Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
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!
Wrt missing in combat in RPG's... I've been thinking. Age of Wonders 1, 2 and Planetfall had attacks that either hit or missed, which made combat extremely swingy because either you did full damage or you did no damage and lol gently caress you enjoy your wasted turn.

Age of Wonders 3 instead had near-static damage, affected by circumstances(cover, range, etc.) to give a more or less certain effect for everything you did, making everything feel less gambletastic and more tactical. Would it be possible to apply the same, in a satisfying way, to RPG combat? So that every attack has a hit and a "graze" effect, so that everything you do has at least some impact?

I'm generally a fan of not wasting players' time and rolls for "lol nothing happened!!!!!"

Adbot
ADBOT LOVES YOU

Night10194
Feb 13, 2012

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

The main thing that helps WHFRP's combat in its current state is that turns are fast and combat is simple. Combat in WHFRP2e is mostly numberslam, but it's reasonably well balanced numberslam that goes fairly fast (though that might just be that I have a ton of experience both running and playing it, so it moves fast for me). The other difficulty it faces is that the system as it is is designed around the idea that you have multiple possible chances to deflect or mitigate incoming damage; part of why WH40KRP got so out of hand is that it kept the PC Wound levels from WHFRP but it didn't do anything to address how loving insane damage vs. DR got. 40kRP would have been fine even with its numbers if PCs could get huge numbers of Wounds, too.

4e tries to do something similar to what you're suggesting by making all melee attacks opposed tests, where if both characters fail but the attacker fails less they still hit, but it's still not a fully mitigation rather than avoidance based system like you suggest. I think to design around that you'd have to redesign the entire durability and accuracy system, though a game built on that concept would probably work fine.

megane
Jun 20, 2008



All I needed to know about that Epic Feat section was that barbarians get "if you stand next to a wizard, he gets a tiny penalty to his check to cast defensively" while wizards get "you never take AOs for casting, literally ever, period."

Big Mad Drongo
Nov 10, 2006

PurpleXVI posted:

Wrt missing in combat in RPG's... I've been thinking. Age of Wonders 1, 2 and Planetfall had attacks that either hit or missed, which made combat extremely swingy because either you did full damage or you did no damage and lol gently caress you enjoy your wasted turn.

Age of Wonders 3 instead had near-static damage, affected by circumstances(cover, range, etc.) to give a more or less certain effect for everything you did, making everything feel less gambletastic and more tactical. Would it be possible to apply the same, in a satisfying way, to RPG combat? So that every attack has a hit and a "graze" effect, so that everything you do has at least some impact?

I'm generally a fan of not wasting players' time and rolls for "lol nothing happened!!!!!"

IIRC (it's been a few years since I last played) 13th Age has a lot of attacks with some variation of Do Your Level In Damage on miss, with daily abilities generally doing half damage on miss, and status effects either have their duration reduced to a single round or inflict a less dangerous status on miss.

It can still be pretty swingy (the difference between, say, 3d6 and 3 can be pretty huge) and I don't think Your Level damage applies to basic attacks, but it's something.

Also, enemies pretty much never roll for damage. Their attacks just have a set damage number.

Night10194
Feb 13, 2012

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

13th Age is a game I really want to see get a second edition with Jonathon Tweet launched into the sun where he can't constantly hold it back. The helpful 'this is each author's commentary' thing in that book really helps show you how much almost every bad or boring idea in that game came from him.

StratGoatCom
Aug 6, 2019

Our security is guaranteed by being able to melt the eyeballs of any other forum's denizens at 15 minutes notice


JcDent posted:

Meanwhile, Glory was created by a TITAN that used to be a 4chan server

MYRMIDON was a TITAN cluster that specialized in military leadership; maybe not a 4chan server, but Glory being.... Glory makes a degree of sense as something created as a final 'well, gently caress you too' booby trap to anyone picking over it's corpse - possibly even to other TITANS, since the bastard things were known to have slapfights between each other.

Cooked Auto
Aug 4, 2007

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




Night10194 posted:

13th Age is a game I really want to see get a second edition with Jonathan Tweet launched into the sun where he can't constantly hold it back. The helpful 'this is each author's commentary' thing in that book really helps show you how much almost every bad or boring idea in that game came from him.

A 2nd ed for 13th Age would've been nice yeah. I did enjoy playing that even if some of the design choices *coughroguescough* weren't all that spectacular.
Not sure how I manage to pick the classes with the least interesting options whenever I play D&D or D&D-likes.

Night10194
Feb 13, 2012

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

Cooked Auto posted:

A 2nd ed for 13th Age would've been nice yeah. I did enjoy playing that even if some of the design choices *coughroguescough* weren't all that spectacular.
Not sure how I manage to pick the classes with the least interesting options whenever I play D&D or D&D-likes.

You picked a non-magicman in a d20 game where one of the creators spent the entire design process saying 'we can't throw out X terrible d20 design decision, it's tradition!', I'm afraid.

I love how the Rogue being the 'complex martial' boiled down to 'hit people someone else is already hitting' and 'have a completely useless momentum mechanic'.

Night10194 fucked around with this message at 16:41 on Sep 4, 2019

Mors Rattus
Oct 25, 2007

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

Night Horrors: Shunned by the Moon
As In Geryon

Human legends are full of mythological beasts, immense monsters and so on. Some of these are wholly fictional or based on encounters with relatively normal monsters in the World of Darkness. Others are the few Earthbound idigam, who managed to escape Wolf. And a few are something else. These monsters, when they talk to anyone, call themselves the First or the Geryo. They once answered to another name, though most now despise that title – Urighur. It is a name that, for the Geryo, speaks of bitterness and neglect. Once, the Urighur hunted the world over to prove their worth to their creator, but they were never good enough. They terrified mortals and monsters for the sake of their parent, but they were cast aside. Now, they pursue destruction and hunting because it is their nature, and because of their own spite.

If the First do not lie, they are the original children of Wolf. They are predators whose existence is so old, so imprinted on the world, that their stories move through collective nightmare. Cerberus, Orthus, Geryon – these are the memories of the Geryo. Many of them adopt classical names of myth, largely because they want to distance themselves from their hated First Tongue names, given to them by the parent that abandoned them. In many ways, they are similar to werewolves. They are prototypical hunters, the first attempt by Wolf to make servitors in its own image. They wield the power of spirits and an ancient form of the Sacred Hunt. The world quakes at their mere presence, struggling to bear their metaphysical weight. Unfortunately, this kinship is dangerous to werewolves – a vector for the taint the Urighur carry. Werewolves are prone to infection by the potent warping within the Geryo.

