the overall adventure: You see these domestic scenes of a happy father with his children here, but they contrast against the beardless mummified dwarf slaves chained to his great war chariot as spoils on the level above. You get lots of good reason to think the mummy is a tyrant you need to fight against, but plenty of reasons to think he's a person you can reason with or empathize with, too.

If you open one of the family sarcophagi, you'll get hit with a trap, but you don't actually enrage Karitamen until you mess with the vessels containing the ashes. If you just open up the sarcophagi and realize these are just remains with no treasure on them and put them back, he won't be angry. If you destroy any of the vessels of his family's ashes, you are now on the list and he is going to move heaven and earth to kill you. Similar if you taunt him about losing his family in any way. PCs who express sympathy or show respect for the dead here gain a great deal of favor with him, whether they know they're being watched or not. Even a simple expression of 'Man, these people died so young. That's awful.' pleases the King.

The issue is there's not a lot to tell you about what happened to them, and this is important because the book itself emphasizes there's no body for Khatalya and that PCs can claim they know something about what happened to her (He wants to believe it so much that he never considers it's an obvious lie). However, I have a solution. In a later area, you encounter 4 Wights who are entertainers, there to serve and amuse the family in the afterlife. They're non-hostile, and will talk to the PCs (preferably over a game of chess) and try to tell ancient poems and things. If you have PCs who speak Nehekaran or Eltharin or Khazalid (and you almost certainly have those last two) I'd use the Wights to tell the story of his family a bit if the PCs are willing to listen. I'd use this as a big moment in a 'non-hostile' tomb exploration mission, where you get a bit of a chance to actually speak to some Nehekarans. And who doesn't want a game of chess with the undead while you reflect on how you know the rules 4000 years later? That's a cool potential scene.

The other important encounter on Level 4 is Phrensay, Karitamen's beloved horse. He had his horse killed and mummified because he wanted his cool horse in the afterlife. This is a reasonable thing to want. Phrensay is actually pretty dangerous if you piss him off! However, a party that can tame the undead horse and bring it to the King earns his favor even further. I wonder if an Undead horse counts for Therese's Master's Voice spell? I'd say he does, just because then that spell has at least one edge use in the Tomb. As you might notice, Level 4 has a bunch of places where you can actually make Karitamen happy with you, instead of just 'not mad'. Killing his horse doesn't instantly put him at 'murder the PCs as hard as I possibly can' like messing with his family, but it does make him very angry unless you've done some of the other things that calm him down.

Leave the poor guy's horse alone.

Next Time: Acquire Severed Head

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Mors Rattus posted:

The Harvest Gem (Greater, Linked): Any fields within five miles of the stone are very fertile. On average to good years, all crops produce over twice their normal best yield, and even in bad years, they produce an amount equal to their normal best yield. This doesn’t reduce the need for effort in labor, but ensures it will be rewarded.

I mean, in theory this is a really cool artifact... in a game with solid realm-management rules and rules for exactly how this power affects the realm. Like, say, Birthright. Unless Exalted has magically sprouted non-garbage realm management rules, this is basically just a handwavey background thing that costs chargen points without giving any mechanical rewards.

Also is there any technical difference between a charm and an evocation, aside from bloating Exalted's vocabulary even further?

Mors Rattus
Oct 25, 2007

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2014-2018

Evocations are Charms reliant on you owning a specific Artifact, tend to be very tightly tied to that Artifact's story, and have no specific skill or attribute requirements, just Essence. They can also get pretty dang weird.

Mors Rattus
Oct 25, 2007

FATAL & Friends
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Exalted 3rd Edition: Sun Rocks

Solar Hearthstones
Stone of Innocent’s Protection (Standard, Wild-born): Within two miles of this stone, no creature of darkness may enter any dwelling that contains either a child under 10 or someone sleeping. No, creature of darkness still won’t be defined until the DB book.
The Gem of Day’s Light (Greater, Steady): This is a yellow gem with an inner light. It allows its bearer to concentrate for a moment to make it glow like a miniature sun, lighting up everything for a mile around as if it were day. You can determine how far the effect goes by concentrating (so it can detect walls that would stop the light and tell you how far they are). The effect lasts however long you want, but concentrating is a miscellaneous action in combat. Ending it is reflexive. Hungry ghosts react to the light as if it were the actual sun.
Hierophant’s Eye (Greater, Dependent, Linked): This is a black octagonal stone with orange-gold light along the edges. It gives an automatic non-Charm success to all Shape Sorcery actions when it’s socketed properly.
Gem of Inner Power (Greater, Linked): This is a red-gold gem whose facets focus the eye inwards to a gleaming core that glows when it catches light. When socketed into an orichalcum weapon, you may commit 2 motes to it to awaken one Evocation of the weapon for free, for as long as the commitment lasts.
Glory Sphere (Greater, Dependent, Linked): This is a white-gold sphere that gives +1 to its bearer’s Essence rating for purposes of learning the next Charm or Evocation they qualify for, for as long as it remains properly socketed. Charms that unlock Sorcery are not affected, and you can only learn one Charm this way; after that, you must raise your Essence rating before it can be used to get a new Charm.

Abyssal Hearthstones
Stone of the Nightly Reunion (Standard, Steady): Every night, anyone can visit a graveyard within three miles of the stone and speak to the dead there. The buried dead can hear and respond and may create slightly transparent images of their bodies in life. However, barring use of special magic, neither dead nor living can touch or affect each other in any way.
Walking Corpse Stone (Greater, Linked): This is a rough-hewn gray stone that feels leathery when touched and has crimson flaws shooting through it. When put into a corpse just before burial, in as shallow a grave as desired as long as the corpse is buried completely, the jewel makes the corpse rise as a zombie at the next sunset under the control of the person that buried it. The stone need not remain in the corpse for it to remain animated and loyal, and it can raise another zombie at the next sunset.
Gem of Ghostly Protection (Greater, Manse-born): Within 3 miles of this stone, phantoms harass anyone that doesn’t live in the area protected by it and anyone that tries to steal or harm anyone that lives in that region. The phantoms are immaterial and active only between dusk and dawn. They may create spectral forms to scare or distract outsiders, can shout and howl and throw small objects; they can’t do damage but can be very annoying. They render stealth impossible for their victims and increase the difficulty of all actions. Mundane stealth cannot hide from them, but Charms or abilities that allow for supernatural stealth can avoid their notice.

Lunar Hearthstones
Stone of Nature’s Bounty (Standard, Wild-born): Anyone that falls asleep within 3 miles of this stone awakens the next day with an intuitive understanding of how to find good food and water in their current environment. It won’t let them find anything that doesn’t already exist, but does give a bonus to Survival rolls to find food or water, which lasts until they next sleep.
Chameleon Stone (Standard): This is a colorless triangular prism that takes on the colors of whatever it touches. When put in a socket, it lets you spend 1 Willpower to alter your skin, hair and eye color to blend with the natives of wherever you are. It may also slightly alter facial structure to help, such as adding epicanthic folds or similar. Removing the gem or spending 1 Willpower will revert your appearance.
Beast Gem (Greater): All trained animals within 3 miles of the stone become unusually healthy and fertile, and their offspring are exceptional. Such offspring are obedient, good-tempered, as smart as a monkey, healthy and as strong as the best of their kind. This only affects offspring of animals that end up born in its area of effect and at least one parent of which is trained for riding, as a beast of burden or as a guard animal.

