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The Lone Badger posted:Can't you buy bullets from the libyans? I added the price calc to my post, with the answer being "technicaly, yes" senrath posted:Even better, it makes you insane unless you kill another PC or just walk away, but you're only told about the former option. So it's not just going for "hah, you have to do something stupid and drastic!" it's going for "that stupid and drastic thing we convinced you to do was utterly pointless!" And for the PC killing solution, how would the PCs know that it's even an option in-world
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# ? Apr 12, 2021 07:44 |
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# ? Apr 28, 2024 09:25 |
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6.9 x 42.0mm or whatever custom calibre the italics invented shouldn't be that much harder to make than ak ammo. All you need is exactly the same things you'd need for the ak ammo plus some spent trailblazer brass.
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# ? Apr 12, 2021 07:55 |
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JcDent posted:They bAlaNcE it by giving you almost no ammo. At best, you get +5 rounds/month at the starting level, then +10 at Corporal (oh, and ONE FREE UPGRADE TO THE TRAILBLAZER), and +20 if you (can) go Grenadier (ALSO A LEVEL 2 UPGRADE FOR TRAILBLAZER, whatever that means). Here's the funny thing. Modding your trailblazer to take 5.56 ammo doesn't decrease its damage or anything, as HF Full Jacket ammo's supposed benefits are only a fluff thing and not represented by any rules, so you might as well do that. Its cheaper and used by the Scourgers, so its really easy to acquire. Hell, if the PCs just finished The Killing Game there's several hundred dead Scourgers you could roll for ammo. For some reason rules for making your ammo don't exist, which is odd. You think that'd be pretty important in the post-apocalypse. Its fairly easy to do, with what's essentially a portable tool and the parts you could make your own on the go. Edit: Its also not restricted, so buying it is easy enough. There's also plenty of chances to get rich during these adventures. One big score could set you up with enough ammo for a hundred fights. Hipster Occultist fucked around with this message at 08:08 on Apr 12, 2021 |
# ? Apr 12, 2021 08:05 |
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The Lone Badger posted:6.9 x 42.0mm or whatever custom calibre the italics invented shouldn't be that much harder to make than ak ammo. All you need is exactly the same things you'd need for the ak ammo plus some spent trailblazer brass. I don't exactly know if you can make ammo yourself, lol. Also, it should be harder due to HF ammo needing ~~teflon~ coating.
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# ? Apr 12, 2021 08:06 |
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Hipster Occultist posted:Here's the funny thing. Modding your trailblazer to take 5.56 ammo doesn't decrease its damage or anything, as HF Full Jacket ammo's supposed benefits are only a fluff thing and not represented by any rules, so you might as well do that. Its cheaper and used by the Scourgers, so its really easy to acquire. Hell, if the PCs just finished The Killing Game there's several hundred dead Scourgers you could roll for ammo. I just looked at the rules, and I don't think there are rules for crafting stuff that isn't drugs or weapon mods, unless I'm missing something.
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# ? Apr 12, 2021 08:07 |
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JcDent posted:I just looked at the rules, and I don't think there are rules for crafting stuff that isn't drugs or weapon mods, unless I'm missing something. There's not yeah, but there really should be. Its something you could easily do with some portable tools when the party has camped for the night or something.
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# ? Apr 12, 2021 08:13 |
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JcDent posted:And for the PC killing solution, how would the PCs know that it's even an option in-world I would assume something like "You get the feeling that killing one of your compatriots would make the screaming stop."
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# ? Apr 12, 2021 08:32 |
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Hipster Occultist posted:There's not yeah, but there really should be. Its something you could easily do with some portable tools when the party has camped for the night or something. And speaking of which, the book keeps saying that guns and vehicles are rare, to the point where where Judges have to go about with flintlocks (instead of more appropriate revolves, lever rifles, and shotguns), and then the last adventure module has everyone bristling with guns and at least two vehicles. FFS, the Scrapper marvel is supposed to be a musket, and one of the reasons why Scourgers are supposed to be scary is their access to assault rifles!