The Geryo are able to inflict their own nature as a spiritual infection on werewolves, overloading their bodies and souls with ancient mutations. The results are known to the Geryo as the Distorted, and many of them take a sort of vengeful pleasure in making their usurpers suffer. Most werewolves know little of the Geryo, of course. Until recently, most of them were imprisoned. Their legacy might come forth in werewolves exposed to otherworldly energy or who lost the harmony of Flesh and Spirit, creating twisted and contagious monstrosities, but these brief outbreaks were treated as unique events. The idea of ancient proto-werewolves predating even the First Pack was at best a myth of no relevance or truth, even among the greatest lorekeepers. Until now, that is.

A sidebar notes that one may note similarities between the Geryo and the Horrors that are in Beast. Horrors often take dream-forms resembling the Geryo, and the Geryo twist reality by their very presence. However, the Geryo are also similar to werewolves, especially in their singleminded determination to hunt and kill. Some Geryo that know of Beasts claim to be the original offspring of the Dark Mother and Wolf, claiming that both parents abandoned them and hating both Beast and Werewolf over it. Beasts certainly have Kinship towards the Geryo, just like…everything else…but the Geryo are entirely immune to Beast Kinship abilities. Geryo cannot innately identify Beasts, but any attempt to use a Kinship ability in the presence of a Geryo causes the Geryo to suffer a feeling of intense revulsion. All Geryo, both First and Distorted, are naturally hostile to anyone they know to be a Beast. Further, the Geryo strain may infect Beasts as easily as werewolves, and it can be transmitted between Beasts by shared Lairs as well as the normal vector (physical injury). It is possible to quarantine this outbreak, but gently caress Beasts, don’t bother. Also, it’s likely to terrify them, because spiritual infection is an entirely outside-context problem for them.

The Geryo are unified largely by being monsters. Any resemblance they may have to humanity is merely there to emphasize their grotesquerie. They are not necessarily shapeshifters, unlike werewolves. Some are, but not all, and those that can shapeshift do so for the sake solely of destroying their prey and anyone that would shelter them. The Geryo are not subtle beings; if their claims are true, they were Wolf’s enforcers, his hunger and might given form. When ancient beings broke Wolf’s laws, he would send the Urighur to kill them as an example. Collateral damage is and was never a concern for them, which may be part of why Wolf deemed them failures – their unchecked fury tore at reality itself. They were also torn by competing aspects of their nature. In each was the single-minded hunting urge, and they were relentless in this…too relentless. They would seek and destroy their prey without regard for Wolf’s greater goals. They spread fear and terror without care for anything else.

In time, it seems Wolf grew tired of his children and their disobedience. He possibly learned the value of restraint from the destruction they caused and the scars they left. The First claim that Wolf betrayed them – rather than killing them, Wolf led them into the depths of the Border Marches and bound them there, far from any other life, to sleep forever. They raged at Wolf’s abandonment and despaired, but could not disobey their creator. They went dormant and were forgotten. If any of this is true, Wolf certainly never spoke of it to the werewolves that would be made after. Wolf’s death broke the chains keeping the Urighur asleep, and they woke in their prison, raging and howling. Their bodies and souls twisted, adapting to the Gauntlet as the Border Marches collapsed around them. They remained trapped in the Gauntlet-prison for millenia, their anger flowing into the dreams of humanity. Some wormed their way free in that time, while others have only recently emerged to terrorize the world once more. Their freedom comes from slow and determined effort, occasionally aided by some reality-warping contagion. (For this, see the Contagion Chronicle. But don’t, because it’s not very good.)

A sidebar notes that one rumor that will begin to spread about the Geryo is that they are literally immortal. Each can be fought and killed, yes…but eventually, the rumor says, they will return. As long as someone remembers the legend of a Geryo, they cannot truly die, for they have infected the human psyche and are too deeply embedded there. This, it is whispered, is why Wolf sent them to sleep rather than killing them. If this is true, permanently destroying a Geryo would require forcing the world to forget about it or twisting the legends enough that it was no longer recognizable, or perhaps mimicking whatever folklore claims was its eventual downfall. The sidebar also notes that the Nightmares of Beasts might be able to disrupt a connection between the Geryo and the collective unconscious, preventing the creature from finding purchase in dream in the moment of death. However, no matter what, if the GM decides this is true, killing a Geryo would require immense effort and coordination.

The Distorted are werewolves infected with the nature of the Geryo, or ‘the Geryo strain.’ Werewolves are hybrids of flesh and spirit, which makes them metaphysically mercurial, and their innate directives to hunt, shift and kill can be hijacked. The Geryo mutate them by tapping into these directives and infecting them with their own nature. Geryo infection is not subtle or easy to hide. The transformations begin slowly, but are accelerated by physical trauma and strong emotion, and each use of shapeshifting warps the werewolf further. Regenerative abilities misfire, causing physical mutations such as extra eyes or appendages, and cells go into overdrive to repair “damage” that doesn’t match the mutated template they now follow. Rage and other strong emotions warp the mind, reshaping it to more closely match the Geryo that infected them. The transformations are always painful, and the suffering and mental instability they bring is wearing. Unless your pack or a group of Hunters kill you quickly, it’s only a matter of time before you are driven to madness.

To make it worse, a Distorted is not easy to kill. Their survival instinct goes into overdrive as well. They are driven to conceal what changes they can, retreating from their pack if they can’t. The contagion may push them to infect others rather than be killed when it inevitably is discovered. Some even deliberately expose their packmates to their blood or other bodily fluids, or secretly cut off bits of flesh to add to group meals, so that they can share their contagion with the pack and so be kept alive by communal suffering.

