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EthanSteele
Nov 18, 2007

I can hear you

kommy5 posted:

That monetary system sounds awful. A liquid currency creates all sorts of nightmares. I mean, just imagine what happens if you drop a handful of change. Your coins might bounce a little, but you can go pick them up. Drop your liquid life water and it's gone unless it's a water proof surface. Save maybe you have a nice flower growing there to commemorate your losing your lunch money. And then there's the manner of keeping it clean and pure enough. And then there's the special nightmare of storing large volumes of it... Water is *heavy* and awkward to store. And using a fairly complex device to measure out change is a pain. Do you just keep a pipette on your belt beside your 'sphere' of magic water? What if the sphere has ten 'drops' removed? How does a seller know it's full or not? Do they have to whip out graduated cylinders and check the total volumes for every purchase? And then carefully pour back 100 drops into every Sphere and 10 into every phial? And when you're working with liquids, what happens to the stuff that inevitably clings to the insides of measuring devices and empty containers?

And this is assuming a 'drop' is a standardized unit of volume here. And the liquid doesn't change density, but at least that's a safe assumption. Usually.

Oh, goodness. Does it freeze? Boil? Now I'm imagining walking through a blizzard, going into an inn, and trying to melt your wallet. Or finding out it evaporated in the summer. But I suppose it might've just leaked out, instead.

These are all reasons why its good though!

For all the reasons that would make it not work at all you can assume those don't matter because otherwise it wouldn't work and it's magic in a high weirdness setting. For all the reasons that mean there's a bunch of weird infrastructure required to make it work, that's good, because its magic in a high weirdness setting so it being magic and weird is good.

It's weird and impractical while also being mundane enough to be able to imagine.

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Night10194
Feb 13, 2012

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

The question for me, to get around any 'It's magic so it doesn't matter if it's dumb as hell', is always 'what does it add'? What it seems to add is 'they use healing potions for money, how clever', which isn't a lot. I'd suspect it's primarily something they came up with for gameplay ('What's the most common gameplay consumable players will spend money on?').

It's mostly just an Invisible Sun style twee detail, it looks like.

Mors Rattus
Oct 25, 2007

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

Honestly? What it mainly adds is ‘here’s a quick way to heal if your PCs didn’t bring a healer.’

Night10194
Feb 13, 2012

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

Like I said, mostly a gameplay thing that's then backported into a somewhat awkward detail about the setting, then you move on. It's dumb as hell, but if it works in play it's probably fine.

GimpInBlack
Sep 27, 2012

That's right, kids, take lots of drugs, leave the universe behind, and pilot Enlightenment Voltron out into the cosmos to meet Alien Jesus.
For some reason I'm reminded of Fate games advising you not to use M&Ms as Fate point markers because players are likely to eat them....

Night10194
Feb 13, 2012

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

It's like how Yakuza 0 gets around the utter absurdity of both protagonists eating money to gain power: Someone tells Kiryu to invest in himself, and he immediately says 'oh that makes sense' and they never bring it up again nor go into what, exactly, he's doing. It just works because it's funny and lets them use money as the EXP meter, which works in gameplay.

And why does everyone who gets punched drop money when they're punched? It's the 80s, don't think about it.

Dawgstar
Jul 15, 2017

Could not using the drops for their 'we need to cleanse this place of Chaos/Undead/whatever taint' not also be a decent reason to cart them around?

Bieeanshee
Aug 21, 2000

Not keen on keening.


Grimey Drawer

GimpInBlack posted:

For some reason I'm reminded of Fate games advising you not to use M&Ms as Fate point markers because players are likely to eat them....

I've been reminded a little of 7th Sea and its 'burn XP as bennies' thing.

Night10194
Feb 13, 2012

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

Bieeanshee posted:

I've been reminded a little of 7th Sea and its 'burn XP as bennies' thing.

Oh god, that was the worst thing in 7th Sea. 'Resource you spend now OR gain permanent power with later' is the number 1 way to make players never, ever use the cool stuff resource to do anything cool.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin
Critically, Soulbound isn't a game about eking out a meager living as a pig farmer in this high-concept fantasy world, it's about being a team of elite anti-Chaos black ops agents protecting said high-concept fantasy world. Whether or not the economy works or makes sense is pretty far down on the priority list.