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# ? Apr 12, 2021 08:39 |
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JcDent posted:And speaking of which, the book keeps saying that guns and vehicles are rare, to the point where where Judges have to go about with flintlocks (instead of more appropriate revolves, lever rifles, and shotguns), and then the last adventure module has everyone bristling with guns and at least two vehicles. While it won't be as good as a Assault Rifle thanks to lacking the Salvo rule, a Scrapper can essentially mod the musket out of their Marvel. 2 slots to remove Muzzle Loader, 2 to add Smooth Running, 1 to change the barrel to 5.56, and might as well expand the Magazine for 1. Your musket is now a 2-shot hunting rifle that does 11 damage, and will reliably proc an extra attack every shot. You won't be quite as good as the Hellevetic though. I also don't really get their focus on muskets, individually they're not all that effective. Making a lever-action rifle is not all that hard you guys.
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# ? Apr 12, 2021 09:12 |
Hipster Occultist posted:While it won't be as good as a Assault Rifle thanks to lacking the Salvo rule, a Scrapper can essentially mod the musket out of their Marvel. 2 slots to remove Muzzle Loader, 2 to add Smooth Running, 1 to change the barrel to 5.56, and might as well expand the Magazine for 1. Your musket is now a 2-shot hunting rifle that does 11 damage, and will reliably proc an extra attack every shot. You won't be quite as good as the Hellevetic though. They could have asked someone, obviously, but that doesn't seem like how these guys roll.
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# ? Apr 12, 2021 09:14 |
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Nessus posted:These guys are mostly Europeans, right? I would not be surprised if they just didn't have ready access to the deep bench of gun nerd knowledge that you can find just walking down the internet street in America. Yeah, mostly Germans and French guys. In the last adventure they give a guy with a mini-gun 6000 rounds and tell you that's enough for him to shoot all night. It's actually about 1 minute of continuous fire, give or take a few seconds.
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# ? Apr 12, 2021 09:20 |
Hipster Occultist posted:Yeah, mostly Germans and French guys.
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# ? Apr 12, 2021 09:31 |
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Nessus posted:These guys are mostly Europeans, right? I would not be surprised if they just didn't have ready access to the deep bench of gun nerd knowledge that you can find just walking down the internet street in America. For example, I'm a bloody Euro in Lithuania and look how mad I am about the guns in this. Hipster Occultist posted:While it won't be as good as a Assault Rifle thanks to lacking the Salvo rule, a Scrapper can essentially mod the musket out of their Marvel. 2 slots to remove Muzzle Loader, 2 to add Smooth Running, 1 to change the barrel to 5.56, and might as well expand the Magazine for 1. Your musket is now a 2-shot hunting rifle that does 11 damage, and will reliably proc an extra attack every shot. You won't be quite as good as the Hellevetic though. Well, that's Smooth Running 3T, so it's not reliable... oh, and you still need an action to reload. Beast the gently caress out of simple Muzzle Loader tho. Zereth posted:Assuming a night is 12 hours when he does this, that's... about 1 shot every seven seconds. Not bad for a Dreyse needle gun JcDent fucked around with this message at 09:37 on Apr 12, 2021 |
# ? Apr 12, 2021 09:31 |
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JcDent posted:For example, I'm a bloody Euro in Lithuania and look how mad I am about the guns in this. While it does nerf your other agi skills, taking 3 ranks of the Luminary potential solves that by giving you 3 free triggers every round. Its also effective +3 damage, everyone should take Luminary on their primary combat skill if they can get away with it. It doesn't effect your crafting all that much, as tech IV and up uses Int instead.
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# ? Apr 12, 2021 09:48 |
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JcDent posted:Correct me if I'm wrong, but I think AoS lost some time due to being released under the rule of Tom Kirby, Capitalist Caricature Come to Life, so there was some early blockage preventing it from being good. I read this just as I discover this reddit 40klore thread that attempts to explain a lot. My question is, when did Kirby get kicked, compared to Codex: Harlequins (8th edition) came out? Because it seems like the WERE going to Squat 40K and bring out a new universe, when...something...changed and the new marines didn't result in the end times and there actually is some hope in the galaxy now. quote:Harlequin God Cegorach is directly responsible for Guilliman's Ressurection and the current state of the Galaxy. I don't know why nobody is talking about it. In Conclusion, *someone* changed course and instead of getting a new AoS in SPACE we got a slight breath of fresh air. Or at least enough to get in revealed in Codex: Harlequins (8th edition). Do you think GW has a plan for 40K once 30K is completed in the next year or three?