Sidereal Hearthstones
Gem of Luck (Standard): Everyone in the same village, town or city as the gem is resistant to bad luck. Dropped plates break less often, lost items are found easier, that kind of thing. Also, difficulty 1 rolls never botch. This has no effect on deliberate malice and cannot stop or undo curses or large disasters, unless those disasters were caused by a single small accident.
Jewel of the Celestial Mandarin (Standard, Manse-born): This is a transparent, faceted square stone that glows violet. Anyone bearing it in a socket may see the doors into spirit sanctums. It doesn’t give the power to enter them, but you can speak and your voice will be heard inside them as a booming voice of authority, with any commands you give to come out being treated as if they align with a Minor Intimacy.
Sphere of Red Rain (Greater, Dependent, Linked): This is a black gem with countless tiny red flaws. You must attune four motes to it as well as having it properly socketed. It gives you use of a single combat Charm you qualify for but don’t already know. You can’t use this Charm as a prerequisite, though, unless you actually pay XP to learn it normally – you’re just able to use it.
Stone of Hidden Safety (Greater, Linked): This stone protects a settlement no larger than a small city, preventing it from being found by anyone that has intent to conquer, rob or harm the city as a whole or a large number of its people. (Immense metropolises cannot be protected, as they are far too well known.) This cannot stop anyone who has a supernatural ability to locate places, but otherwise everyone hostile to the city becomes lost when trying to reach it, increasing the difficulty to find the city to 5 for these people even if they are on a direct, straight road to it. Anyone without hostile intent must still make a roll to find the place, but it is only difficulty 1. If a hostile person or army accompanies a non-hostile guide, the guide will almost always become separated from them.

Next time: Evocations

Zereth
Jul 9, 2003



PurpleXVI posted:

I mean, in theory this is a really cool artifact... in a game with solid realm-management rules and rules for exactly how this power affects the realm. Like, say, Birthright. Unless Exalted has magically sprouted non-garbage realm management rules, this is basically just a handwavey background thing that costs chargen points without giving any mechanical rewards.

Also is there any technical difference between a charm and an evocation, aside from bloating Exalted's vocabulary even further?
Well, I believe the original 3e devs were very staunchly against putting ANY realm management rules in.

That Old Tree
Jun 24, 2012

nah


Zereth posted:

Well, I believe the original 3e devs were very staunchly against putting ANY realm management rules in.

Nope. They explored at least a few options and talked about possibly putting in hooks for a supplement because it might not fit in the core (lol), until they apparently gave up at which point it became "pfft, rollplaying."

Thesaurasaurus
Feb 15, 2010

"Send in Boxbot!"

That Old Tree posted:

Nope. They explored at least a few options and talked about possibly putting in hooks for a supplement because it might not fit in the core (lol), until they apparently gave up at which point it became "pfft, rollplaying."

I seem to recall a quote from Mørke saying that he spiked the plan because "he didn't want you to be able to put a dot on your character sheet saying that you'd restored the First Age". Which, if that's your goal...why not just...not numerically-define the First Age?

That Old Tree
Jun 24, 2012

nah


Thesaurasaurus posted:

I seem to recall a quote from Mørke saying that he spiked the plan because "he didn't want you to be able to put a dot on your character sheet saying that you'd restored the First Age". Which, if that's your goal...why not just...not numerically-define the First Age?

Obviously they didn't want to give everyone bad rules they think they want.

Lambo Trillrissian
May 18, 2007
Our game focuses on highly detailed societies as one of its main points of appeal, and aims to give non-combat interactions deep mechanical crunch as one of the game's key design goals. Alas, we can't give players rules to actually do that. We are very concerned about giving players rules that could create fiction we don't like at their game tables, and even more concerned about what people who never even play the game but only post about it online might theorycraft about those rules. This concern unfortunately limits what we can put in the game.

We can however trust our fanbase to use magic rape ghosts responsibly.

Night10194
Feb 13, 2012

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

I can't get over how there are 200 pages of Charms and yet it never occurred to them 'cut out some pages of Charms and define terms like Creature of Darkness' or 'Have GM advice'. Every time I see some hole in the game that you point out in the review, I keep thinking '200 pages of Charms'.

NutritiousSnack
Jul 12, 2011

Night10194 posted:

I can't get over how there are 200 pages of Charms and yet it never occurred to them 'cut out some pages of Charms and define terms like Creature of Darkness' or 'Have GM advice'.

I can; everything about it reeks of being a personal passion project (which is fine and actually good) but nothing more and without compromise (Bad). If they were True Exalted Fans, they'd know what the terminology meant and have played an RPG before

Joe Slowboat posted:

There was a complete spirit creation system in Exalted 2e, in the Rolls of Glorious Divinity book on gods and elementals. I used it once to create a major antagonist, who actually worked quite well.

The rules themselves I would rate 'OK.' They did the job.

drat or good that my knowledge of Exalted 2e is fading.

But SunAndSpring is right. RPGs are 'bigger than ever' but oh boy does this need a Shadow of the Demon Lord or Old School release schedule. You can't make Gods or Fair Folk, and you need to. You can't even make Sidereals and Abyssals and HOLY gently caress DO YOU NEED TO

NutritiousSnack fucked around with this message at 02:24 on Apr 12, 2019

Zereth
Jul 9, 2003



Night10194 posted:

I can't get over how there are 200 pages of Charms and yet it never occurred to them 'cut out some pages of Charms and define terms like Creature of Darkness' or 'Have GM advice'. Every time I see some hole in the game that you point out in the review, I keep thinking '200 pages of Charms'.
Look, we really needed thirty different unique dice tricks for crafting, okay? SOMETHING had to go.

EDIT: I mean, they had to make it possible to hit those extremely high target difficulties SOMEHOW. You know, the difficulties they set themselves.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
I mean, they really just needed a good bestiary, and not one that releases one completely random out-of-context creature every week. It boggles my mind that this isn't as high a priority for the Exalted team as it is for say, D&D.

SunAndSpring
Dec 4, 2013

NutritiousSnack posted:

I can; everything about it reeks of being a personal passion project (which is fine and actually good) but nothing more and without compromise (Bad). If they were True Exalted Fans, they'd know what the terminology meant and have played an RPG before


drat or good that my knowledge of Exalted 2e is fading.

But SunAndSpring is right. RPGs are 'bigger than ever' but oh boy does this need a Shadow of the Demon Lord or Old School release schedule. You can't make Gods or Fair Folk, and you need to. You can't even make Sidereals and Abyssals and HOLY gently caress DO YOU NEED TO

They're doing this thing for 3e where they release like an antagonist and two or so monsters a month, but they've really dead-set on adding more humans and other things that can't threaten Dragon-bloods, let alone Lunars or Solars, and some of it was already in the leaked playtest materials for 3e core. Like, so much of it seems like it'd only really work for a mortals game or to test Dragon-bloods when they're like 13 and Essence 1. It's just baffling to me, honestly, I don't know why they refuse to look at what the competition is doing and copy it.

SirFozzie
Mar 28, 2004
Goombatta!
Fight! The Fighting Game RPG
----------------------------------------------------

(Disclaimer beforehand: I wrote the Arenas supplement for the game, and have backed the game's 2nd edition, currently on Kickstarter)

Short Short Version: Fight! is basically the closest thing we'll have to a modern-day "Create your own Street Fighter Video Game" outside of MUGEN. The system is very modular, and is element-driven, especially in building maneuvers. This is great if you love customization, but if you have an obsessive min-maxer in your group, you may want to monitor them closely. This game pretty well imitates the ebb and flow of modern day fighting games, which is positive (the system allows you to do Mortal Kombat, Street Fighter, Tekken, Final Fight, etcetera easily), and negative (tons of fiddly bits). The first time you play this, you may bounce off HARD.

Section: Introduction

This sets the tone, right on the first page:

Rather than present a specific style of story to tell, the rules for Fight! allow players to emulate the conventions and story tropes of the video game genre known as fighting games. While the play style of these video games almost exclusively focuses on a series of one-on-one combats utilizing colorful characters, each with their own distinctive fighting styles and special moves, the stories that provide the backdrop for these combats constitutes a genre of its own. Fight! emulates this genre in both its tone and its rules.

What does this mean?

Well, it makes some assumptions at the beginning.

One in a Million - Basically, the characters are the strongest martial artists around. Even Comedic fighters (the Dan's of your game) should be good martial artists, in most cases being able to handle large groups of low ranking enemies (think the average Bruce Lee fight scene where he takes down 20 or more mooks in about 2 minutes.