By popular demand
Jul 17, 2007

IT *BZZT* WASP ME--
IT WASP ME ALL *BZZT* ALONG!


Can you use those holy water flasks as grenades against Chaos?

Midjack
Dec 24, 2007



GimpInBlack posted:

Night's Black Egents: Solo Ops

Part Eleven: Never Say Dead, Chapter Four
  • Stokovich's goons still have Father Foretti at the group's safehouse. We could try to go rescue him.
  • Sinclair is still dogging our steps--he clearly knows our moves too well. We might need to take him out of the picture.
  • Finally, we have an extraction scenario: we could just gently caress off to the airport, spin a line of bullshit about why Stokovich isn't with us, and get the hell out of Hungary. Leyla can surely figure out how to avoid being delivered into Carlyle's hands on the flight.

Rescue Foretti

Night10194
Feb 13, 2012

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

Warhammer Fantasy Roleplay 2e: Karak Azgal

Oh my god, literally Tyl Ratger and his Tuberats

So this will be a brief overview of what the heroes are in for when they come down to level 3, before comparing their numbers against it and continuing a long narrative that is probably outside of the spirit of review because I'm locked in my apartment because of a pandemic.

This is partly because I want to get to it faster: The Skaven Plot really does feature a crazy engineer and his magic tube for making super tube rats. Okay, so far it's only disintegrated them, but if he just adjusts the power properly, some day it's going to turn them into the rat equivalent of the Fantastic Four! Bombarding things with hell radiation always works! It is an idea that cannot fail, only be failed!

The Skaven down on level 3 (and below) are split into two clans. They were originally one clan, but obviously one of the clans backstabbed the other clan because that is how rats do. The leader of the weaker clan is Grey Seer Farquan. He was originally fat, happy, and well-situated up in Skavenblight, happy to betray his way up the ladder and find a nice middle spot in the heirarchy to nap in with plenty of food and little danger. However, somehow, some vicious traitor-mice betrayed HIM-HIM instead of the other way around, which is just unfair. He wasn't enough of a threat to have killed immediately, though, so he was instead exiled to Karak Azgal to support the local clan warlord. He had killed and eaten the warlord within a week to establish dominance, and embarked on a plan to get enough rats to join him so he could go home and show those drat traitors who was who and get back to his food pellets and napping.

Unfortunately for him, just as he built a comfortable existence here in Karak Azgal and began to have success and some measure of power and luxury, one of his subordinates...you guessed it, his Warlock Engineer betrayed the poo poo out of him. Again. They'd taken over some dwarven kilns and forges, you see, and Skreet the Engineer began to suggest these should be the only thing the clan should care about. He had scheme-plans, yes-yes. Ideas right from the GREAT HORNED RAT about how he could use these to focus warpstone energy, regulate it, and blast it into somebody's eyeballs (and the rest of them) to hopefully make them into a super huge Skaven version of the Hulk. Farquan thought that sounded like a good way to get evaporated with warpstone energy (to date, he's been correct) and told Skreet it was stupid, so Skreet stole most of the warpstone and guns and fled down to the kilns with his minions to make his own nest. Farquan is furious, but also lazy and very, very old, so he is trying to gain the services of an immensely powerful (they swear) rat demon they have encountered in the tunnels, which will hopefully eventually not only eat Skreet and establish dominance, but maybe be a totally bitching unique mount for when he returns to Skavenblight in triumph and everyone throws him a parade about how sorry they are they betrayed such a cool genius Skaven.

Oh, also, Farquan has managed to make Rat-Squigs. If you don't know what a Squig is, imagine a big rubbery ball. Now give it teeth and tiny feet and a hyperactive attitude. Now cover it in fur and give it little rat-ears. That is the Rat Squig. Not only has Farquan had these abominations created, he actually knows how to ride one, which is pretty drat impressive for a lazy geriatric rat-wizard. While he can be a little stupid since he's kind of an upjumped wizard bureaucrat banished to the sticks, Farquan is also smarter than every Warhammer Wizard used as a boss so far: First, he tries to keep his Stormvermin bodyguards nearby in case he needs skaven shields devoted protectors. Second, he has a magic cloak that gives him AV 4. Combine with his 5 TB, and he's actually not easy to snipe out. He's also a powerful rat wizard with Mag 4 (he's actually a better wizard than Steeleye in Terror in Talabheim) and either the Lore of Chaos with some substitutions to make Warp Lightning or the Lore of the Warp if you have Children of the Horned Rat. Add his powerful rat-squig mount, and he's a respectable boss. Our version will be using Lore of Chaos because Lore of the Warp is kinda broken and the crunch in Children of the Horned Rat is pretty bad even as the fluff rules.