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# ? Apr 12, 2021 10:53 |
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gorkamorka but with proto-space marines on terra
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# ? Apr 12, 2021 11:17 |
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Comstar posted:My question is, when did Kirby get kicked, compared to Codex: Harlequins (8th edition) came out? Because it seems like the WERE going to Squat 40K and bring out a new universe, when...something...changed and the new marines didn't result in the end times and there actually is some hope in the galaxy now. I've always suspected it was when footage of that giant Italian statue of Donald Trump as the God-Emperor hit the mainstream news. Undisputed proof that their brand was being used as fascist rallying material, in the pages of major newspapers. There have long been tales of far-right fanboys on GW's writing and design team; this was something so big the shareholders had to take notice. Someone in GW's senior management baulked, and ordered the setting toned down before they found themselves irrevocably tied to the European far right.
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# ? Apr 12, 2021 11:58 |
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JCDent posted:Yeah, I was gonna say, that's a weird-rear end name. If there's one thing is known for in his modules (besides everything else terrible), it's his terrible names. They're either random syllables mashed together or just awful puns. Ex. The vampire queen in A Red and Pleasant Land is named... Elizabeth Bathyscape.
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# ? Apr 12, 2021 12:18 |
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Comstar posted:Do you think GW has a plan for 40K once 30K is completed in the next year or three? I object to the mere notion of GW having "plans" or 30K ever reaching a conclusion that's in any way satisfactory (the most likely outcome is a bolter shell to the back of the head, just like it was with the first iteration of Specialist Games).
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# ? Apr 12, 2021 13:04 |
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JcDent posted:I object to the mere notion of GW having "plans" or 30K ever reaching a conclusion that's in any way satisfactory (the most likely outcome is a bolter shell to the back of the head, just like it was with the first iteration of Specialist Games). Oh, there was a plan for 30k. Just one wrinkle, it was in Bligh's head and nowhere else.
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# ? Apr 12, 2021 13:44 |
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I see a new paranoia supplement came out, so how is the new edition going? I heard mixed reviews when it first came out, but has it matured at all? Or just stick to xp?
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# ? Apr 12, 2021 14:10 |
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SkyeAuroline posted:Oh, there was a plan for 30k. Just one wrinkle, it was in Bligh's head and nowhere else.
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# ? Apr 12, 2021 14:25 |
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Libertad! posted:And here I thought it was meant to be an edgy executioner.
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# ? Apr 12, 2021 15:41 |
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GimpInBlack posted:Next Time: KUNG FU CHARACTERS! Late to the party, but: Three-Star Fist, a Scholar who predicts his blows will hit like three meteors and who is also an amazing cook (:it is a Michelin Guide joke:)
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# ? Apr 12, 2021 16:22 |
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That Old Tree posted:Late to the party, but: You're in luck, a combination of insomnia and indigestion has left me in no mood to write today, so you made it in under the wire.