The Human Body is The Most Powerful Weapon - You know that bit in the Street Fighter Bonus Round where you destroy some schlub's car in 20 seconds with your bare fists (and feet)? Guns and Swords and that kinda stuff can be powerful in the right hands, but nothing is more powerful then a trained martial artist (except for a trained martial artist using a sword, a gun, etcetera)

Super Powered Basically, Fighters are larger than life. Think of a wuxia movie. They can defy physics, leaping multiple stories into the air, enduring blows that should rightly break a wall, etcetera.

Supernatural and Super Science: From Street Fighter, for example, consider Rose and M.Bison (Balrog in Japan), they tap into the supernatural for their abilities, or Blanka. Basically, it's saying that don't limit your self to "Guy with a sword" if you don't want to.

Drama and Melodrama: Fighters tend to have PERSONAL reasons to fight.

Fighting is Life: Even the people who do things OTHER than fight for a living tend to spend most of their time either fighting or training. "Why do you fight?" can sometimes answer the question "Who Are you"

Glory and Ego Matter: Especially with the next assumption, Honor and Glory mean a lot to characters. It suggests that even a fighter who struggles with self-doubt should realize that they are amongst the top fighters in your game's universe. They also suggest as a metagaming thing that your players should look to demonstrate flexibility by using their full move set rather then spamming one move over and over and over.

Combat is Unavoidable: "So, you want to find out where they took your brother? I'll help you, but first, we will fight so I can see your strength!" Think of how many fighting game stories would easily be resolved by negotiation or just talking, but yeah, they are fighters, and fighting is what they do.

(sidebar: Gaming and Metagaming)

Basically, this reinforces the assumptions above that if your player goes "That's not possible? How could he jump 20 feet into the air?", that you smack them in the nose with a rolled up newspaper, and remind them that they're in a RPG that emulates fighting games.

Gaming and Metagaming
Every role-playing game strives for some sort of balance between playability and realism. Oftentimes, the realism (or lack thereof) of a game’s rules is a deliberate choice meant to emulate the genre in which the game is set. Fight! is in no way an accurate representation of real-world martial arts combat. In fact, it’s not even an accurate representation of martial arts as seen in wuxia movies. Rather, Fight! takes its perspective solely from fighting video games. This means that not only is the treatment of martial arts so heavily stylized as to bear little resemblance to the real world, but even the mechanics of the game are influenced by the conventions of these video games.

In addition to prioritizing specific special moves for each character and the use of strings of attacks in combination (to cite just two examples), there is even an “invisible filter” layered over the rules that occasionally allows one to presume the presence of a hypothetical “player” playing the video game in which the character is a part. This metagame is not intended to encourage the breaking of the so-called “fourth wall” in order to have the characters “speak” to their “players” as if the
latter were divine beings (though there’s nothing wrong with that if that’s what you want to do). Rather, it is a way to understand how some of the rules work and why certain design choices were made in the game. In deciding between how something would work in “the real world” as opposed to how it would work in a fighting video game, the rules almost always favor the latter.


Chapter 1: Character Generation next

SirFozzie
Mar 28, 2004
Goombatta!
Character Generation:

I am Li Kwan, of Hanjing village. I have studied the Thousand Fists under Master Li Su. You have dishonored the Hanjing elders teaching, using them for personal gain, and dishonored your ancestors. You have corrupted the world and have no remorse. For those crimes and more, I will defeat you in combat. However, you have killed my master by means of treachery and ambush. For that, I will do more than defeat you. I will send your blackened soul screaming to the Lower Realms where you will know no peace forevermore!

(From Fight Unlockables-Arenas)

Basically, in the space of a couple lines, I have set up the four main categories of a character concept in Fight!

They are:

Appearance
Martial Arts Style
Training Background
Reason to Fight


Characters have three stats: Speed, Strength and Stamina.

Stats range from -1 (weak) to 0 (game average) to 2 (Excessive)

Choosing stats are fairly easy, you have two options.

A: 2 stats at 1, and the third at 0 (Balanced)
B: 1 stat at 2, one stat at -1, and the third at 0 (Unbalanced).

Most fighters are balanced, but consider fighters like Hugo Andore (who is excessively slow, but has a superhuman stamina).

The game uses basic dice: You usually START at 1d6 for most rolls, but this can be modified by your stats, or your opponent's stats)
1
1d4
1d6
1d8
1d10
1d12
1d12+1
etcetera


Strength and Stamina: If you have 1 or 2, then you raise the damage you do or lower the damage you take by 1 or 2 steps (depending on the stat)

Speed is broken down into two sub-bonuses: Initiative and Control. For each point you have in speed, it modifies either Initiative (going first), or Control (being able to do more powerful maneuvers/combos). So if you have 2 points in Speed, you can boost your Initiative by 1 die size and your control by 1 die size, or spend both to increase 1 stat by two sizes (So if you have Speed 2 and put both points into Initiative, versus a speed 0 character, you will be rolling a d10 for Initiative versus his d6, so you will have a significant chance of going first.

Fighters range in power level from 1 to 10. Most characters at the same power level will have roughly the same "base stats": Fighting Spirit, Life Bar, etcetera. So, the stats are VERY important for combat, so deciding your starting stats is pivotal (you cannot increase stats during game play)


Qualities: Each character starts the game with up to four qualities (they can trade in qualities for more fighting skills/non-combat Skills, or Fighting Spirit)

A lot of these qualities are appearance related, and some of them are.. well.. They're not super modern, let's say. I'm going to post one of the appearance related qualities (don't worry, there are male and female qualities)

Buxom: (females only) There is a stereotype in many fighting games in which some or all of the female Fighters are blessed (or cursed) with chests that seem to defy gravity, flowing gracefully (and totally unrealistically) about as they fight.
This implausible physical characteristic has no purpose in the video game other than providing gratuitous fan service, attracting the attention of male characters. Thus, a Buxom character receives +2 on interaction skill checks when dealing with males.

The down side of this Quality is that such characters will also have to deal with men speaking directly to their chests, the accosting hands of horny old and young men and, in darker campaigns, unusually bleak treatment at the hands of lecherous villains. A player can allow her character to willingly suffer this negative attention during a story to earn a Story Point.

If the character spends one Story Point at the start of a combat, then male opponents are so enthralled by the character’s unnatural “poetry in motion” that they suffer a one die size penalty on Control (not Initiative) on the first turn in which they fight a Buxom opponent.


Ugh. I guess it does emulate fighting games (dead or alive, anyone? :P), but.. yeah.

Not all the qualities are appearance related, but they all have in game impact, such as Fame, followers, Intimidating, etcetera.

They can also select a couple quirks, which they can roleplay to earn story points.

After that, they have a number of points to spend in Combat Skills (Defense/Evasion/Tactics/Combo/Ki) and Non-Combat Skills (sub-classed into two: Those that have a mechanical effect, and those with a narrative effect). Mechanical ones are GENERALLY fighting-related, such as Property Damage and Thug Thrashing (defeating large groups of mooks), Narrative ones are what your characters does OTHER than fighting, (so Chun-Li would have levels in Occupation: Police))

Skill checks against Narrative Skill are generally 1d10+Skill Level versus a GM assigned target number (Trivial 4, Average 8, Challenging, 12, Very Challenging 16, Generally Impossible 20).

Example: Fighter A wants to smash through a locked door the game's villain just disappeared behind. The GM decides that for a skilled fighter, this would be an average Property Damage Skill Check (setting the target number at 8). Fighter A would roll 1d10 and add his Property Damage Skill to the roll, and if the total is 8 or better, the door flies off its hinges)

Starting characters have 10 points of special maneuvers to spend on their special maneuvers. But this is a HUGE section of Crunch (and one that your players may bounce off during character creation), so I'm going to save that for next time.