The Geryo, as children of Wolf, are immensely potent apex predators. Each is a hunter designed to find a specific kind of prey and destroy it utterly. Many are chimerical creatures, such as a sphinx or manticore, while others are normal-ish beings with extra heads or appendages. They are a mix of Pangaean power and alien might, thanks to being trapped in their prison while the Border Marches collapsed. They adapted to their dying world even in their sleep, and are now some of the last true natives of the Gauntlet. That’s their home. Geryo are built like spirits, mechanically, with the following notes:
1. Geryo range from rank 3 to 5 most of the time; only the weakest are rank 2, and some may be rank 6 or more. They are not spirits and are not considered spirits for purposes of power targeting, despite following many of the same rules.
2. Geryo are native to the Gauntlet. They can use the equivalent of werewolf spirit senses to see into Flesh or Spirit, can move between them from the Gauntlet, and can naturally return to the Gauntlet easily. They cannot move directly between Flesh and Spirit, however, as the Gauntlet is a real location for them. They do not exist in Twilight; no matter what realm they are in, they are fully solid. However, they do suffer Essence bleed as a spirit would when outside the Gauntlet, unless they are engaged in a Sacred Hunt.
3. Like a werewolf, a Geryo has a Blood and Bone nature. Their Blood represents their darkest, most destructive aspect, and they follow it while on the Sacred Hunt. Their Bone represents their alien interests, and is followed when not hunting. Their Blood is usually something like ‘Sadistic’ or ‘Carnage’ or ‘Malevolent,’ and their Bone reflects their alien obsessions and tends to be things like ‘Collecting,’ ‘Punishing’ or ‘Testing.’
4. Geryo have prey that resonates with them individually. Each periodically gains the Sacred Hunt condition towards some prey that fits its programmed criteria, usually within a month of their last hunt. A Geryo with a master also gains the Sacred Hunt condition towards prey designated by the master, regardless of if it matches their nature. While on the Sacred Hunt, a Geryo knows the direction of the prey and its environmental disruptions become more dangerous. Further, their natural weaponry always count as a Bane of their Sacred Hunted prey, even if they don’t normally have Banes. The exception is Formless idigam, who were the Geryos’ biggest failure as hunters.
5. While Sacred Hunting, the Geryo automatically shift into the same plane of existence as their prey at the start of each scene, if required.
6. Geryo regenerate damage as if they were a werewolf with Primal Urge of double their Rank. When targeted by any offensive magical effect, they can spend Essence to attempt a Clash of Wills to prevent it, which is crazy powerful.
7. Geryo do not have spirit Numina, but do have werewolf Shadow Gifts based on their Rank. They get all facets of any Gift they have, and never get Wolf or Moon Gifts. They often also have unique powers.
8. Geryo may not have shapeshifting forms, but can spend Essence to enhance their killing power, gaining several of the effects of a werewolf’s Gauru warform for a scene.
9. Geryo do not have Influences. Instead, they cause worldshaking reality quakes, which they can spend Essence to suppress. Outside the Gauntlet, these cause an Extreme Environment around them for a few miles. Miles. This grows stronger when on the Sacred Hunt, especially when their prey is within the area of effect. A Geryo’s realityquakes may take the form of something other than Extreme Environments – several in the book have unique rules instead for what they do to the area around them.
10. Any shapeshifter injured by a Geryo or has frequent or prolonged contact with them must make a check at the end of the scene to see if they contract the Geryo strain. Werewolves and Beasts are explicitly always vulnerable, and other monsters might be at GM discretion. Once infected, you have to make a check every three days to see if it progresses. Succeed at these enough and you fight off the disease; fail enough and it takes you over, making you a Distorted.

The Geryo are free of slavery to Wolf thanks to Wolf’s death, and many are wary of further slavery, but they were made to serve. It is possible for a very strong will to bind the First by exploiting their hardwired instinct to obey Wolf and follow their programmed directives. Once a Geryo has a master, they cannot be bound by another. The hardest way to do it is just to impose your will on them. To do this, you have to find them and speak their true First Tongue name, then command it to obey. You then make a roll against the Geryo; if you win, you are now its master. It’s not easy, as you get a penalty based on its Rank if you don’t outrank it spiritually, but you’re emulating Wolf – name the beast and dominate it.

A Geryo may willingly offer service in exchange for something, but these deals inevitably have conditions that will free them, such as a defined time limit or a set number of tasks they’ll do. If the master agrees to the deal, including anything the Geryo demands of them, then the two are bound together for the duration as long as the deal is not broken. Neither is able to protect themselves from harm caused by the other if they break the deal. Geryo would almost never consider breaking the terms of such a deal – it’d go against the essence of what they are. Few masters are as reliable, however. Geryo cannot make deals like this with each other – only non-Geryo beings.

Either way, a master is immune to a Geryo’s powers and realityquakes unless they want to be affected. They are not immune to Geryo infection from their servant, though, if they would normally be susceptible to it. However, there is a cost. The master gains the Monstrous Servant condition, which begins to erode their personality to be more like the Geryo. Each week, they most make a roll or become more like the Geryo and slowly lose Willpower, eventually going mad if they can’t handle it. Weak-willed masters often end up broken and unable to do anything but follow their new obsessions, and when a master is broken this way, the Geryo is freed. The Geryo has no control over this effect, and is entirely unable to either slow it or speed it up.

Those that contract the Geryo strain and reach the mutational phase inevitably mutate and degrade mentally. It’s a fast process, made faster if you use your regeneration and shapeshifting. The infection is both spiritual and physical, and its distortions tend to be very tied to your predator nature, becoming more pronounced as your Primal Urge increases. The mutational phase lasts a few weeks based on your Primal Urge, with one mutation gained each week, which can be the same mutation multiple times. Another mutation is gained each time you regenerate 3 damage and each time you enter Death Rage. You also have to make a roll each time you shapeshift. Failure means you gain a mutation and permanently lose one of your werewolf forms selected at random. Mutations are clearly unnatural, though some can be hidden by clothing or disguises. During the mutational phase, the Distorted also suffers intense pain, getting a penalty to all actions (but not checks for mutation). Common mutations include:
  • Shifting Social or Mental attribute dots to Physical, which can push you to superhuman levels.
  • Slowing your regeneration time.
  • Slowing your shapeshifting, but letting you take actions at a penalty while doing it.
  • Penalizing rolls involving a specific sense.
  • Getting a bonus to rolls involving a specific sense but at the risk of sensory overload if you roll too well.
  • Removing a benefit of one shapeshifting form or increasing its penalties.
  • Penalizing rolls to activate powers.
  • Increase the likelihood of death rage by shifting your death rage triggers around.
  • Becoming infections as if a low-rank Geryo.

Many Distorted are basically just twisted figures, but some are much more strikingly changed, making them very similar to the First or even fundamentally altering their nature. These are multi-limbed killers, massive cancer-hulks whose skin growths armor them, wolf-creatures that can fire their teeth like guns or even weirder poo poo. A few even gain the reality-warping abilities of the Geryo or possess unique abilities designed by the GM. So basically, you can make a werewolf-themed body horror monster and call it a Distorted rather than following all these rules if you want.

Is it possible to cure a Distorted once the infection reaches the mutational stage? Well, werewolves don’t know. There’s not exactly lore on this. Some ancient spirits may remember things, or myths may hold some distorted truths. It might take forbidden Essence alchemy to flush the Geryo spiritual power out of the body, which might require the flesh of other werewolves to achieve. A piece of folklore resonating with the specific Geryo that infected the person might tell of a cure or bane that can purge the infection. You might find a way to transfer the contagion to someone else via sympathetic magic. There is no singular cure that applies to every victim or every Geryo. A desperate or determined pack should be able to find a method, but it will require great cost and effort. It’s better to avoid being infected if possible, and most packs are likely to quarantine or kill victims of the Geryo strain rather than try to deal with fixing them.

Next time: The Dragon at the Roots

Cooked Auto
Aug 4, 2007

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




Night10194 posted:

You picked a non-magicman in a d20 game where one of the creators spent the entire design process saying 'we can't throw out X terrible d20 design decision, it's tradition!', I'm afraid.

I love how the Rogue being the 'complex martial' boiled down to 'hit people someone else is already hitting' and 'have a completely useless momentum mechanic'.

Should mention the other class I was referring to was 5e Ranger. :v:
And even then I was running with the revised ones and that felt kinda lacklustre in general. If they had a spell selection that didn't suck or was hyper specialized I'm sure they'd be a bit better.
Or I'm just bad at decent char gen, might be an option too.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Geryo and Indigham are sorta boring so far, as formless predators that predate woofs, ooooh.