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# ? Apr 12, 2021 17:13 |
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Blue Rose 2e You knew game mechanics would happen eventually Of course the game has mechanics, and we're gonna talk about them. They have some good bits, and some less good bits, but above all they're very conventional. They're notably better than d20 mechanics for this kind of story, if for no other reason than every single character is assumed to be decent at fighting and not fighting and thus able to participate in both action bits and non-action bits regardless of their class. There's no 'you're a fighter, you're bad at everything (but especially at non-combat stuff)' like you'd get in d20. There is still a much larger focus on 'what can you do in a fight' than you'd expect, though. Most class abilities relate to capability in combat or using magic. Magic is its own small, decent enough subsystem, limited by getting tired as you try to exert yourself too much with your magic. You learn spells by buying talent ranks in various schools of magic as an Adept, or by buying Arcane Potential or Wild Arcana as anyone else. As Wild Arcana gives you a reasonable number of spells (but the caveat that when extremely stressed you'll start resorting to magic unless you succeed at a Will save, which is unfortunately a little 'the GM decides how much of a problem this is') it's actually easy enough to have some fun magic tricks as a Warrior or Expert rather than the dedicated mage Adept. If there's one complaint I have about the classes it's probably that Expert is just more exciting than Warrior. Warriors get great weapons, they're the only people who really use armor (and armor is legitimately useful), they're good at smacking multiple people around and drawing enemies to fight them, but it's just not quite as exciting as the Adept using magic or the Expert flitting around and swashbuckling. The basic resolution of AGE is unchanged: Roll 3d6+Stat, +2 if it's a use you have a Focus in. Roll vs. TN. Sometimes how much you succeed by matters, sometimes the Drama Die (the third d6) matters. If you got doubles on any of the dice while succeeding, you Stunt and generate a Stunt of points equal to the Drama Die plus any bonuses. The issue is the same as in Modern AGE: While Stunts work great in combat and help script fun action scenes (and let them randomize combat more by Stunt or No Stunt than 'outright miss' in most cases, unless someone is *super* focused on being dodgy) the non combat stunts needed more of a clear idea of what they mean. They're just not sure if this should be a moment when the player gets to take over narrating and write some of the impact of what they were doing or put in some lucky break or find (which is what I feel like they should be) or they should just be simple stuff like 'You now get a bonus to deal with this person in the future' (which is sadly mostly what they are). The designers clearly didn't have as much of an idea of what to do with them outside of combat since this problem carries over in multiple AGE games. I also note Blue Rose has removed a lot of possible 'endless Stunt Chain' loopholes by explicitly making extra attacks generated by Stunts not generate their own SP even if they doubles. Similarly they removed grappling stunts, which I understand because A: Lol grappling and B: I've seen a grapple focused character who fought with bike chains and hogtied people and she just ended individual opponents RAW in Modern AGE, which was cool, but hard to balance. What's notable in Blue Rose is you're forced to diversify what you buy as you level, even more than the soft cap in Modern AGE. Your class has Primary and Secondary stats, but in practice this just means 'stats you can raise on even levels vs. odds.' so effectively your Primaries vs. Secondaries aren't actually any better than one another. In practice it means you can't focus 100% on, say, being physically strong and fighty as a Warrior, you'll have levels where you have to put points and Focuses in other kinds of stats. Which is honestly fine, one of the nice things in AGE is that with a 3d6 dice curve and 13 as a standard 'this is relatively difficult' TN a character who puts +1 stat point and a Focus in something to go from 0 to +3 is suddenly pretty good at doing that thing. Similar how, say, someone with a 5 Dex like The Fox is actually great at everything Dex related and doesn't need to spend Focuses on lots of skills to be able to do all kinds of Dex shenanigans. The math is generally well worked out. There are a few exceptions, though; a character who really focuses on Dex, takes certain magic spells and talents and a Specialization (You get a Specialization at level 4 and master it by level 8, then another at 12 and master it by 16, these are like specialized super-talents) as a Spirit Dancer (martial arts wizard) and casts Enhancement to buff their Dex can uh, become untouchable. I think someone doing that can hit TN 25 to be hit with a lucky cast and at higher level. On a 3d6 dice thing where someone having +7 is already them being at soft-cap to-hit with a Focus. But that's a specific edge case; usually combat actually favors the attacker since the attacker has a Focus and the defender just has 10+Dex Defense. Most of the time the math works fine. The issue is mostly the amount of focus on combat rules. The non-combat rules are fine; the dice math and your necessary spread of abilities will make your characters able courtiers or thieves or scholars in addition to being duelists or champions of Aldis or might wizards. They're just simple, while