NutritiousSnack
Jul 12, 2011

Rand Brittain posted:

I mean, they really just needed a good bestiary, and not one that releases one completely random out-of-context creature every week. It boggles my mind that this isn't as high a priority for the Exalted team as it is for say, D&D.

SunAndSpring posted:

They're doing this thing for 3e where they release like an antagonist and two or so monsters a month, but they've really dead-set on adding more humans and other things that can't threaten Dragon-bloods, let alone Lunars or Solars, and some of it was already in the leaked playtest materials for 3e core. Like, so much of it seems like it'd only really work for a mortals game or to test Dragon-bloods when they're like 13 and Essence 1. It's just baffling to me, honestly, I don't know why they refuse to look at what the competition is doing and copy it.

Yeah, every other mistake makes sense from a certain point of view's thought process, even if it's dumb. They KNOW Exalted is a combat focused adventuring game and they have factions like Fair Folk who are never going to get covered in a splat in this edition. Behemoths are now an important thing...but there is no way to create them or chance for a splat for them. Why not...

It just hurts my brain.

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


The Rifter 9½, part 11: "Now this isn't just any tourist, but 'The' Ultimate Pain in the Butt Tourist - a strange, whimsical, and chaotic monster (even if they look normal) whose life is dedicated to frequent vacation-style travel and adventure."

Step aside, Reader's Digest, it's time for tourist jokes!

Young people may not know we used to make all sorts of fun of tourists. See, when old folks found out it was wrong to make fun of people just for their skin color or culture, they got really confused and tried to find some other people that dressed funny it was still okay make fun of, like tourists, hippies, or shriners. It never really worked out.


They're looking for the jokes, too.

The Tourist O.C.C.
Rodney Stott Philipe Ferkelberger

So, this isn't so much an O.C.C. as an NPC template that you slap on to simulate that gosh tourists sure are clueless and troublesome and lucky. They get a special power where they can't be "seriously harmed", whatever that entails. Essentially they're suppose to show up and be obnoxious and follow around the PCs because they think they're guides and by the ghost of my dead grandfather, even he'd find this more tired than a ten-wheeler.

So.... tourist types. There's the Drunken Yobo, who likes thrills and drunkenness, the Loud Mouth Tourist who has a loud mouth- hope the joke's not too subtle there, the Camera Clicking Tourist who wants to have pictures taken with monsters lawl, the Swedish Chef who's incomprehensible and not necessarily Swedish, The Whining Pom who whines- hope you're keeping up, the Penny-Pinching Cheap-Skate who hates to spend money, and the Backpacker who keeps to one bag and takes local jobs to pay for the vacation. They all have special comedy powers and it's... it's excruciating. (Oh, and if you haven't guessed, Stott is Australian.)

Their powers include big bonuses on saving throws, especially Horror Factor, take minimum damage from all attacks, get a Horror Factor because they're so obnoxious woooo scary, but have no sense of direction (even if they can teleport or the like) and roll for 4-7 other "flaws" - bad accent, curiosity, drive on the wrong side of the road, gullible, no money sense, no dress/style sense, shopping bug, or retired & well off. They also get a 2-5 "power objects" like bermuda shorts or Hawaiian shirts or-

You know what? There's nothing funny here. It's just a mishmash of stereotypes from sometime around the Permian Era. They also get a roll for alien traits because they're alien tourists now I guess and they might have multiple heads or eye stalks or whatever.


I don't know what this has to do with anything in this article, but it's here.

We get some Tourist Adventures. One is about a tourist that hires the PCs to show him around, but he keeps getting in trouble because he's an idiot! Another is the same tourist but he's back with a group of them! Uh-oh! Motherfucking hijinks up in this travel bus! Lastly, we have "Billy Bob Blyncress, Loud Mouthed Splugorth Tourist" which is pretty much the first plot hook, only he's disguised as a human and when he goes to take a photo of him with somebody he turns back into a Splugorth to get a good picture! Well, at least he's still more interesting than Splynncryth the Splugorth.

I never thought I'd miss all the fart jokes, but now I do. :ssh:

Next: The punchline.

megane
Jun 20, 2008



You'd think that someone writing an entire magazine of jokes would be funny once or twice just on accident.

Maybe there are people physically allergic to humor and this is like, their equivalent of gluten-free beer.

PurpleXVI
Oct 30, 2011

Spewing insults, pissing off all your neighbors, betraying your allies, backing out of treaties and accords, and generally screwing over the global environment?
ALL PART OF MY BRILLIANT STRATEGY!

Lambo Trillrissian posted:

We can however trust our fanbase to use magic rape ghosts responsibly.

Having just gotten out of bed when I read this, I initially misread it as Magic Ape Ghosts, which would be a charm tree I'd be entirely comfortable with the game featuring.

Barudak
May 7, 2007

Featuring the charms: Grape Ape Jape, Sale Price of Magilla Gorrilla, and Dunston's Check In Prana

The Lone Badger
Sep 24, 2007

PurpleXVI posted:

Having just gotten out of bed when I read this, I initially misread it as Magic Ape Ghosts, which would be a charm tree I'd be entirely comfortable with the game featuring.

Only if they have jetpacks.

Nessus
Dec 22, 2003

After a Speaker vote, you may be entitled to a valuable coupon or voucher!



PurpleXVI posted:

Having just gotten out of bed when I read this, I initially misread it as Magic Ape Ghosts, which would be a charm tree I'd be entirely comfortable with the game featuring.
I proposed the integration of the Ape Fight combat resolution chart but unfortunately I couldn't cite enough Tanith Lee novels to get it in.

Mors Rattus
Oct 25, 2007

FATAL & Friends
Walls of Text
#1 Builder
2014-2018

Exalted 3rd Edition: My Magic Sword Charms

Evocations are a kind of magic drawn forth from your artifacts – and in the Core, specifically your weapons and armor. They grow out of your artifact as you establish a rapport with the mystic object and create a spiritual connection with it. While artifacts are not technically alive like animals or spirits are, they have a character and motive to them and they have a spiritual nature. By connecting with that inner nature and drawing it out by extended use, you are able to tap into their depths of power. An artifact’s Evocations depend heavily on a number of factors. The materials used to make it are part of it, as are the circumstances of its creation, the personality and style of the wielder and the deeds the artifact is used to perform. A daiklave used by a god hunter will develop differently than one used just for honor duels, and both will differ from the tool of a serial killer.

Evocations vary wildly, but a few things are common to all of them. First, only someone attuned to the artifact can awaken its Evocations. Second, artifacts are typically designed to harmonize with a specific sort of Essence; the book says all the ones in this book are meant for Solars and won’t harmonize nearly as well with anyone else. Future Mors notes that this is not true of future rules – rather, while published trees may lean towards specific splat types, you are free to wield any artifact and customize its Charms for your PC no matter who they are. Of course, this means having to do custom Charm design, so grain of salt there. But like, an artifact won’t just be like ‘gently caress you, no’ when wielded by a non-Solar in the future, which the core suggests it might. Third, Evocations vary in power and number with an artifact’s dot rating. The more powerful the artifact, the more Evocations it can have and the more potent they tend to be, in general. An artifact must have at least 3 dots to have Evocations at all. Last, unless otherwise specified, you must be wielding or wearing the artifact to use any of its Evocations, even permanent ones. Supplemental Evocations must supplement rolls involving using the artifact, Simple or Reflexive ones that make attacks use the artifact to attack, and Reflexive defenses only work if you use the artifact to defend.

Most artifacts are made of the five magical materials, the most potent substances known to Creation for crafting. The dominant material will have a huge impact on the artifact’s theming and who is best at using it; Solars are equally skilled with all five, but other Exalts resonate with specific kinds of material and are less good with others. It is possible to make an artifact out of an alloy of different magical materials or to use multiple materials in different parts, which can shade or influence the dominant material. However, the dominant material has the greatest influence on its themes and Evocations. What are the materials?