Maybe the actual dudes will be more interesting.

Anyways, how do folks rate Geryo infection on the whole "unavoidable Chaos corruption/lose your char" thing?

Mors Rattus
Oct 25, 2007

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

Odds of initial infection in ideal conditions are very low - but if you got beat up badly in the fight with the monster, they go up significantly. The average pool to resist initial infection is a base of 5-6, probably +3 from Willpower, but it gets a penalty based on how often you were exposed and the worst wound you took. One success is enough to resist, and 5+ means you're immune to that specific Geryo. If you get infected, you have a similar roll every 3 days. You have to succeed 3-5 times before you fail 3-5 times - the first based on the Geryo's rank, the second based on your Stamina in human form. However, your dicepool is probably better. You're looking at a -3-5 penalty from the Geryo's rank, but a bonus from your Primal Urge, and you can still spend Willpower.

So on the dice odds, a PC is highly unlikely to ever actually reach the mutational stage.

e: a statistical note, 3 dice is usually enough to get 1 success. And 1 is all you ever need.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
I like the Geryo from a story perspective at first brush. Think about how destructive and powerful werewolves are, then note that these are the toned down, hobbled second try of Wolf's at creating hunters. I could see the Geryo being played very effectively in that light for horror more than simple bad guys to fight.

That Old Tree
Jun 24, 2012

nah


As someone who only got into WtF in the last couple years, I like the idigam well enough. They're a clear extension of normal prey (spirits) with a solidly integrated backstory. I think Geryo suffer from being a bit too similar, having no setup, and coming out like three years after the core.

Cythereal
Nov 8, 2009

I love the potoo,
and the potoo loves you.
Thinking about it a little more, if I was running a WtF game and wanted to use the Geryo, I'd probably have the pack run across one actively in the process of hunting something nasty that the pack would also urgently want to kill, putting them on a collision course with both hunter and hunted.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Yeah, I've liked the idigam from word one, but the Geryo honestly feel like trying to make fetch happen for how often they come up as a tie-in to a character, potential failed state for one of the new groups/creatures introduced, etc. I may just have a sour taste in my mouth about crabwolves after backing Contagion Chronicle though.

Mors Rattus
Oct 25, 2007

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

Overall, I feel the Geryo are kinda mediocre. There's some fun writing that we'll get to but they're mostly...big body horror gribblies, in a game that has a lot of body horror gribblies. Their backstory is a notable failing, in that they're just...gone, not present, and have come back for no real reason, whereas the Idigam came back for an actual historical event. Like, 'on the moon, came back with astronauts' is way better than 'in hell dimension, got free because ????'

That Old Tree
Jun 24, 2012

nah


I feel like Geryo would be a more impressive, "whoa wtf" if they were like a new/lost kind of idigam. Just a one-off couple of new gribblespirits instead of the apparently dozens+ implied by the book. They could even still have a similar backstory being the discarded prototypes of Wolf's servants explaining why they get to be from the Gauntlet and super double badass.

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

That Old Tree posted:

I feel like Geryo would be a more impressive, "whoa wtf" if they were like a new/lost kind of idigam. Just a one-off couple of new gribblespirits instead of the apparently dozens+ implied by the book. They could even still have a similar backstory being the discarded prototypes of Wolf's servants explaining why they get to be from the Gauntlet and super double badass.
Hell, you could split the difference and just say Geryo are buds from a single Idigam that hit Earth, saw a werewolf, and was like "oh that's me now" and when anyone asked was like "yes i'm wolf and i was around before other wolves, and am back and still here."

Daeren
Aug 18, 2009

YER MUSTACHE IS CROOKED

Chernobyl Peace Prize posted:

Hell, you could split the difference and just say Geryo are buds from a single Idigam that hit Earth, saw a werewolf, and was like "oh that's me now" and when anyone asked was like "yes i'm wolf and i was around before other wolves, and am back and still here."

There's an idigam from an earlier book called the False Father that's pretty close to this exact description (only it pretends to be Literally Just Father Wolf) and it's one of the funniest antagonists ever written for the World of Darkness because it spends a significant amount of its time yelling at the moon like AY WANNA COME gently caress THIIIS as Luna looks down like :catstare:

Mors Rattus
Oct 25, 2007

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

Night Horrors: Shunned by the Moon
WOLF DRAGON


So many doggies

Orocheiros is the beast that gnaws at the world, the dragon of chaos and the wolf of corruption. She sows chaos and spreads collapse, instinctively driven to inject her venom where it will do the most harm. While she has the strength of a god, she is by Geryo standards remarkably subtle. Her cause is the end of order and sense on a cosmic level. She whispers poison bargains with eight mouths, burrowing into the rotting bulk of reality to poison it all. On the hunt, she is the facet of Wolf that was a methodical, patient killer. Her method is to slowly sap her prey's strength with her venom, time and disease, eroding all that was once sure. It is possible that Wolf created her as a reflection of what he saw as his most dangerous prey, the poison and tricks of things like the Spinner-Hag, Plague King and other demons of the Border Marches. Or perhaps the sadistic, insidious nature of her hunt was always part of Wolf. It doesn't matter, really. The core of what Orocheiros does and is is simple: ruin and unmaking. She can't change. Of the Geryo, Orocheiros has been free longer than most. Her venom and fangs tore her free of the bonds of her prison, and she has spread ruin ever since. Where her heads slither, she hurls nature into chaos and spreads poison through both human and werewolf societies. As her siblings emerge once more into the light, she sees great potential for chaos to validate her nature. It is her last, futile appeal to her dead creator for the love that Wolf could never give.

Most of Orocheiros' body remains hidden in some cthonic underground realm. She sends her heads forth to spread discord, often splitting her attentions to multiple plots in a single region, with two to three heads attending to each. She might disguise her lupine heads with illusion to whisper advice to a politician and encourage corruption and decadence, to weaken the whole. In another town, she makes her way to places of power and drips symbolic toxins into them, stealing away werewolves that drink from her tainted Loci. In another, she devours the souls of massacre victims, feasting on their corpses and their power to feed herself while she stirs up feuds and weakens structure. Her hatred of werewolves is born of envy. They were the ones who came after. The complete ones. The good children. She seeks to corrupt their inheritance, to break their sacred programming that she recognizes in herself. This is an indulgence, a pleasure, rather than her cause. Her cause is the slow rot and the cruel fall of the mighty, rather than the open fight. She far prefers to force werewolves to their lowest depths than to face them in battle, breaking them with despair and, possibly, infection. There is little she loves more than setting up the dominoes of suffering and watching the wolves tear each other apart.