The Rat Demon isn't actually a full Verminlord (sadly, it'd be really amusing to see the heroes deal with one of those bemused horrors, so I might just scale the rat up) but is still an awful lot meaner than a normal Lesser Demon. It's also kind of stupid, which is a shame. I would have liked it to be a cunning force that is enjoying watching the rat civil war over which kind of comic book villain to be.

There's also a rookie Clan Eshin Master Assassin on Skreet's side. You can tell he's a rookie because you can loot a little book from his quarters called 'HOW TO KILL-KILL MAN-THING'. I like to imagine it's his first day as a real Master Assassin and he's just leafing through the book excitedly looking for pressure points :3:.

Skreet himself is kind of a badass. He has his arms enhanced by crazy little cyber-arm pistons driven by a second warpstone generator on his spine. He has a kickass magic lightning spear (that is sadly warpstone powered, so PCs who try to use it risk mutation) that does an extra Damage 4 hit once per round as it casts lightning bolt on you. He has two customized warplock pistols, decorated and finely crafted as a matched set (I like to imagine they have pearl handles). He's wearing an entire suit of chainmail MADE OUT OF WARPSTONE, on the theory that more warpstone means more green glow which must mean a protective energy shield. HE IS COMPLETELY CORRECT (It gives AV 4 from the magic shield, but he does not wear a helmet because he doesn't want the warpstone that close to his face). He is a short-tempered, domineering little STEM-lord of a rat, paranoid that everyone is trying to destroy him, constantly flinging his own minions into the lava pit that feeds the forges on any slight suspicion, and loudly wondering why they all hate him. And if they all hate him, surely they're all plot-plotting with Farquan to destroy him! He must have let-let the Adventurers past on purpose to silence the mighty brain-genius wonder-secrets of Engineer Skreet YES YES!

So he's not a very good boss. He also has a hilarious plan to get the orcs to stop trying to stuff him in a locker (they keep coming up to his level to try to stuff him in a locker). He will sell them guns. The orcs like the idea of being the orcs who make the transition from orc to ork by getting shootas, so they're in on this plan. They intend to get the guns, then shoot the rats with them and take whatever else the rats have. The rats have made sure the guns will explode. More than usual, yes. This can lead to hilarity. It's possible for the PCs to crash a tense orc-skaven arms deal, for the faulty and real guns to get mixed up in the process, and for arms to explode and people to be flung into lava left and right.

We also get revised rules for Ratling Guns that make them less of a sad joke! They still act like a Blunderbuss (Damage 3 in a long cone, Agi to avoid, no to-hit roll) but they can fire 25 'bursts' before reloading. Yes, a rat with a higher Attacks stat somehow makes the rotary fire system spin faster and fires more bursts in the same amount of time as a normal rat would. Given Skaven tech this is wholly unsurprising. They also have revised Warpfire throwers, which fire an AoE gout of flame that PCs get an Agi test to avoid, but actually require a to-hit roll first or they scatter (and can naturally malfunction and explode). All weapon systems require two rats to run properly. Shooting one rat out will have that rat squeaking for a new loader or gunner. So the Ratling Gun is no longer a joke weapon while still being somewhat less crazy dangerous than the insane Tabletop version.

Skreet's plan is to get people to come into his magic 'make Skaven superheroes' chamber so he can get the radiation levels right so they get superpowers instead of melting, burning to ash, or getting supercancer. It hasn't worked yet, but he's sure it's just a matter of slowly turning those dials, pushing buttons, and recording results. If cornered and defeated by the PCs, he will fling himself into the chamber. Will he become the Incredible Skaven Hulk? You will find out.

God bless these idiot rats.