combat gets by the book's own admission the most mechanical complexity. While you're told by the book not to have it come up too often because fighting all the time is kind of out of genre (and similarly, that fighting to lethal stakes should be reserved for a sometimes thing vs. defeating people, since you can always choose to do the latter). I don't personally mind this; I'm relatively okay with conventional, simple, 'how did this go' resolution or I probably wouldn't enjoy WHFRP as much as I do, and AGE's primary designer (including for this game) is the same as WHFRP2e's, Chris Pramas, and his work is usually wholly conventional but reasonably well balanced so I'm fine with that part. But it might be a turnoff for others who hoped for more mechanics for the characters' interior selves, more relationship rules rather than the simple 'you grow in Relationships and gain bonuses on checks inspired by them' rules, etc. Some people might want more! What's here is fine, but better suited to more action adventure than you might expect. I also find the Corruption rules to be a little overly punishing, though they have some mechanical flourishes I actually really like, as does Sorcery. Corruption and Redemption are mechanically tracked and anyone who hasn't fully given in to their Corruption can be redeemed. They interact with another system I'm not as fond of: You have a pool of Fate-Point esque Metacurrency called Conviction (spend it to reroll, get bonuses, etc) that doesn't regenerate automatically. You earn it by acting in accordance with your best or worst self. Doing the latter in a place corrupted by Shadow can let the forces of evil get a hold on you. Doing the former, you can choose to put the Conviction towards erasing Corruption instead. If you have any actual Corruption points, you have to make Will checks in Corrupt places to avoid acting towards your personal darkness, which I'm not as fond of. Every single point also removes a point of Con and Will until you get rid of it. Now, I'd be fine with having penalties to Con and Will against things of the Shadow and your own impulses, but removing the points outright really hurts, since it cripples your HP (HP is 20, 25, or 30 based on Adept, Expert, or Warrior, and d6+Con for levels 1-10 and then just Con for the rest) and makes everything in life much harder. I would understand 'it's harder to resist evil the further you've gotten into it' but I prefer to just run it as situational Con/Will penalties to resist the Shadow itself rather than losing points of the stats until you heal. It takes 10 Conviction to erase 1 Corruption; that's a lot. You also (like many of these Drama Metacurrencies) don't get a lot on how often Conviction awards should happen, which is definitely a flaw. Spycraft was very clear on how to make them an interplay and that was much to its benefit; Blue Rose could use the same, though the numbers given make me think it should be pretty common to gain Conviction. The twist I like is that if you give in and choose to become a servant of Shadow, you lose all the Corruption penalties. You won't die from falling to Corruption, either (other characters can if their Con or Will hits -5). Instead, Corruption becomes a stat for you, and your magic now all runs off that stat. Your stat no longer raises based on doing evil deeds or using Sorcery; your base is how far you'd fallen before you stopped struggling and gave in to Shadow. So someone who gleefully dives into evil gains far less power from it. At this point you also only gain Conviction from your dark self, never your good side. It will also take some serious story fiat for you to be redeemed; I wish there was a bit more on handling this, maybe a section on 'if a PC is thinking about giving in, talk it over with the group and work out how you want this to go if they're going to stay a PC and if you're going to get them back or they change over to being a villain after a period of thinking they can control it' but I also appreciate not not saying 'take their sheet' for this kind of thing. In most systems with temptations of darkness, the darkness inflicts so many penalties and eventually NPCs you, which is effectively like losing your PC, that there's not a lot of incentive. Here? You stop getting penalties and get bonuses! Maybe very, very large ones. You don't automatically lose your character. I prefer that, it just needs more guidance. Similarly, I'm glad Redemption is an expected, mechanically supported part of dealing with Corruption and is often how Aldins deal with people who are struggling. Similarly, I appreciate another thing: You don't gain Corruption from miscasting with magic or something. You get it from using magic to dominate and steal agency from others. For instance, there are spells that are used as a kind of magical psychiatric medication, helping people work through issues like depression or PTSD. This is an understandable, important part of healing in Aldis. Those same spells can also be used to 'edit' a person instead of helping them, using the tools of psychiatry without their consent to try to shape their mind. This is Sorcery. Gently helping someone work through their trauma is good. Using your magic to erase it because you're tired of dealing with their issues and rewrote them is how the Shadow works and seeps into you. You will always get a warning if what you're trying to do with magic is Sorcery out of character and the lines are pretty clear. Removing agency, forcing others to conform to your desire without consent, etc are clearly Sorcery, the very essence of the Shadow. Some spells are also