Jade is the most common of the five, found in deposits and quarries across Creation. It resonates with the Dragon-Bloods, and it is used not just to make artifacts but as the basis for Realm currency. It is the most diverse of the materials, as it actually comes in five flavors – one for each element. All Dragon-Blooded are equally proficient with all five types, though many prefer to use the one that matches their aspect. All types of jade are good for channeling and manifesting their associated element, but that’s the main point of commonality between all five, Evocation-wise. The other qualities of the five types of jade can differ massively. This and its relative commonness make it the most-used material for composite artifacts. Black Jade resonates with water, and its Evocations frequently give control over water, flexibility, communication with or command of spirits, the power to flood things or draw moisture from them, or the manifestation of destructive liquids. Blue Jade resonates with air, and it is often able to move air, create wind blasts, lower temperature or make ice, manifest or control lightning or anticipate the intent of foes – or even read their minds briefly. Green Jade resonates with wood, and its Evocations often control plants, make things grow or wither, produce manifestations of wood, siphon Essence from living things or give it to them, or make toxins. Red Jade resonates with fire, and it can often control, manifest or protect from fire, heighten reflexes, raise temperatures, give controlled berserking, quicken movements or give attacks and evasions explosive power. White Jade resonates with earth, and it is often able to control or manifest dirt, sand, earth or stone, harden things, immobilize foes, strike with great force, give calm and clarity, or mesmerize foes.

Moonsilver is a silvery metal that, in unworked form, is harder than steel yet with a liquid sheen similar to quicksilver. It resonates with Lunars, and in the past Lunars often felt anyone carrying moonsilver had to prove themselves worthy of it, frequently challenging them to contests. These days, Lunars prefer to just steal any moonsilver artifacts they find if they don’t approve of the wielders. The nature of moonsilver is protean and wild. Its Evocations often work to unite wielder and weapon with instinct or insight, use flamboyant or barely restrained attacks or highly subtle, venomous blows, cause ever-bleeding wounds, or physically reshape and cause the weapon to move temporarily, perhaps to go around a shield or stretch into an organ.

Orichalcum is a super-hard golden metal that only Solars have natural affinity for. While Solars can wield all metals with equal ability, they found that orichalcum best resonated with their own Charms. It can sometimes be found in naturally occurring mountain veins, and in the First Age there was a process to refine gold into orichalcum through use of lava and concentrated, mystically augmented sunlight, but all such refineries were destroyed or abandoned over the centuries. Orichalcum’s Evocations are diverse, as it serves as a natural power amplifier. It is the best material for empowering sorcery, harnessing the power of light or divine judgment, or channeling non-elemental energies. It can even do things like cause earthquakes or call down shooting stars, and it is excellent for producing immense cutting or smashing pressure. When the Solars were murdered, their killers buried them in lavish tombs to appease their ghosts, and most of their orichalcum creations were sealed with them as grave goods. Solars reborn in the current age occasionally dream of the locations of these tombs and the wonders within them.

Starmetal, once refined, looks only like polished and reflective steel of great quality…until the light strikes it just right, making it gleam in the colors of the Five Maidens. It is the rarest of magical materials, refined from ore drawn out of fallen stars. It resonates with Sidereals, who often use astrology and sorcery to predict the paths of starfalls so that they can recover the ore. Because of its rarity, starmetal artifacts typically use minimalist, delicate designs, and when it is used as a composite material it is typically in the form of wire filigree or etching. Starmetal’s Evocations excel at spirit binding, commanding divine power, revealing truths or secrets, striking at abstract concepts or harnessing them, shifting one type of power into another, or deferring terrible things by substituting lesser losses. They also are sometimes able to reproduce spirit Charms.

Soulsteel appears at first like black steel, but when light strikes it, it reveals tortured faces deep within, which can sometimes be seen to writhe or heard to moan and scream in the heat of battle. It cannot be found naturally in Creation, and is made in the soul-forges of the Deathlords, who take rare Underworld ores and mix them with the souls of the dead. It resonates with Abyssals. Soulsteel artifacts of the First Age are quite rare, though not unknown. Evocations of soulsteel artifacts often bind or harness the powers of death or violence, command or bind ghosts, call on the powers of the Underworld, make injuries fester, raise the undead, turn injuries into power, amplify pain, hold off death or siphon life force.

Next time: Sword Waifu

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."

Nessus posted:

I proposed the integration of the Ape Fight combat resolution chart but unfortunately I couldn't cite enough Tanith Lee novels to get it in.

I mean, she's got a bunch on Kindle now, so this is really your own fault.

Dawgstar
Jul 15, 2017

SirFozzie posted:

Ugh. I guess it does emulate fighting games (dead or alive, anyone? :P), but.. yeah.

Although that's probably more a reference to Mai Shiranui it's still something I hope is gone from 2E.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!






Neotech 2
Part 13: Explosions! I gotta have more explosions!



Yep, that’s a bomb alright.

This will be a mercifully short section but it’s still incredibly crunchy because we’re dealing with explosive rules. Hooray.

To blow something up is really easy in N2, all you need is then is a basic skill chance and something the game calls a blast card, which is a card that mentions how much explosives needed based on what needs to be blown up. The basic principle is that you load up the explosives, shove in a blast cap and then detonate.

So far so good, but what about when you want to blow up something just enough? Or when you need to get a predictable outcome? Or be as effective as possible with how much explosives you have available? That’s when things start getting complicated. The book rattles on about examples such as mining and demolitions work. But when is that ever going to be used in a campaign? Then we get pointed to a difficulty table all the way back in the skills section. But even then the difficulty rolls cap out at Ob4D6.
If you succeed you can enjoy the fireworks as things go boom. Failure obviously means something went wrong. Lord help you if you manage to fumble the check because that means you get to roll on the fumble table.

Although truth to be told the results are kinda unimpressive. Where it comes from dud, fake dud where it explodes after Ob3D6-2 minutes (gently caress if I know the proper term for that), fuze issues, incorrect effect where it works as intended but in the wrong direction and finally it might just blow up in your face as you’re working with it.

It’s now however time to get incredibly technical.
So explosions in N2 has two important things to consider, damage effect and base radius. The first one is how much damage you will accomplish while the second one deals with how much damage you get based on your distance from ground zero. The closer you are to an explosion the more damage you will take and then inverse is also true. Whenever you roll for blastwave damage you’re not meant to roll for what part of your body gets affected.

The maximum blast radius is equal to the number of dice in damage effect times base radius. Beyond this range you won’t run the risk of taking damage.
Somewhere on a street there is a car parked. Inside this car there is a charge consisting of half a kilo of trinitrotoluene, it has a damage effect of Ob8D6 and a base radius of 2 meters. That means it has a blast radius of 16 meters (8*2=16).
The car bomb suddenly goes off and two people are caught in the blast radius. Aaron is right next to the car as it goes off while Beth is 7 meters away. Due to Aaron being right next to the car he is thusly one base radius from the charge and thusly gets atomised as he takes the full Ob8D6 damage. Meanwhile Beth only takes Ob5D6 damage because she’s four base radiuses away from the blast point.
So in this case its Ob8D6 up till two meters from centre, Ob7D6 between two and four meters, Ob6D6 between four and six meters and then Ob5D6 between six and eight meters.


Table N2-11 “Damage effect and base radius” and N2-111 “Explosions in closed areas.”

So I’m just going to show the relevant table you need to look at to calculate how much damage effect and base radius you get for various amounts of trotyl. Because the damage quickly rises up to some of the highest rolls encountered so far with 5000 kg of trotyl having a damage effect of Ob54d6. Imagine actually trying to roll that in session.
We don’t however get any calculations for shrapnel damage because that’s dependant on the type of charge. Small blessings I imagine.

Setting off a charge in a confined space gives higher blast damage, so in this case you need to multiply the base radius. If you decide to blow something up under water you get a higher blast damage value, which translates to multiplying the radius with 6. But the shrapnel value is always decreased by 5 and the shrapnel zone is decreased by a tenth or x0,1.
Why the decimals, whyyyy?!