Next Time: The Heroes Stumble Into This

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Froghammer posted:

Critically, Soulbound isn't a game about eking out a meager living as a pig farmer in this high-concept fantasy world, it's about being a team of elite anti-Chaos black ops agents protecting said high-concept fantasy world. Whether or not the economy works or makes sense is pretty far down on the priority list.
Though making the economy better, by creating new trade routes and finding valuable resources is a stated goal.

By popular demand posted:

Can you use those holy water flasks as grenades against Chaos?
In a way. One of their stated uses is that a sphere of it can cleanse a small area of chaos corruption.

Mors Rattus
Oct 25, 2007

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

Soulbound
Zoning

To discuss combat, we first need to discuss how Zones and positioning work. Fight scenes are split into multiple Zones, formed along natural divides in the environment. A room could be a Zone, the different decks of an airship could be Zones, you could split the sky into multiple Zones for aerial combat with clouds or wind. Most battlefields will have at least two Zones, and Zones can change in play. You blow up a wall and now two rooms merge into a single Zone, for example. Exact positioning within a Zone is generally unimportant.

This is also one of, basically, the only places that the Size rules come into play. Anything up to Large size has no special rules. Enormous creatures, which are things between 15 and 30 feet tall, take up an entire Zone, and any Zone they occupy can't have any of their enemies in it unless they climb on top of it. Enormous critters can attack adjacent Zones in melee, and anyone in an adjacent Zone can attack them in melee. Monstrous creatures are anything bigger than that, and they work the same but take up two full Zones or more.

Zones are able to have qualities, such as having Cover in them. Cover can be Partial ('enough to block at least half your body'), which increases your Defence against ranged attacks and gives a bonus to stealth when hiding behind it, or Total ('almost all of your body is blocked'), and this increases Defence against ranged attacks even further and gives Greater Advantage to stealth. Zones could also have Difficult Terrain, which is anything that makes it hard to move. It reduces the Speed of any creature in it, and any time you enter it, you've used up your Move action, even if you could normally move further. Also, it makes Reflexes checks harder. Zones could also include Hazards, which damage anyone in the Zone, or Obscurement, such as smoke or darkness. Obscurement can be Light or Heavy. Light Obscurement makes Awareness checks harder, while Heavy Obscurement causes anyone in the Zone to be Blinded while in it.

So, movement. Every character has a Move action they can make on their turn, and it's important in using it to understand the five ranges you can have. Ranges are relative to the Zones. You're in Close range of anything in arm's reach. You can make melee attacks at Close range or handle objects. Short Range is anything further than that which is still in the same Zone. It's a free action to move anywhere within Short range. Medium Range is any Zone adjacent to the one you're in, and to move to a spot in Medium range, you need to use your Move action. Long Range is anywhere two Zones away, and Extreme is anything three or more Zones away. To move that far takes most characters multiple turns.

Movement in combat can be split up however you like before and after your Action, as long as you stay within your total possible movement for the turn. You can also take Actions to get further movement if you want. How far your Move can go depends entirely on your Speed. Most characters have Normal speed. At Normal speed, you can use a Free action to go anywhere in Short Range, and your Move can move you out to an adjacent Zone. A Fast character, such as a Gryph-charger, can use their Move to go up to two Zones. A Slow character, such as most skeletons, must use their Move to go to Short range within their own Zone, and can't cross to an adjacent Zone without a Run Action. Move actions can also be used to stand up from being Prone; you can fall Prone as a free action. While Prone, you can only crawl. Crawling, swimming, climbing or squeezing in tight spaces reduces your Speed one step, and may require an Athletics check if it's difficult going.

If you ride a mount, you use their Speed rather than yours. Getting on a mount is a Move action, but getting off is usually a free action unless you're secured onto the mount. If you aren't secured, you have to make Reflexes checks to not fall off if your mount gets forcibly moved, though, or to manage to land on your feet if it falls over. Attackers can go for you or your mount. A trained mount gets its own Move and Action on your turn, but unless specifically noted, mounts can only use the Dodge or Run Actions. Intelligent or untrained mounts get their own turn and do whatever they want; you have no control over them.