Orocheiros rarely has more than two to three heads active in a single place at any time. She likes to taunt those werewolves that realize her true nature, enjoying the petty pleasure of ruining their lives on a small scale. However, she's been alive too long to lack caution. Too many heads in one place might make her vulnerable to an all-out counterattack, by werewolves or other foes. It'd cripple her to lose many heads at once, leaving her body vulnerable. A lone head that faces serious opposition might get another as backup, but Orocheiros is quicker to abandon her conspiracies than to reinforce them too much and get trapped. She'd rather lose one plot than the whole game, for she loves spreading chaos. She especially enjoys human myths of dragons chewing at the roots of the world or threatening ruin. Where she can, she seeks out the interstitial spaces and places of existential stability and works to undo them. She has, over time, chewed open portals to realms antithetical to existence, poisoned great Loci and even reignited volcanoes with her venom. The flip side of all this is her own lack of structure. She may spend centuries gnawing at the pillar of some place's existence, sure, but most of her heads get up to rather more fragile, short-term schemes. Once she succeeds in spreading chaos to a place or a group of people, she tends to get bored and move on.

Orocheiros is an immense, primeval creature of horror that mixes wolf and reptile features. Her body is larger than most buildings, with many powerful legs and claws. Her fur is matted and her scales wet at all times from the constant poisons she exudes. Where she makes her lair, the ground is thick with corrosion and rot and the air is choking. She is heavily scarred from old battles, and she hangs stone tablets bearing eye-searing symbols along the spines that protrude from her back. Each tablet is a song of praise and litany of venom-lore to her. She has eight heads, each a wolf-dragon on top of a long, snake-like neck. These faces usually wear horrible bone half-masks or veils of copper and bone perforated by random holes. Each head is both part of the whole of Orocheiros and an independent entity that is able to think and plan for itself. Sometimes, the heads even argue with each other or fight over particularly problematic issues. Many of her heads are heavily scarred from being severed or killed over the centuries, reforming from the bulk of the main body over time.

Orocheiros' lairs are typically difficult to reach and underground, allowing her to slowly corrode the foundations of great or sacred places from beneath with her gnawing teeth and vicious poison. She also enjoys the still waters of underground lakes and seas, seeking out places where the bodies of the dead tumble and fall so she can eat them and the things that feed on them. Reaching her lairs always involves going past boundaries of sanity and reason, crossing thresholds of the dead or finding hidden paths in the world. Her heads are generally easier to find. They pass through doors, windows and burrows, emerging from ponds and mirrors and using illusions to easily fool humans (though they rarely do much to stop werewolf sight). The heads are inveterate tricksters, enjoying manipulating people and making them ruin themselves.

In general, Orocheiros is a cackling, smirking creature that always projects confident superiority, even when she's actually terrified. She never lets werewolves see her fear or sweat, preferring to come off as smug and annoying. She seeks ruin, but she's a patient dragon-wolf, and she doesn't rush. She especially loves getting werewolves to drat themselves or die to her poisons, but she's not afraid at all to mix it up physically if it comes to that. Still, despite her power, she's not without her own problems. Werewolves that think they understand the Geryo are likely to provoke her cold fury. She desperately longs for the love and validation of a parent that sees her as more than a servant or tool, and while she knows it's fruitless, she wants a world where she matters to someone for who she is, rather than just a monster. She may be a nightmare of wolf and lizard flesh, but her jealousy is all too human. Werewolves stole her rightful place at Wolf's side and then killed their shared creator. It cannot be forgiven. While Orocheiros hates Wolf for abandoning her, in the moments when everything seems to be failing her, she still cries out for him to save her, returning to her bizarre childhood. Then she remembers - Wolf is dead. Paradise is fallen. Tear it all down.

Orocheiros has been active for a long time, and sightings of her heads have spawned a bunch of confusion and misinformation - not even deliberately. Some werewolves believe her to be the immortal queen of the Razilu, the Snake Hosts, and entirely immortal. The truth is simply that without destroying her body, all her heads will regrow in time, and her heads aren't seperate beings but extensions of her. That's the main source of the rumor that she can't be killed - people don't realize that the snake-wolf things are heads rather than seperate beings. She also likes to manipulate and work with things that are aesthetically similar to her, which is where the Snake Host rumor comes from. (She thinks, correctly, that it will help conceal her activities, and is an active source of the rumor that she rules the rare and dangerous Snake Hosts, even though it isn't true.)

She has also started cults before under various names - Niddhoggr, for instance - and a few occultists have learned how to tap into her power. She is drawn to places where human bodies fall or are buried, and often ends up living on top of gates to the Underworld. She knows a hell of a lot about ghosts as a result, even the hidden names that can command deeper beings of the Underworld into activity. She may give this information to those that call to her, or hand over mutilated ghost-slaves or grave gold or secrets of the dead in return for service to her goals. Humans are drawn to her illusions anyway, and she finds them amusing. She often plays with human emotions and lusts, relying on her admirers to help cover for her or help her before she eats them. Occasionally, a would-be lover actually is gentle and kind enough or devoted enough to world-shaking revolution to catch her eye. She keeps these around longer, and she finds it painful in a way she finds difficult to understand to get rid of them. Sometimes, she tries to coddle and protect these mortals, giving them vast wealth or murdering their rivals and manipulating events for their benefit. In her weirdest moods, she wonders about how Wolf mixed his legacy with that of humanity, and wonders if, perhaps, motherhood will fill the void in her soul.

Orocheiros is a rank 5 Geryo, with Envious as her Blood and Corrosive as her Bone. She's exceptionally powerful and has immense stats, able to take massive amounts of punishment. She weakens people's resistance to disease and poison by her presence, makes objects more breakable and makes it easier to suffer Breaking Points. She wields the Gifts of Death, Disease, Hunger, Insight and Shaping and has several unique powers. When she damages her prey or gets bitten, she can poison her victim, and she can taint Loci to poison anyone that draws on them, or cause buildings and objects to take damage over time. She can force people to indulge in temptations unless they spend Willpower. Her eight heads can act independently, and have their own healthbars; killing them doesn't damage her beyond having to regrow the head. They can get around a football field away from her body most of the time, but she can spend Essence to use tunnels, burrows, mirrors or water as portals for them. Her heads are permanently cloaked in illusion unless she decides not to do that, which makes humans perceive them as normal people to all senses - they 'shake hands' with her tongue and so on, and ignore her neck, the blood spatter from her mouth and so on. Werewolves and other supernatural beings are immune to these illusions. Her heads are significantly weaker than her body - only rank 4 and with less than half the health, and while they can use her powers, they have way less Essence to fuel them. On the other hand, her heads can exist outside the Gauntlet freely as long as her body's inside it.

Oh, and she can vomit up any rank 2 or less ghost she's eaten recently, anchoring it to anything she likes nearby. Recently is 'within a year and a day,' and for a year and a day she can make it serve her loyally and have to spend Willpower and take damage to harm her or act against her will. It is free after that. She and her heads share the same Ban and Bane. Her Ban is that she can't refuse an offering of potent alcohol and must drink her fill of it as long as she has no reason to suspect it's poisoned, no matter what the circumstances. Her Bane is the bones of any human who had Integrity 10 at their time of death.