So the shockwave from an explosion goes radially from ground zero so the best option to protect yourself is going around a corner. Each 90° turn that a shockwave has to take decreases its damage by half.

An explosion can also throw you backwards. If the damage effect from an explosion is higher than your STY+TÅL/2 that means you’re thrown off balance. If the damage is higher than your STY+TÅL that means you’re thrown prone by the explosion. If the damage exceeds 40 that means you’re thrown backwards a meter for each five steps the damage exceeds 40 in a straight line from ground zero. Your trip will always end up with you being prone.
I get the feeling that with the minimum damage that an explosion does is Ob6D6 that means you’re very likely to be thrown off balance from almost every explosion unless your STY+TÅL value is good. That kind of ruins any chance for cool guys don’t look at explosions moments when almost everyone manage to stumble.

Shrapnel is the other big killer when it comes to explosions. If you’re within the shrapnel zone then you get hit automatically. But then the book never really goes into detail at how you’re meant to calculate that and goes on about how the shrapnel area is higher the closer you get to a blast. So I’m guessing it’s based on whatever explosions are available in the inevitable gear section or it’s just some weird oversight as not even the example goes into much detail about it.
All extra damage is rolled on the damage table for projectiles with the big difference being that hit locations are determined after the shrapnel effect and extra wounds are calculated. This is because the extra wounds will be allocated to a random body part, this to simulate the fact that it can hit several places. The damage is then equal to its shrapnel value. Armor will prevent some of the damage. The shrapnel has a PEN value going from 5 down to 2 based on the different ranges.

Lastly we have rules for flashbangs. Man I hated those in Shadowrun after a particularly nasty encounter inside an underground research base. Then again every player ended up hating them as well so I wasn’t alone. Either way, flashbangs have a shock effect value, this value goes down by Ob1D6 per base radius.
If you get caught in the blast you roll the shock effect value and then add that result to your pain tracker, in this case it's advised to mark them as circles to differentiate them. After that you roll on your shock value. If you fail then you’re paralyzed and can’t act at all. If you succeed then you can act but have to consider the difficulty modifications from your pain levels. As long as you have pain circles you need to add the penalty to any checks, including those using SYN or HÖR.
The marks disappear at a rate of five per round. Each time you get a new row on the column, and has been paralyzed before, you need to roll a new shock check to see if they get to act again.
Wearing sunglasses or hearing protection will help to nullify the effects of flashbangs.

Short and relatively painless section. While these rules are clunky, at least how to calculate the explosions, they are not as crazy as I remember the Shadowrun explosives rules being where you have to calculate the square root or something.

Next time: Remember to always use protection.

Mors Rattus
Oct 25, 2007

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Exalted 3rd Edition: Magic Sword Girlfriend

We’re now into example artifacts with Evocations. Beloved Adorei is a 3-dot orichalcum daiklave, made in the First Age by the Twilight Auravash. It was made for his Circle’s Dawn, Brother of Brothers, Night of His Heart, specifically because Auravash thought the dude was a complete rear end in a top hat idiot as well as one of the best fighters in the world. He saw that the Dawn would gently caress basically anything female, seduce anyone, even people he really, really shouldn’t, and so Auravash forged Adorei in the hopes of preventing the guy from creating a massive scandal, starting a war or otherwise causing the Deliberative to censure the Circle. Adorei was designed to be the perfect defender, a powerful and empathic blade that would guide the Dawn to decency and greatness. When he complete and awoke Adorei, he heard her sigh in relief to finally be made, and he was glad, sure the plan would work. There was just one problem: Adorei fell in love with Brother of Brothers, and, quote, “he ruined the daiklave as surely as he’d ruined the resolve of countless temple priestesses.” The two became inseparable, and she pushed him to ever greater skill by letting him understand his foes instinctively to help find ways to defeat them. What eventually settled the Solar’s wild nature was a Lunar, Ashala, “but that is a tale for another day.” Adorei was lost during the Usurpation, now sitting atop a sarcophagus inside some lost tomb, where she pines to be carried into battle by a Solar once more. She has three hearthstone slots.

On her own, Adorei is just a slightly more accurate than normal daiklave. However, she forms an instant Major Tie of affection towards any Solar that takes her out of the tomb and into battle. If used as her wielder’s favored weapon and treated well, this bond will grow to a Defining Tie, at which point she gets a bonus success to all Withering damage. She also automatically senses all of her wielder’s Intimacies. Her Defining Tie relies on her being taken into battle and used, and in being the medium through which her wielder’s skill is manifested. After three stories at Defining, she loves her wielder eternally and nothing can break or lower her Tie, even death. Adorei telepathically speaks to her wielder in a language of “strong emotions and instincts.” And also has a quote to go with every one of her Evocations, of which there are five, ranging from Essence 1 to 3. They’re actually worth going through, though, if only for the fact that they are a sort of story arc. This is true of most Evocation trees.

First is Heart-Knowing Blade, which allows your Decisive damage rolls to double as successful Read Intentions checks to see if the target has any Intimacies that match yours and reveals one or, if not, what the most aggressive, violent or opposite one is. (“Quoth the Daiklaive: Sorry, lover, it looks like this one wants to be saved.”) Then you get No Other Blade, which gives you bonus successes against people you’ve used Heart-Knowing Blade against but gives a penalty to using other weapons. (“Quoth the Daiklave: What’s Spring Razor got on me!?”) After that, Magnanimous Sunfire Blast lets you do bonus damage to foes you know have Intimacies opposed to you based on how many of them you know about via Heart-Knowing Blade. (“Quoth the Daiklave: Smells like regret.”) From there, you get Holy Miracle Strike, which allows you to focus your skill into a perfect blow that can cut anything. This can break unbreakable locks, cut through unbreakable doors, shatter ongoing spells – the trick is that to do it, you must know at least two Defining Intimacies of the being that most represents whatever you’re trying to cut, and once you channel them in this strike, you can never use them for the Charm ever again. This cannot be used to hurt other characters, but can be used as a Decisive gambit to break curses, spells or Charm effects that are hurting or controlling the target, though you do need to know the target’s Intimacies for that. It cannot end Limit Break or the Great Curse. (“Quoth the Daiklave: I’ll cut through anything for you.”) The final Charm is Battle Dance of the Warrior Wed, which happens when Adorei dreams of actually marrying her wielder. You can’t activate it – it is activated by Adorei herself when she thinks you’re going to die. Once activated, she dies when the combat ends, trading her life for yours. Until then, she recites three vows as part of her final “wedding dance” (read: fight). Her first vow, Your Blood Is Mine, heals you on any round you use her to successfully defend against all attacks made against you, as long as you attacked in the round and aren’t in Crash. Her second vow, I Am Your Aegis, gives you 1 Initiative at the start of each turn, even in Crash. Her final vow, Life and Death Through Me, prevents your Resolve and Guile from taking any penalties except from Intimacies, lets her reveal enemy Intimacies when you get hit by Decisive attacks (starting with the ones most useful to you for unnerving, scaring or confusing foes) and gives you automatic successes to threaten foes or otherwise cause them emotions that lower their defenses, sap Initiative or cause penalties based on “the profundity of the player’s social stunt and the ST’s creativity.” (“Quoth the Daiklave: Challala chalandora Adorei.”)

Once Adorei uses Battle Dance of the Warrior Wed, she dies. After her death, her voice ceases to speak and her presence is gone. You can still wield the daiklave and attune to it, but its special bonuses and Evocations are all gone. “It is said that once her power has passed from the world, Beloved Adorei will return on the next solar eclpse. Yet the next may not happen for another hundred or thousand years, or even longer.” However, you have an alternate method: get a crafter to fix her. This is a normal repair project, with two exceptions. First, your crafter (or you, if you are the crafter) must study her for a month continually to ensure the job can be done. Second, each repair roll must be accompanied by you making a difficulty 5 Performance roll to read a poem or haiku you wrote for Adorei. Your successes reduce the cost in gold points needed to awaken her, at least, but if you fail at the roll, the next repair roll can’t be made until you succeed. The difficulty does at least drop by 1 for each consecutive roll.