Besides your movement, you also get an Action. By default, you can:
Attack - try to hit someone with a melee or ranged weapon.
Charge - move to another Zone and attack a target. This gives you a bonus to the attack, but reduces your Defence temporarily. If you are mounted, you use your mount's Speed to determine your charge max range, and both you and the mount get the penalty. You can't Charge someone in your starting Zone.
Called Shot - you can make a called shot, giving the foe a Defence bonus but debuffing them as well as doing damage. A headshot causes Stunned for a turn, an armshot causes them to drop something they're holding, a legshot knocks them prone.
Defend - you can try to guard an ally in Close range, forcing any attacks or spells targeting them to target you instead. Alternatively, you can defend a Zone, which forces anyone trying to enter it to have to make a check to be able to actually do so.
Dodge - you can spend your turn dodging, getting a bonus to DEfence and Reflexes checks
Flee - you use up your Action and Move, lose all current Mettle and leave the battle entirely. Doom rises by 1.
Grapple - you can grab someone with a Might check, causing them to become Restrained until they escape or you let go.
Help - you assist someone, giving them a bonus to their next roll, or distract an enemy, giving the next ally to attack them a bonus.
Hide - you attempt to enter stealth and avoid detection.
Improvise - 'Everything we didn't think of. Ask your GM.'
Parley - you try to talk to the enemy and calm them down or distract them. You tell the GM what you want to achieve and make a skill test; success may not get you exactly what you want, but can help deescalate or otherwise gain advantage.
React - you hold action until a specific trigger you declare. If this doesn't happen, you can choose either to do nothing or to take an action but go to the bottom of Initiative order for the rest of the fight.
Retreat - You signal for the party to retreat. If everyone agrees, you all safely escape the battle. If any member refuses, everyone can then choose individually to remain or retreat, but the Doom increases by 1.
Run - You move to an adjacent Zone.
Search - you make an check to try and find something useful in the area or get some sense of the magical energies in the region.
Seize the Initiative - You do nothing this turn, but go to the top of the Initiative order for the rest of the fight (or until someone displaces you, pushing you down one on the order).
Shove - you make a Might check to force someone out of Close range with you.
Use Object - this is specifically for stuff that's complex or takes time. Drawing weapons or objects from your gear is a free action, as is flicking switches or opening doors.

Attacks, specifically, work thusly: You take your Melee or Accuracy and compare it to the enemy's Defence. If your adjectives are equal, you're rolling at 4:1. If you're one step higher on the list, you're rolling 3:1. Two or more steps, 2:1. If you're one step lower, 5:1. If you're two or more steps lower, 6:1. (Enemies that are unware of your presence due to stealth are considered to automatically have Poor Defence, making it very easy to hit them.) You can't get better than 2:! or worse than 6:1. If you hit, you calculate your weapon's damage, which is usually 0-2 plus your total successes. You subtract the enemy's Armor from that, and they take the remaining amount in damage.

Ranged weapons have the complication of range. Essentially, attacking a target outside your weapon's range reduces your Accuracy the further away they are, as does attacking with a ranged weapon at Close range unless your weapon is specifically meant for it or you have the Point Blank Range Talent. You can also hit people with ranged weapons, but they count as improvised weapons.

Dual Wielding also gets some special considerations. When you attack a single target, you are assumed to be using both weapons and just pick one to deal damage with. If you're using two weapons of the same type (melee or ranged), you can split your dicepool, rolling two attacks against different targets. They both count as a single attack, so Training and Focus only apply once - you have to pick which target to apply each to with the split pool. If you're using one melee and one ranged weapon, you do the same split, but your pool is only Body, including neither Ballistic nor Weapon Skill. Once you split it, you pick one to be the primary attack. You apply the appropriate skill's Training and Focus to the primary attack. The secondary attack gets neither Training nor Focus bonuses.

Damage is dealt to Toughness first. Once Toughness reaches zero, any damage that's left becomes Wounds. If you run out of Wounds, you become Mortally Wounded. The type of Wound you get depends on how much damage you take after Toughness hits 0. 1-damage hits become Minor Wounds, which take up a single space on your Wound track. 2-4 Damage hits become Serious Wounds, which take up two speces. 5+ damage hits become Deadly Wounds, which take up 3 spaces. If you regain Toughness, you stop taking Wounds until it runs out again. You can also take Wounds by drowning; any PC can survive for Body+1 minutes without air just fine. After that, you have (Body) rounds to get air; if you don't, at the start of your next turn your entire Wound track fills up and you become Mortally Wounded.