explicitly Sorcery; force choking people, causing massive, direct psychic harm, incapacitating with pain or implanting magic suggestions and brute force domination. These are extremely powerful and direct. Everything about dark magic makes the Sorcerer themselves feel in control. They can directly, viscerally wound the people around them. They can hurt, they can force, they can reshape. I love this, because it makes them mechanically dangerous but it's also perfectly in theme. And their direct Sorcery spells don't give them much subtlety, either. Why would they? It's all about how the force they exert on others makes them feel. I do wish it didn't take learning those specific spells, though, because it means a normal Adept who is not trying to be Corrupt is unlikely to spend slots on Sorcery spells, since using them is always a Corruption WP test. I wish it was a little more possible for an Adept to reach out in a moment of panic and grasp Sorcery spells, because a major deal with Shadow is that it tries to give its servants massive, uncomplicated power because it's trying to make them seem strong in order to trick you into thinking you need to meet Evil with Evil to have a chance. Which I like! I actually quite like the Shadow as a force of evil and corruption and we'll get way more into it as we go. Its lies are temptations, dangling the idea that you could just make everything go how you want and drat the agency of everyone around you, and that's solid stuff. Still, Blue Rose's mechanics are solid enough if you don't mind conventional and relatively simple. Advancement is still fun, though I haven't seen high level play to see how it holds up yet. Stats still soft cap at 5, you still have a lot of incentive to branch out, and characters are usually mechanically competent adventure protagonists. It mostly works, and magic is fun without overpowering the game and it's available as a side thing to everyone, with enough reason to take it as such. There are definitely places it could be better and places it could use more (especially non-combat stunts, they needed to be more ambitious), but it's a huge improvement over d20 and I generally find the rules add more than they detract. But if you want a lot of narrative mechanics you're going to be unfortunately disappointed, even though the general math and balance is fine. Advancement is also notably less free-form and pushes you to more diversification than Modern AGE, but I don't think that's bad. I wish Warriors got more exciting stuff, as Experts and Adepts are both fine in combat already. Warriors are still effective, mind you! And can still play with magic, do lots of non-combat stuff, etc. It's just in combat they win fights by having really heavy weapons and armor, which matters, while the Expert is playing with the Stunts more and the Adept has many possible ways to play. Though that can be its own issue: Outside a couple spells, magic has very few ways to be directly used in combat, because that's not quite how magic works in Blue Rose. Magic is more about, like, elemental shaping tricks, psychic contact, healing, buffing, etc. You can still Shape fire onto a guy, but it's a little awkward. Which is also fine! Just be aware if you're playing an Adept that doing direct damage with magic is a little complex compared to what you might expect and be prepared to be a bit more supporty. Next Time: The History of Aldis and why it's both good, but really needed some more passes in the writing style
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# ? Apr 12, 2021 17:19 |
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That is some surprisingly well-done corruption mechanics. They don't reward spotlight-stealing acts of evil, they don't provide mechanical rewards for atrocities, and they deliberately depower any player who wants their PC to turn evil immediately out of chargen. That should effectively blunt most toxic players who want to make the game entirely about them and the NPCs they're slaughtering (prudent in a setting with cute animals, I feel).
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# ? Apr 12, 2021 17:50 |
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I feel like on some level you just have to abandon trying to mechanically discourage that kind of thing, personally. Because you can't; players who want to come in and make the magical deer kingdom full of magical cute animal friends a grimdark slaughter are going to do it because that's the reward in and of itself for them (see that Pundit rear end in a top hat writing about how he 'plays Blue Rose as subversive grimdark'), rather than being incentivized in some way. I think it's better to make Corruption and stuff work on a level that plays with people who are playing into the game's conceits, which I think BR mostly does. The thing I like most is the focus on how sorcery makes the sorcerer feel. I think it's highly in line with the genre that all the 'crush my enemies with my awesome arcane might!' spells with visceral effects that can only be used to slaughter and control lies in Sorcery. A good guy battle-wizard Shaper is doing elemental bending and trying to trap people in mud before spin-kicking them in the head to disable them or something while the dark Shadow Dancer's evil master just clutches his hand and breaks your ribs. The Healer is patiently helping a person work through their issues while a Sorcerer just stares at someone and mutters 'You will be who I want you to be' and tries to rewrite them as a person. Night10194 fucked around with this message at 18:16 on Apr 12, 2021 |