Next time: The Keeper of Nightmares

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

I'm deeply nauseous at the prospect of the many-headed Insanity Wolf that is for haunting and seduction

Mors Rattus
Oct 25, 2007

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

My chosen read is that she never has sex, she just manipulates people and falls in love sometimes and does stupid murder poo poo to help those people.

By popular demand
Jul 17, 2007

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


Which forum does she post on?

Mors Rattus
Oct 25, 2007

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

100% still mourning the death of deadjournal and has her own subreddit where her heads start fights with each other.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
I love my enormous gently caress wolf

Chernobyl Peace Prize
May 7, 2007

Or later, later's fine.
But now would be good.

Mors Rattus posted:

100% still mourning the death of deadjournal and has her own subreddit where her heads start fights with each other.
One of them each likes Dr. Who, Sherlock, Supernatural, etc. and they're why tumblr was like that.

Deptfordx
Dec 23, 2013

Seatox posted:


Automatic Silent, Still, QUICKEN Spell - for each time you pick one of these feats, your next 3 levels of spells automatically get that metamagic applied. You can buy this multiple times, so it stacks. Buying automatic quicken spell 3 times lets you cast any of your 9th level spells that qualify (that is, they take no more than a round to cast) as quickened spells. At least you only get one quickened spell a round and you can only quicken spells that take less than a round, but that's a pair of back-to-back Meteor Swarms, or two Wishes. Without needing Improved Spell Capacity to fit the metamagic on them. And automatic Silent and Still spells? Grapple rules can go in the trash where they belong, for the WIZARD WILL NOT BE BOUND! (what an rear end in a top hat).

Multispell - Remember how I said "at least you only get one quickened spell a round?". Every time you take this Feat, you get ANOTHER QUICKENED SPELL A ROUND.


Wait. So if a wizard has taken the first feat and say Multispell 3 times, he can cast 4 times a round.

Yikes.

AmiYumi
Oct 10, 2005

I FORGOT TO HAIL KING TORG
Kobolds Ate My Baby!: Part IX – More Outfits & House Rules



The Other Core Outfits

In less depth than the previous update, most of the other core book updates have been in KAMB! in some form or another since at least 3e. Returning outfits are:
Bootlicker, who gets a reappearing 1 Armor Hit tie so they can always spit-shine King Torg’s golden greaves, and can take a KHDC and grovel IRL to avoid damage.
Cutpurse, illustrated wonderfully by a kobold wearing a paper bag with eyeholes, they get one of Hide / Sneak / Steal / Wiggle and always leave the caves with a Backpack containing Thieves’ Tools.
Rules Lawyer, which can only be taken by kobolds who Speak Human and whose players have read the whole book* multiple times, or own another edition. They get a 4 Armor Hit gamer T-shirt that they can and must wear over any other armor, which stacks. They also gain a VP any time they point out a player breaking the rules.
Short-Order Cook, which requires Cook, comes with an apron that works as a Backpack, allows the kobold to choose flavors instead of rolling randomly when Cooking, and doesn’t take KHDCs that would otherwise result from a failed Cook roll.

*I do see an opportunity to hand out KHDCs for admitting to reading the GM section, here



New to KAMB: In Color are the Not Canon Kobold, which wears a paper-mâché lizard costume, requires Trap (which it gives a bonus die to), and can use one of the pages their costume is made from as a spellpage once per trip from the caves, and the Royale Assassin, which gets a spooky black hood and...a -Big 5 DAM greataxe (:sigh:).

Guys come on I thought we had learned better than this by now

House Rules

Finishing out the player-facing section, we have House Rules, which has always been a weird name for this section because most of them aren’t considered “optional” unless you house-rule them away, at which point they’re house rules the same way any part of an RPG book is house rules and...

:psypop:

Anyway. This is where to find the “All Hail King Torg!” rule mentioned in the first post, the “Baby Negligence” rule (there are tables for Baby Horrible Death if you endanger one and fail a special Luck roll), the “Kobold Soliloquy” rule (to come back after dying with you full VP total, and the “And Me Boss!” rule which gives the instigating kobold in any group effort full control over VP distribution, with full encouragement to take them all for themselves (which is why this one is the worst House Rule, do not use this one).

The ones actually considered as optional house rules are the “Free Trial Period” rule (failed skill rolls don’t give a KHDC - use this one), the “Kobold Drinking Song” rule (once per game, the whole table can get up and sing to make the Mayor auto-fail a roll), the “Oh What a Relief It Is” rule (an escalating series of pranks and punishments for getting up from the table; OR can I suggest you instead just use your words like adults, drat), and the “Banned and Restricted List” rule (which allows establishment of a list of memes and references punishable by a KHDC per infraction; Monty Python is considered on the list by default, and this rule isn’t considered optional past the core book so great editing guys).

As part of the outfit deep-dive, I also checked previous edition house rules; most were the same, but 1e’s More Things To Kill & Eat! had two I kinda liked that didn’t get brought forward: the “Stop, I’m Gonna Pee My Pants” rule lets a player remove a KHDC from their kobold if they makes anyone else laugh so hard they spit up their drink, pee their pants, or otherwise release bodily fluids, and the “Sequels Always Suck” rule gives 3 KHDCs to anyone who re-uses a kobold name, even if they add “jr.” or “II” or “The Revenge of The Return of”.

Next Time: secrets MAYORS don’t want you to know!

Mors Rattus
Oct 25, 2007

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

Night Horrors: Shunned by the Moon
Someone Was A Fan of Nightmares


Half cyclops, half wolf, half some dude.

Zahakeryon was the guardian of the Geryo prison, jailer of his brethren and prisoner of his instinct simultaneously. Now, the many-headed giant heads out again, armed with the nightmares he watched in the hellish prison of the Geryo and that he saw bloom among humanity. He is driven by a terrible, all-consuming need to fill the void left by Wolf, to reclaim the legacy stolen by Wolf’s younger children. He must dominate, divide and control. He is a guardian who craves things to guard, and a lord who craves lands to conquer, and a monster who craves foes to terrorize and herd. In his original form, he was an incarnation of the hunter’s territorial nature, the need to divide one thing from another and guard what was claimed. Many of these instincts remain. The nature of his territory is unimportant – only that he guard its threshold and divide order from chaos. His own ideas of the two, anyway. This urge is what kept him standing guard over the other Geryo while the Border Marches fell, what kept him from trying to escape. That duty altered his basic nature, bathing him in the legends of their nightmares for millenia. He has absorbed them into himself, and the terror he has taken on has given him delusions of grandeur. He believes he is the true inheritor of Wolf.