When you are Mortally Wounded, you fill in any spaces on your Wound track that weren't full already - mostly, this is if you take more damage than you have space to fill on the Wound track at the time - and become Stunned. You mark the Mortally Wounded box, and at the start of your next turn, you have to make a Death Test. By default, this is a DN 4 test of your highest attribute, and Complexity is based on the severity of the Wound that made you hit Mortally Wounded. A Minor Wound is 4:1, a Serious is 4:2 and a Deadly is 4:3. If you succeed, you are no longer Mortally Wounded or Stunned, though the next hit will drop you back into it. If you fail, the DN of hte test goes up by 1. If it would go over 6, you die. If you take damage while still Mortally Wounded, the Complexity of the checks goes up by 1. If the complexity grows bigger than your dicepool, you die. An ally can step in to make a Medicine check at the same difficulty to remove Mortally Wounded; alternatively, a Soulbound ally (or you, if you're Soulbound) can step in and use Soulfire to save you. (A sidebar also notes that only the most ravenously hungry or rage-consumed foes will keep attacking a foe that has fallen in battle; most will move on to other targets rather than beating on a Mortally Wounded person.)

However, on any turn you would make a Death Test, instead of rolling it, you can choose to make a Last Stand. When you do this, you declare that before you take any actions. You lose Stunned and any other Conditions, regain all Mettle and become immune to all damage, even environmental hazards. You get a bonus to Melee and Accuracy, and all damage you deal, even from spells or Miracles, ignores armor. When your turn ends, you die. This death, exclusively, does not increase Doom; instead, the Binding refills to max Soulfire (though, if you were Soulbond, that's reduced until a new member can be inducted.) It isn't explicitly noted, but this is an excellent option for Stormcast, who will be coming back afterwards.

How do you heal? Besides magic or Aqua Ghyranis, there's a few ways. Any time you get ten minutes to rest from battle, have a snack and so on, your Toughness completely refills. Any time you get 8 hours to rest (two of which can be spent prepping food, studying or hunting or similar), you regain all Toughness and clear one space on your Wound track. Any time you get downtime enough for downtime actions, you heal all Wounds.

Next time: Downtime

Everyone
Sep 6, 2019

by sebmojo

Night10194 posted:

Warhammer Fantasy Roleplay 2e: Karak Azgal

Oh my god, literally Tyl Ratger and his Tuberats


Next Time: The Heroes Stumble Into This

Is it weird that I imagine Farquan to have the voice of rat John Lithgow?

Everyone fucked around with this message at 20:01 on May 11, 2020

Night10194
Feb 13, 2012

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

In the future please just quote the headline or something if you want to respond to the huge blocks of text that are my review posts. It makes things easier to read.

Everyone
Sep 6, 2019

by sebmojo

Night10194 posted:

In the future please just quote the headline or something if you want to respond to the huge blocks of text that are my review posts. It makes things easier to read.

Edited and done.

I still think one of the best things about Gilbert and co. is how much mileage they've gotten out of... just not being assholes to other people.

Gilbert is a Noble Lord and his fief is probably surprisingly prosperous for its size because the peasants there work their asses off to make sure of it. Because he's the best master they've had in living memory. Because he doesn't treat them like they're poo poo on his boots.

Just the basicness of it is hilarious.

Bretonnian Noble: How do you get your serfs to work so diligently?
Gilbert: I treat them like they're human beings.

Desiden
Mar 13, 2016

Mindless self indulgence is SRS BIZNS

Froghammer posted:

Critically, Soulbound isn't a game about eking out a meager living as a pig farmer in this high-concept fantasy world, it's about being a team of elite anti-Chaos black ops agents protecting said high-concept fantasy world. Whether or not the economy works or makes sense is pretty far down on the priority list.


MonsterEnvy posted:

Though making the economy better, by creating new trade routes and finding valuable resources is a stated goal.

In a way. One of their stated uses is that a sphere of it can cleanse a small area of chaos corruption.

Tying both these points together, the AoS setting is very much a post-post-apocalypse, set up in a way akin to the "points of light" dnd setting where you have bastions of civilization spread out between vast tracks of land still home to chaos and other hazards. Classic warhammer was a creepy medievalish fantasy setting where your average villager is trying to get by and maybe deal with the occasional mutation or maybe stories of the deep woods being home to beastmen. In AoS, many of the cities are created by people choosing to leave the safety of Azyrheim (or at this point, their children or grandchildren) and take back chaos lands starting with beachheads made by the various forces of order. Your average villager there can look out his window and see the direct results of chaos, and rather than a creeping threat, ravening bands of chaos worshippers are a regular hazard everyone, not just the stormcast, are working to push back.