Brilliant Sentinel is a 3-dot set of orichalcum heavy plate. It originated in an enlightened city on the shore, raised and ruled by a potent Twilight. He brilliance and skill were seen as a threat, and while she fought to defend her city, she failed. This Twilight, Za’Rei, was the only survivor of her kingdom, and she vowed never again to let her creations be destroyed. She summoned forth a great dragon from the Pole of Fire, and in its breath she forged a suit of plate patterned on her iconic anima, with the chestplate resembling a lantern and each smaller plate bearing the image of flickering flames. The armor was able to absorb an anima’s Essence itself, thus shielding its wearer from deadly force. Once infused, it was then able to channel that power into a bright challenge to all foes, empowering its wearer to stand between them and the innocent. Brilliant Sentinel has two hearthstone slots – one under the throat, one between the shoulderblades.

Besides the normal traits of artifact heavy plate, Brilliant Sentinel, when attuned and worn, gives a small penalty to the Join Battle rolls of foes who have harmed or wish to harm one of the wearer’s Major or Defining Intimacies, which becomes a removed success rather than a removed die against non-Exalted creatures of darkness. …which still isn’t a system term. The armor has three Evocations, ranging from Essence 1 to 3. The first one, however, is not bought with XP – it is gained for free the moment you first attune to the armor. Also, if the armor has a Solar-aspect hearthstone in its neck slot, you can pay 1m to automatically give it one anima charge even if your anima is still dim.

The first Evocation is Luminous Soul Warden. It only works while your anima is glowing or more, and it lets you vent your anima into the armor, dimming your display to add charges. The armor can hold up to 3 anima charges, and once filled, it glows brightly, making it hard for you to be stealthy. Each charge reduces Decisive damage rolled against you while it’s in the armor, and you can reflexively end the Charm to vent all charges, returning your anima to a display equal to the levels in the armor. Second is Dawn of a Hundred Rebukes, which you can use at the start of any round no matter what your Initiative, as long as the armor is fully charged with anima. It vents all anima charges in a blinding flash that lets you roll Presence to make a gambit against all foes within 3 range bands, which gets automatic successes against “any cursed or blighted creature of the night” which is absolutely not a system term, and anyone that’s threatened or harmed your Major or Defining Intimacies. Anyone hit gets a penalty for two rounds due to being partially blinded and gets their action delayed, which can skip the turns entirely of trivial foes or non-Exalted ghosts, demons or other creatures of darkness. Still not a system term. Finally, you get Unconquered Guardian Defense, which works on anyone that is under the penalty from the last Charm. You glow in many colors, drawing in and eating the light that blinds them and distorting their vision so you’re the only thing they can see. Such foes can’t see or attack anyone but you for the rest of the round unless they pay Willpower and resist a Presence roll with their Resolve.

Next time: Moonlit Huntress, Shining Ice Mirror

Young Freud
Nov 26, 2006

Cooked Auto posted:


Yep, that’s a bomb alright.

TBF, that does look like a breaching charge made of detcord.

Rand Brittain
Mar 25, 2013

"Go on until you're stopped."
Adorei has an awesome concept and it's a shame that her actual mechanics don't entirely line up with it, since she tends to make you good at empathizing with the person you just murdered.

Cooked Auto
Aug 4, 2007

If you will not serve in combat, you will serve on the firing line!




Young Freud posted:

TBF, that does look like a breaching charge made of detcord.

It probably is for all I know. Still technically a bomb of sorts. :colbert:

Mors Rattus
Oct 25, 2007

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Exalted 3rd Edition: Non-Golden Stuff

Moonlit Huntress is a 3-dot moonsilver powerbow, built in a powerful Eastern demesne in the early First Age by the Lunar artisan Meheret. She used ritually grown wood to fuel the fires in which she shaped the metal by night, hiding it from sunlight by day. Each night, she quenched it in the blood of a great beast she had hunted for this sole purpose. After wielding it herself for several centuries, she gave it as a wedding gift to her Solar wife, who was also a hunter. After the Usurpation, it was recovered by Lunars, but its last wielder, Fangs-of-Ivory, was slain three years back by the Wyld Hunt. Now, the bow sleeps where Fangs-of-Ivory hid it before dying, awaiting the arrival of a Lunar or Solar. It is bound to a clear stream somewhere in the East, visible only by the light of the full moon at night, and only when it has been a month since the thaw of ice and stream is neither rushing nor still, when the moonlight can bend to show it on the rock bed. It is a recurved bow decorated with carvings of the phases of the moon along its arms, and two hearthstone sockets in the form of carved new moon designs.

When wielded by a Lunar or Solar, the Moonlit Huntress gains an additional blessing on top of its normal stats. This blessing changes ‘phases’ as your Initiative goes up and down. At 0 or lower, it is the NeW Moon blessing, which gives a bonus to stealth checks. At 1-4, it is Waning Moon, which gives a bonus to disengage. At 5-9, it is Half Moon, which gives a larger bonus to Awareness checks. At 10-14, it is Waxing Moon, which gives a larger bonus to rush and disengage. At 15+, it is Full Moon, which lets you aim reflexively from Long range when making Decisive attacks, though you get no aiming bonus for it – it just means you don’t need to waste time setting up to take a shot. The bow has one Essence 2 Evocation, Moonlit Huntress Aura. You must have used the bow in battle for at least two stories before you can learn it. Once a day, it lets you immediately gain 15 Initiative and have access to all five phase blessings for a few rounds.

Shining Ice Mirror is a 3-dot blue jade reaper daiklave (read: Sephiroth’s katana) that, by artifact standards, is minimalist and elegant in design, with only a thin, slightly curved blade the color of ice and a hilt woven with thin starmetal wire. It is a deliberate blade, rewarding foresight and planning over hacking and rending. Ancient records say it was forged by the Dragon-Blooded sorceress Mikako Khem as a gift for the Solar that her family served. It was shaped in the frozen flames in the heart of a long-destroyed Manse, serving as a symbol of Gens Mikako’s devotion until the very night of Usurpation. Surviving Shogunate documents indicate that it was taken from its Solar owner’s grave and wielded against the Winter Folk in battle, then returned after each untombing in great ceremonies of propitiation. The weapon was thought lost in the Wyld Crusade until its recent unearthing by the Haslanti League in the excavation of a First Age ruin discovered under a glacier. Now, a shadow stalks it across the North, and its last three owners have all been found dead, torn to bits and with their blood frozen around them. No records survive to indicate where the ancient tomb it was once placed in lies. It has a single hearthstone socket in its hilt.

A Solar wielding the blade may pay two extra motes on top of its normal attunement to gain its perfect balance, causing their Aim actions taken with intent to use the blade to also give the benefits of the Full Defense action, but without any of its costs. The sword has four Evocations ranging from Essence 1 to 3. The first, Winter Night Cut, can only be learned after you have first slain a significant foe in a single blow with it, sending them from unhurt to dead in a single Decisive attack. It causes the blade to send forth a freezing wind when you Crash a foe, giving them a penalty to Defense and all actions while Crashed. The second, Frozen Soul Resolve, is gained free when you use the blade to defeat a foe you have an Intimacy of fear or awe towards, or a significant foe that tried to intimidate or threaten you or inflict supernatural fear or awe on you. It lets you raise your Resolve against threats and attempts to overawe you, but reduces the benefits of your passionate Ties by one level of intensity for the rest of the scene, as you draw on the blade’s chill to freeze your heart. The third Evocation, Cold Moon Slash, requires you to defeat a significant foe you’ve maneuvered into unfavorable conditions by exploiting their Intimacies deliberately after learning them with Read Intentions actions before you can learn it. It lets you shoot a wave of freezing Essence at a foe as a Decisive attack, which also gives them a mobility penalty and a penalty to feats of strength for a few turns and lets you regain Willpower. The final Evocation, Ice-Fixing Stare, lets you freeze people with a Withering attack if they’re suffering penalties from earlier Evocations, making their penalties worse.