Some Geryo claim that Zahakeryon is the eldest among them, the First of the First, made by Wolf to protect his den. Others say he is the last and youngest, a final insult created to watch over their prison. Zahakeryon cannot remember which is true. It doesn’t matter. What matters is that now, at last, he has a chance to make right what is wrong, to overturn Wolf’s legacy and claim it for his own. In werewolves he sees the chance to express his dominance and territorial nature by humbling them and taking back what they have stolen. He will reclaim his birthright, destroying Wolf’s final creation as his vengeance over his father. He transforms and transfigures the werewolves he catches, deliberately destroying the perfection of their form as a way of insulting Wolf and declaring himself superior.

The Sacred Hunt pushes Zahakeryon to track and destroy intruders and trespassers that violate boundaries. He loves doing it, and it fills him with righteous fury and the glee of battle. Once it is over, he attempts to establish a new territory n the area, typically shaped based on natural barriers and how far he can move in a day. He wields nightmares and brutality as his tools to claim the area and set himself as its chief supernatural power. He craves the challenge of trespassers, particularly powerful spirits, werewolves or other Geryo that he can fight. If they do not show up in his new territory, he gets bored and moves on for a better hunting ground. He loves to destroy lesser foes, but the interesting or especially powerful he will instead imprison, typically in an abandoned building, old cave, mine or other forgotten space he can use for that purpose. He sets spirit wards and his Distorted servants to guard these areas.

Other Geryo despise Zahakeryon, seeing him as a representation of tyranny and abandonment. He resents them deeply, believing that if these failures had not existed, he’d never have been set to be their warden. Now, his goals and instincts push him to subjugate the other Geryo to prove his own superiority. When he defeats another Geryo, he chains them in his prison. Inevitably, he will run out of challenges in the territory as he makes himself utterly dominant, and then he abandons his captives and his territory, much as Wolf did. He leaves them to die or be found or escape, allowing his siblings escape…except for the tiny number of prisoners who maintain his interest. These he moves to a remote island, compromised high-security prison or buried vault to be guarded by his most trusted servants.

Zahakeryon is extremely attuned to the terror the Geryo cause, and his legend has inspired tales of guardians of the forbidden, threshold sentinels over the underworld and giants watching over places humans should not go. However, his time guarding nightmares has made him reliant on them, and in his territory he encourages the spread of fear in humans and animals, creating urban legends and inspiring panic by hidden intervention in things. He especially loves infecting werewolves with his nature. Each victim is one more piece of Wolf’s legacy stolen back and remade in his own image. His infection does more than most, not only overloading the werewolf with horrific transformations but twisting them to be obedient, servile and ferocious guardians. They are transformed into massive, multi-headed wolves, whom Zahakeryon gathers in a cruel mockery of Wolf’s pack. He sees his pets as nothing but tools, to be used or abandoned, as the Geryo were abandoned by Wolf.

Zahakeryon is a giant of horrible flesh and energy, three times the size of a man and with many limbs. He has three heads, six arms and six legs growing from a powerful torso. At first glance he resembles an immense version of the werewolf near-man state, with his form being based on a sort of primeval humanity mixed with a wolf, giving him sharp canines, pointed ears and claw-tipped hands. The warping becomes clear as one looks closer, however – in the palm of each hand is an eye, and one arm is less a physical thing and more a symbolic impression of arm-ness. Some of his legs end in hooves or claws, and one of his heads has but one eye and huge tusks, while the second is an immense wolf head with blazing eyes. He has absorbed the nature of fear, and screaming faces briefly surface from his skin occasionally, reciting his legend. He breathes smoke and ash that form glyphs in the air, and shadows follow him like a cloak.

He can alter his size, though not the way werewolves change shape. Rather, perspective warps around him – he doesn’t shrink so much as move into the foreground or background, moving through doors or paths far too small for him. He may even appear as a human-sized being or fit in a car if he wants, though he is less able to hide his many limbs and heads. His chief concern is typically guarding something – whether that’s his current territory’s bounds or something a master sets him to. He enjoys the challenge of confronting intruders, but unless he’s driven by the Sacred Hunt he won’t leave his current area of warding to pick fights. Werewolves that stay just outside his territory are safe…until he decides to move on to new territory and possibly picks theirs. Further, while he hates werewolves, he’s willing to talk to werewolves that aren’t intruders. He typically wants news of worthy prey, especially other Geryo. He grows uneasy if he learns about idigam in an area and attemps to avoid them if possible. Werewolves that show respect and deference may earn safety from his wrath for a time, as he is immensely proud and craves recognition as Wolf’s successor.

Werewolves infected with the Zahakeryon Geryo strain mutate in similar ways to match his will. They are locked into Orthrus-like form, stuck in the dire wolf shape and growing in size and muscle as well as sprouting extra heads. Besides this, many bear vestigial, cancerous limb-buds, waxy or runny skin, or bloody mouths along their flanks. They develop an intense loyalty to Zahakeryon, obeying his commands utterly and tirelessly. They are left with only the barest vestiges of their old personalities.

Zahakeryon has a tendency to make examples of thieves and trespassers – in one case, he locked a group of thieves in a bank vault, flayed them and shoved them into the safety deposit boxes. The Geryo craves dominance, but finds it easy and fulfilling to serve as a simple watchdog, since that’s what he was made to do. Since his release, human dream-sages and occultists have used omens and portents to note his presence, and some have made bargains with him. The bank vault noted above was him guarding some rich guy’s lockbox of occult objects he was using to seek immortality. In payment, Zahakeryon received an occult text that talked about soul-eating horrors in a supposed dream-world. Which might just be him, of course – his presence spreads fear in an area, causing nightmares about him. A splinter sect of the Church of the Wolf has tracked his movement via these dreams, and they now believe that werewolves are the wayward children of the true god: Zahakeryon. They hand out drugs and medical aid to those suffering from invasive nightmares in return for information on the Geryo, hoping to find a way to gain his favor. He’s likely to be pleased – especially when he learns about their rites to control werewolves.

Zahakeryon finds humans fascinating, as he sees them as the source of werewolf growth. His watch over their dreams for millenia has given him many insights into them, as well as bringing occultists to his name. He’s fairly familiar with the abilities of common technology and its limits, understands firearms and has influence over a number of potent spirits and wealthy mortals due to his bargains. He has started building a small financial empire in the form of Geryon Corporation, a private prison company run by one of his human allies. He hopes that he may use these humans to gain a new understanding of fear, imprisonment and tools for the hunt. Wolf didn’t build the Geryo to need tools, but Wolf is dead, and Zahakeryon doesn’t especially care what Wolf wanted for him.

Zahakeryon is a rank 5 Geryo with Territorial Blood and Dominating Bone. He’s strong and tough, though less tough than the last one we covered. His realityquakes cause severe nightmares and fear, causing the Shaken or Spooked conditions in everyone that sleeps nearby. When Sacred Hunting, he also prevents Willpower gain by sleep and causes the Exhausted condition. He has the Gifts of Dominance, Insight, Strength, Technology and Warding, and if the GM wants, he has every Nightmare from Beast (which he always uses at High Satiety and can spend Essence rather than Satiety to boost). If not, he can instead place the Delusion or Shadow Paranoia conditions by spending Essence. He is also able to turn off the ability to teleport near him, cross the Gauntlet or otherwise use supernatural powers to be not here. His many limbs also let him go all-out without losing as much Defense as normal.