# ? Apr 12, 2021 18:08 |
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Chapter 8: Bazaar, pt. 17 Degenesis Rebirth Katharsys Chapter 8: Bazaar ARTIFACTS Legendary These are the named architects over which a Chronicler would shank their own mother, worthy of being the focus of entire campaigns. Let's see if they're as cool as they're hyped up to be! Encoder A tube that uses nanites to encode you to make you able to use RG or Free Spirit equipment. However, you fall under constant surveillance if you undergo the procedure. Gravity A heavy Sun Disc that fights attempts to lift it and move it, but if you can do it, they can lead you to Sleepers and Marauders. Sorta like a very lame Excalibur, that one. Capacitor A ceramic stick you use to stir angry nanites to make them safe to transport. Only Marauders get to use those, so... worthless? Emitter Basically a laser communication device that connects to... whatever with beams of visible light. Too mysterious to be of use. Cryostasis Chamber Apparently they populate the lower levels of Dispensers in the thousands, which makes mockery of the supposed rarity of these artifacts. If you're a bad enough dude to take a dive in the nanite soup, it will heal you – but will also recolor your skin, change your hair, etc. It's said that each one is imprinted with a specific person and tries to turn you into them. Just punch out a Pheromancer and drop one into it for shits and giggles. Interfacer Tablets used to access quote:Even though almost everyone had an interfacer in 2073, there are only a few working ones today. They are basically irreparable; you cannot even open them without damaging them. Their value for the Cluster is enormous. Impossible to repair, limited functionality, priceless for the tech obsessives… So basically iPads, eh? Stream Glasses Google Glass, still useful where digital hotspots (like Wi-Fi hotspots, but also storing a bit of internet themselves) are still active. You probably can't tell where such spots are without wearing such glasses, but then again you probably don't want to wear them all the time, so... basically sell it to the Chroniclers. Existence Half-a-Pokeball, made of titanium and clocking in at 5 kilos. It's actually an AMSUMOS brain or at least their memories. Use it with an Interfacer to play back the recorded footage (but only Chroniclers know that). Vital for restoring ogrish dot com. Diffraction It's an invisibility suit from Exalt. IN CONCLUSION That's it! It only took me 54 pages of 12 point Liberation Serif to summarize some of the least thought-out, poorly-organized, and imagination-poor stuff you could imagine. From the absolute nogunz mistakes to palpable fear of giving players anything cool with the Hellvetic exosuit upgrades, to weapon mods less evocative than ones found in 1-page rulesets, this is extremely disappointing. I feel spent. Luckily for us, the next chapter is dumb, but blessedly short! Next up: Chapter 9: Burn
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# ? Apr 12, 2021 18:16 |
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About Blue Rose sorcery, I am a little leery about all the domination and editing an NPC antagonist may inflict on the players. What do the rules say about all this magic being used to take characters away from their players?
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# ? Apr 12, 2021 18:33 |
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kommy5 posted:About Blue Rose sorcery, I am a little leery about all the domination and editing an NPC antagonist may inflict on the players. What do the rules say about all this magic being used to take characters away from their players? There are a lot of ways to cure it. Most normal arcana can fix what a Sorcerer can do to a person. Also the long-term domination stuff is more 'they force you to feel a certain way about something but you can't explain why' in mechanics; total control is short term and they have to be right there. It's more for them shaping hatred into your heart and then your friends notice you acting out of character and try to help you. They can't mechanically rewrite your PC entirely; that's more the fluff about what the worst of them can do than something that happens to PCs. E: Also, every time sorcery makes a PC act heavily out of character, they get a new chance to throw it off. To further edit: If you look at it closely, a Sorcerer who isn't using a full on dominate spell that they have to be right there for as a combat spell they must maintain can give you input but you still control the output. They can make you hate someone, but how you react to hate is still you. They can edit in events or implant false memories, but you still react to them as your own PC. They might be able to trick you into remembering them as your old mentor, but if you're the sort of person who would never betray your country, even at request of your beloved mentor, it might cause you great anguish to say no when they ask it of you but you can still say no. Night10194 fucked around with this message at 18:45 on Apr 12, 2021 |
# ? Apr 12, 2021 18:38 |
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Night10194 posted:The Healer is patiently helping a person work through their issues while a Sorcerer just stares at someone and mutters 'You will be who I want you to be' and tries to rewrite them as a person. Does the book say anything about rewriting a person with consent? I'm thinking stuff like a fantasy Alcoholics Anonymous memeber specifically asking for having the urge to drink cut out (kinda like the scene in Planescape: Torment, if the guy in question gave informed consent), that kind of thing.