Ratoslov
Feb 15, 2012

Now prepare yourselves! You're the guests of honor at the Greatest Kung Fu Cannibal BBQ Ever!

God, I love Skaven.

Night10194
Feb 13, 2012

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

I have to imagine entangling weapons like the whip are just as, if not more powerful in 4e where they're also excellent for knocking Advantage off people. Elena's whip is legit one of the MVPs of the rolled-out combats behind the scenes, because anything she hits with it doesn't take a lot of damage, sure, but they save with Agi or get entangled, at which point for at least one turn the only thing they can do is break out of it with Str or Agi. It can still be used at melee range and she's tough enough in plate to survive getting mixed up.

Technically it's even a house-rule/sanity check that she can only entangle one enemy at a time, even. Never underestimate whips, nets, and bolas, neither in this edition nor the next.

ChaseSP
Mar 25, 2013



Entangled is even better in 4e because whips actually do damage as well as applying the Entangled Condition, albeit you can't attack while a person is Entangled and can only Entangle one person with a whip.

MonsterEnvy
Feb 4, 2012

Shocked I tell you
On the rules relating to Zones in Soulbound the book comes with a good example map of how it can work.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin
Wait so if Azyrheim never fell, what did they use for money during the Age of Chaos

Night10194
Feb 13, 2012

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

Sigmarcoin, going by the normal naming scheme.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Froghammer posted:

Wait so if Azyrheim never fell, what did they use for money during the Age of Chaos

Azyr currency. (Which I think was gold coins or gems can't remember.) It did not catch on in the Free Cities.

Night10194 posted:

Sigmarcoin, going by the normal naming scheme.

It had an actual name, that was not that, but I can't remember it off the top of my head.

Fivemarks
Feb 21, 2015
Skaven being just right when well written kinda makes me sad they aren't in 40k. But at the same time, makes me happy because 40k would find a way to ruin them.

... Admittedly, the idea of replacing the Tau with SPACE SKAVEN is hilarious.

Edit: Especially if SPACE SKAVEN have a very "Metroid Prime Space Pirate" idea of problem solving and experimentation, what with all the logs in Metroid Prime that boil down to "gently caress it just douse it in Phazon and see what happens!"

Fivemarks fucked around with this message at 22:49 on May 11, 2020

Joe Slowboat
Nov 9, 2016

Higgledy-Piggledy Whale Statements



Night10194 posted:

Sigmarcoin, going by the normal naming scheme.

Sigmarcoin works because while it requires exponentially greater lightning as time goes by, there's infinite lightning in Azyrheim. However, this makes it a poor fit for the rest of the universe.

There's already Skaven in 40K. The Imperium already exists.

Night10194
Feb 13, 2012

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

I made Space Skaven when I was much younger to be the evil counterpart to the Tau. They were under the 4 Grand Corporations and completely convinced their insane oligarchy was a super rational meritocracy.

Because whenever you see 'meritocracy', ask who is measuring merit, what the merit is, and expect it's probably just an oligarchy/plutocracy.

Froghammer
Sep 8, 2012

Khajit has wares
if you have coin

Night10194 posted:

Sigmarcoin, going by the normal naming scheme.
Sigmarbux

I'm actually kind of satisfied with healing potions as money when viewed under the lens of cities being founded within living memory by people used to living in post-apocalyptic hellscapes. Barter economy doesn't just instantly vanish among people who've traded scraps for other scraps for generations, and I can totally see Sigmar and co. saying "Well, okay, they're using magic water as money, and that's...less than ideal, but at least they're using SOMETHING for money, so we've got that going for us"

kommy5
Dec 6, 2016

Sigmarks

That Old Tree
Jun 24, 2012

nah


Anyone say "Sigmarks" yet?

MonsterEnvy
Feb 4, 2012

Shocked I tell you

That Old Tree posted:

Anyone say "Sigmarks" yet?

Minutes before you.