He is able to reflexively alter his size at will, but can never be the same size or smaller than anyone else in the scene – his pride won’t allow it. The smaller he is the less powerful his blows are, but it’s not a major reduction. He and his Hounds of Orthrus can spend Essence and roar or make nightmare sounds to make someone convinced they are bound and unable to escape due to his nightmare power, remaining restrained until the end of the scene. He can only lock down one person at a time, though. Alternately, he can make a group of people feel a deep sense of dread and transgression if they cross any boundary in the next week, whether that’s entering a new territory, crossing city lines or even just entering a house that isn’t their own. They must spend Willpower or be unable to cross the boundary. The Hounds are only able to use this group-targeting version.

The Hounds of Orthrus are the special Distorted that Zahakeryon’s Geryo strain makes. They’re werewolves, but they get access to some of Zahakeryon’s unique powers, are locked into dire wolf form as noted and are usually unsubtle warrior dogs. Each is about on par with a normal PC werewolf – stronger and tougher, but also dumber and easily spooked.

Next time: The Reaper of Secrets

Seatox
Mar 13, 2012

Deptfordx posted:

Wait. So if a wizard has taken the first feat and say Multispell 3 times, he can cast 4 times a round.

Yikes.

Yes. The action economy of Epic Level Handbook 3rd edition D&D is even more stupidly broken in the favor of spellcasters than base 3rd edition and Haste. Fighting Mans are fairly rigidly bound to the Full Attack action to actually hurt things (At least you can get a feat to let you Charge and Full Attack?), while a wizard can just Save Or Die 3 things in a round, then teleport off for their 8 hour rest period once they're tapped out.

If you've ever played Neverwinter Nights: Hordes of the Underdark to the end, you were actually playing a heavily nerfed and sanity-checked version of the Epic Level rules. There was no Improved Spell Capacity, the "Epic Spellcasting" spells were individual Feats to learn each one, there was no Multispell, and no extra Metamagics beyond the 3 different Automatic Metamagic feats. Spellcasters were still Easy Mode, just not as blatantly.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten
Really it felt like spellcasters were heavily nerfed in that since everything was immune to save-or-dies or had just the most ridiculous saves and had too much hp to be blaster'd down.

Seatox
Mar 13, 2012

wdarkk posted:

Really it felt like spellcasters were heavily nerfed in that since everything was immune to save-or-dies or had just the most ridiculous saves and had too much hp to be blaster'd down.

Honestly, it's been years since I ran a wizard through HoTU, but I do remember having more trouble with the fighting classes just getting buried under the huge swarms of trash that NWN liked throwing around, where a wizard could just drop a summon monster spell and then fireballs/ice storm/etc. There was also a bunch of really cheesy robes you could get with like, 15/+3 DR or something, so you could actually stand in melee with a few things, doubly so if you put up Stoneskin.

wdarkk
Oct 26, 2007

Friends: Protected
World: Saved
Crablettes: Eaten

Seatox posted:

Honestly, it's been years since I ran a wizard through HoTU, but I do remember having more trouble with the fighting classes just getting buried under the huge swarms of trash that NWN liked throwing around, where a wizard could just drop a summon monster spell and then fireballs/ice storm/etc. There was also a bunch of really cheesy robes you could get with like, 15/+3 DR or something, so you could actually stand in melee with a few things, doubly so if you put up Stoneskin.

Yeah, nobody's doubting wizards' abilities to survive those games. It was just weirdly balanced, even by d20 standards it felt.

Seatox
Mar 13, 2012

wdarkk posted:

Yeah, nobody's doubting wizards' abilities to survive those games. It was just weirdly balanced, even by d20 standards it felt.

Yeah, NWN1s balance was a weird mess, with stuff like arcane casters and druids getting a level 2 Panther as a familiar/animal companion (which had rogue levels, not animal levels!) as a choice at level 1, the Heal skill healing actually useful amounts of hit-points and completely curing poison and disease without resting by using a healing kit, the way treasure was just thrown into random containers (so you could open a barrel on a street corner and find cure light wounds potions, or spell scrolls, or 50 gold pieces), the whole Henchman thing - which I think was an artifact of their first campaign's design apeing bits of Diablo 2 instead of Baldur's Gate. They tried to make it more tabletop-alike for Shadows of Undrentide and Hordes of the Underdark, but it was still incredibly spotty.

NWN2 was 3.5ed, and gave you a party, and was in many, many ways a better tabletop emulation (and slightly better balanced by D&D standards) - but just like NWN1, you need the expansion pack campaigns for an actually good story.

It's a crying shame in my mind that we never got a proper Eberron videogame outside of Dungeons and Dragons Online, which was hamstrung by being set on Xendrik instead of one of the actually fleshed out bits of the setting (and then apparantly went to the Forgotten Realms for some inane reason, but that was long after I'd quit). Eberron deserved better.

MonsterEnvy
Feb 4, 2012

Shocked I tell you

Seatox posted:

which was hamstrung by being set on Xendrik instead of one of the actually fleshed out bits of the setting

I actually liked that it was in Xendrik.

JcDent
May 13, 2013

Give me a rifle, one round, and point me at Berlin!
Zahakeryon seems cool, though him knowing The Way of The Gun is less impressive since most Shunned by the Moon are probably immune to gun, and I've been told that woofs don't care about them that much either.

Jerik
Jun 24, 2019

I don't know what to write here.

Mors Rattus posted:

A sidebar notes that one may note similarities between the Geryo and the Horrors that are in Beast.

Yeah, honestly even before getting to this part I was thinking that Geryo sounded a lot like Beasts without the pretense of supposed justification for their depredation.

Kaza42
Oct 3, 2013

Blood and Souls and all that

Seatox posted:

It's a crying shame in my mind that we never got a proper Eberron videogame outside of Dungeons and Dragons Online, which was hamstrung by being set on Xendrik instead of one of the actually fleshed out bits of the setting (and then apparantly went to the Forgotten Realms for some inane reason, but that was long after I'd quit). Eberron deserved better.



This game was surprisingly good, actually

Adbot
ADBOT LOVES YOU

The Lone Badger
Sep 24, 2007

JcDent posted:

Zahakeryon seems cool, though him knowing The Way of The Gun is less impressive since most Shunned by the Moon are probably immune to gun, and I've been told that woofs don't care about them that much either.

When hunting formless-but-vaguely-lupine beasts of unnamable horror you hold the gun in your left hand and use it to counter their attacks, creating an opening to deal some real damage with the jagged blade in your right.

  • 1
  • 2
  • 3
  • 4
  • 5