Spring Razor is a 3-dot green jade daiklave. In centuries past, a dragon named Vashir lived in the jungles of the Silent Crescent, with claws of oak and eyes of emerald, and a mane of beautiful petals. Its breath was sweet and venomous, and it killed many. A sworn brotherhood of Dragon-Blooded came together to slay Vashir, and one of them, Cynis Katen, carved out its most fragrant and poisonous fang, bringing it home and smelting down a fortune in jade and steel, to make it into a weapon. It took decades of work, yet she managed to neither scar nor scorch the wood of the tooth as she turned it into Spring Razor’s core. In Realm Year 632, when she first started going grey, Katen quenched the blade in the sap of a tree planted the day forging began, and it was finished. It is a double-edged blade with a slight curve, deep green and with a hilt of flowering brambles. The blade values elegance, beauty and death, and Cynis Katen insisted it was the purest expression of venomous power to have been made since the Scarlet Empress took power, though the wielders of the longfang Helltooth and the powerbow Green Death disagreed. It has two hearthstone sockets hidden in the brambles along its guard.

A Solar or Dragon-Blood that attunes to the blade gains its first Evocation free, and it has five Evocations from Essence 1 to 3. This first is Howling Lotus Strike, which allows a Decisive attack to deliver a poison equivalent to toxic arrow frog venom and makes the blade burn with venomous Essence. The second Evocation, Venom-Intensifying Stroke, makes your attack increase the damage and duration of any poison the target is suffering from each time you hit. The third and fourt Evocations can only be learned by non-Hideous characters that have one of Dexterity 4+, Appearance 4+ or a specialty in an elegant fighting style usable with Spring Razor. The third is Seven Widows Venom, which ensures that the poison delivered by Howling Lotus Strike always lasts for at least one round no matter how good the resistance roll is. The fourth, Deadly Flowers Blooming, makes pink and red flowers bloom along the blade. After three activations, they bloom fully, improving the damage and duration of the Howling Lotus Strike poison. The flowers can be removed with a Disarm gambit, ending the Evocation early. The final evocation requires two of the previously listed traits, and it is Delicate Crimson Execution. It makes your attack sprout flowers on the target’s body, which lower the duration of the poisons affecting the target…in order to concentrate it and do twice as much damage as the poison would have done.

Next time: Freedom’s Cadence, Hunting Hawk, Dauntless

Night10194
Feb 13, 2012

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

Just how many of these drat swords are there?

Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!


The Rifter 9½, part 12: "Sgt. Brick blew him a kiss and made several obscene gestures that only Dog Boys would understand."

Lastly, we get Every Motherless Son ..., which is about a group of Dog Boys being abused by their sergeant while in training, but it's tough abuse love, as they've being shipped out to Tolkeen soon and he wants them to be tough pups. But he goes too far and one tries to kill him with a mine! But he survives and the one who tried to kill him is in biiig trouble because he's a tough sergeant! End story. It also has that phoenetic nonsense I guess that's trying to make them sound like... uneducated rurals, I guess? It makes it just much tougher to read than necessary.

The Rifter 9½ posted:

"An' I ain't no dezzerta, an' I ain' no quitta neitha!", Posey added. His steely gaze fixed on Rex and the room went uncomfortably quiet. "Besssides, ya'll got no room ta talk like thet anyways, no-how. You shore didn't win no prizes out thare taday an' neitha did no one else."

It's alright as far as Rifts stories go but doesn't really go much of anywhere and is probably twice as long as it needs to be.


Wait, which of us was the fool all this time?

April Fool!
The Truth
By Kevin Siembieda


Siembieda assures us this issue has all been a joke, so relax. The Ferkelbergers haven't taken over the company! I was shocked!... shocked!... shocked that he thought anybody might swallow that seriously, but Siembieda has a tendency to treat fans very- gently, let's say.

The Rifter 9½ posted:

The madmen at Palladium Books are ... well ... lunatics. Crazy, goofy, silly people, who sometimes they can not contain the urge to be mischievous.

So, the big gag of this issue is that the normal editor for The Rifter, Wayne Smith, was kept entirely in the dark regarding this issue. They managed to hide the writing, the preparation, until it was finally printed and arrived in boxes.

The Rifter 9½ posted:

I don't remember whose idea it was - mine (Kevin Siembieda), Steve [Sheiring's], or Maryann [Siembieda's], but I will take credit for orchestrating the entire scheme and pulling it off.

Kevin? Take chief credit for something? That's so unlike him. He also insists that since there are only 10K copies, this will be a collector's item! Well, not so. It's currently about $8 on Amazon after shipping- originally it retailed for $7. However, as it's a "once in a millennium" special, they don't plan on doing another unless Palladium Books goes to the year 3000.


Frogs are funny, I suppose.

Lastly, Alex Marcinizsyn lays down some April Fool's facts - take that, Reader's Digest - and talks about his favorite pranks, like gluing a coin to the ground or telling somebody there's a UFO outside, and then laughing at them for trusting you.

So, ultimately this mostly the kind of mess you usually get from "Gamer Humor". That's not to say there aren't some rough gems that could be polished up - the Unlikely Gods section is actually pretty decent for that sort of thing, food superpowers are inconsistent but seem like they could be silly fun in the right hands, the new spellcasting has some enjoyable spells if you're wise enough to excise the casual cruelty packed into some of the material. Giga-damage is a decent joke that goes on about three times longer than it needs to. A lot of the rest tends from the tired and pedestrian (tourist jokes, really?) to the generally-incompetent (a lot of the supervillains aren't even jokes!). Maybe if this hadn't been so rushed, maybe if Wayne had gotten to look at it... it could have turned out better. Probably not, knowing Palladium's lack of quality control, but it's not impossible?

Humor in RPGs is a tough row to hoe, but The Rifter 9½ often falls into the key pitfall- providing both a joke and a punchline. In my experience, players will insert humor into a game as it is, and if you want to be a funny game, you create a setup for a joke and then have players naturally do what they do. The better versions of Paranoia embody this, setting up an essential contradiction where every character is a traitor and incentivized to enforce loyalty. Similarly, a game like Maid - for all its flaws - sets up a situation where you want to earn favor and tear your fellow peers down. But neither dictates how it plays out, simply creating fodder for absurd situations. Meanwhile, the humor in this issue is at best canned - it's a joke to tell at the table, but the joke was already spoiled in the issue. And it probably wasn't that funny to begin with. Granted, a lot of this was done very quickly to do the April Fool's Joke, though given the amount of reflection and editing that goes into your average Palladium book, I doubt extra time would have served the authors well.

Of course, there were be those who presume "Well, none of it was designed to be actually played.", and that's fair. But then, why bother giving stat totals and playable rules? (Well, as playable as Palladium is, anyway.) If that's the case, you may as well have done them like Space Gamer's "Ten Characters I Wouldn't Let In My Universe" and just give summaries if it's only intended for humor. Giving them S.D.C. totals doesn't actually make them funnier. And some, like the spellcasters, are clearly intended for... some sort of play.

Well, at least it's less cringeworthy than the swimsuit issues?

THAT'S ALL, GOONS!

Alien Rope Burn fucked around with this message at 15:53 on Apr 12, 2019

Mors Rattus
Oct 25, 2007

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Night10194 posted:

Just how many of these drat swords are there?

Five more in this book. Then the next book is all artifacts, but is actually more interesting and better at making the artifacts tell stories with their charms.

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Alien Rope Burn
Dec 5, 2004

I wanna be a saikyo HERO!

megane posted:

You'd think that someone writing an entire magazine of jokes would be funny once or twice just on accident.

Maybe there are people physically allergic to humor and this is like, their equivalent of gluten-free beer.

Too often it's "I'm referencing something else I found funny", with no thought to the audience, medium, or the joke's age. So it goes.

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