The Lone Badger
Sep 24, 2007

One drop is about 0.1ml. So an orb holds 2 tsp and is about the size of a plum.

Night10194
Feb 13, 2012

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

Fivemarks posted:

Edit: Especially if SPACE SKAVEN have a very "Metroid Prime Space Pirate" idea of problem solving and experimentation, what with all the logs in Metroid Prime that boil down to "gently caress it just douse it in Phazon and see what happens!"

Just adjusting the dial that says warpstone until all my problems are solved forever and nobody (or everybody) is disintegrated.

They really are kindred spirits to the Space Pirates.

Vox Valentine
May 31, 2013

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

"Science Team has warpstone for brains."

Selachian
Oct 9, 2012

That Old Tree posted:

Anyone say "Sigmarks" yet?

Sigmoleons.



After this campaign premise, This Is Normal Now describes of various interesting groups in the setting. Among them:

- Abzynth is the biggest name in the reintegration industry, publishing books and videos, giving seminars and training courses, and manufacturing “pharmasocial” drugs that help maintain reintegration.
- Blackstar is a paramilitary corporation that gets called in when rampagers threaten national security, which they usually handle by wiping out the rampagers and then leaving the local citizens to deal with the inevitable retaliation.
- The Center for Incident Control is the government agency that monitors rampagers and other Carcosan influences, and does nothing to actually control them.
- The Strategic Allocation Association is a federal lobby that opposes any attempt to spend more on investigating SRI or Carcosa.
- The Temple of Hali is a New Age-slash-Scientology cult (based in California, natch) that originated with the founder allegedly meeting The King in Yellow, and promises inner peace and prosperity to anyone willing to follow its teachings.
- /yel/ is the sub-you-know-what of a certain popular message board, dedicated to discussing Carcosa-related content, and/or trolling and harassing people who actually believe in Carcosa.

The “Foes” section includes various types of rampager, as well as other Carcosan entities that have traveled to this world as part of the inbreak and humans who have been affected by Carcosan emanations. I particularly like the stan, shown here:



Also included is a “People” section with one-paragraph thumbnail sketches of various people who may be useful in your game, as victims, witnesses, patrons, or opponents.

The book finishes off with some general guidelines on running the YKRPG games, including:

- possible aspects of the Yellow King, his daughters, and Carcosa that might affect your games
- further tips on running investigations and narrating fights
- guidelines for creating your own shock and injury cards
- how to tie the four campaigns together with recurring elements, plot lines, and references

And finally, there's one more sample adventure, “Entanglement,” where the PCs attend a strange lecture and then discover they've all been invited to an even stranger Facebook group that they can't seem to leave.

And that's The Yellow King Role-Playing Game. It's worth a look if you want the challenge of running games in four very different but interlocking campaigns, or you can just take one of the books and use it to run a short horror game. And if you want to play a Cthulhu-style game but you're bored with the usual squamous and rugose beasties, this game can provide a much different experience.

There are currently a few supplements for YKRPG that I can't review because I haven't read them yet:

- Absinthe in Carcosa is an artsy city guidebook for Paris.
- Black Star Magic adds PC-facing spellcasting rules for any of the campaigns, because what Cthulhu-esque game is complete without melting your brain trying to cast spells?
- The Missing and the Lost is a novel by Laws set in the Aftermath era.
- You can also buy basic shock and injury card decks if you really want physical cards but can't be bothered to print your own.

Mors Rattus
Oct 25, 2007

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

Night10194 posted:

Just adjusting the dial that says warpstone until all my problems are solved forever and nobody (or everybody) is disintegrated.

They really are kindred spirits to the Space Pirates.

The Necroquake being caused by a group of Skaven wandering into the Black Pyramid and using some warp stone to rip a portal open to the middle of an ocean by accident is one of my favorite parts of the Necroquake.

Night10194
Feb 13, 2012

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

I honestly kind of want to run 'Skreet Succeeded, Now You Are The Skaven Fantastic Four' some day.

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Dawgstar
Jul 15, 2017

Mors Rattus posted:

The Necroquake being caused by a group of Skaven wandering into the Black Pyramid and using some warp stone to rip a portal open to the middle of an ocean by accident is one of my favorite parts of the Necroquake.

The Skaven saving the world through completely accidental and self-involved means is one of my favorite GW-related things.

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