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# ? Apr 12, 2021 18:46 |
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Just Dan Again posted:
Fire on the Velvet Horizon and Veins of the Earth are much, much better books than this. I still have this issue with VotE where it seems that many of the monsters have both a weird metaphysical gimmick and weird motivations that are not likely to be made clear to the PCs unless they research them somewhere else.
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# ? Apr 12, 2021 18:46 |
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Part 4: Archetypes: Heroes and Roughnecks I touched on Archetypes on the last section, and now I will go more in depth about each of them, touching on playstyle and the narrative role they want to embody. The first archetype the book presents is the Hero. Basically, your standard JRPG/shonen protagonist, with their Moods being Burdens, to reflect the weight of their commitment, and a choice between Idealism for maximum Power of Friendship and Rage for someone more revenge-driven. The Hero is the archetype that’s most directly in conflict with the Empire, with most abilities tied to fighting and resisting against it. They also get to create a Mentor NPC, to provide guidance and be the inspiring force behind their rebellion. The Hero is a frontline figure, getting bonuses for being in the thick of the action and being one of the few archetypes with an innate Armor resistance score, which works as extra Corpus resistance that automatically refreshes at the end of a scene. In addition to this, Hero abilities have a theme about giving your word and keeping it, starting from one of their core abilities, the aptly named It’s a Promise, which lets them vow to achieve any short-term goal in exchange for a refresh when they manage to pull it off (and a relatively nasty stress hit if they don’t). Their Quest High is The Last, Most Important Lesson, representing the Mentor having taught them all they can, with all the narrative tropes you can fit into that. A taste of what you can expect from High advances All of this combines to make the Hero a very proactive figure, who is sure to aim the party towards trouble and do their best to make sure they survive it, all whiile defying the odds and uniting the people behind their cause. The Roughneck is, as the name suggests, usually the muscle of the group. Roughnecks rely on the most straightforward solution to any problem, usually involving overwhelming power. This doesn’t mean they’re supposed to be dumb, just that they are encouraged to charge in first and worry about consequences later. Their Core, Knuckle Down, encourages this by letting them treat a failure as a stressful success, at the cost of taking Brutal stress on the roll (instead of rolling a single stress die, the GM rolls two and takes the higher). The other Core, Hidden Depths, gives them a passionate interest in something unexpected, such as fine cooking, the intricacies of jewelry-making, or art history. This dovetails nicely with the required Mood of Family, making the Roughnecks natural protectors, with the choice between Cheek and Dread differentiating the boisterous bruisers from the scary intimidators. Roughneck advances keep on the theme of stubborn determination and general willingness to fight, with the possibility of riling up enemies or conversely scaring them into submission, and their Quest High, Kill the Past, Save the Future, giving them a one-shot chance to rectify something that went wrong in the past, because they’re just that stubborn. Yes, the reference is shameless. Yes, I love it for that. All in all, Roughnecks are best thought of as running on pro wrestling logic: there’s no problem a good brawl can’t fix, there’s always time to tell your opponents why you’re going to thrash them, and there’s no obstacle or setback that can’t be powered through by sheer force of determination, and it’s the reason why I love the Archetype. If the Roughneck is all about facing trouble head-on, all the Scoundrel wants is to avoid the consequences of their actions. They’re the more roguish archetype, as exemplified by their obligatory Desire mood, and can then be dashing rogues with Charm or tricksy rogues with Cheek. They can be trusted to make trouble, and to usually take advantage of it. Scoundrel advances are mostly geared around their ability to cause trouble and pocket stuff, with a minor theme of ranged combat thrown in to give something other than shenanigans. They also can add the party’s Kismet stress to their rolls thanks to one of their Core abilities, giving them a reason to keep it topped up and the rest of the party a reason to groan. The Scoundrel’s Quest High is, appropriately, the Heist of a Lifetime, letting them become rich enough to automatically succeed at anything involving throwing money at a problem. Some curated examples of shenanigans Next time: Wanderer, Heir and Scholar
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# ? Apr 12, 2021 18:47 |
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Caustic Soda posted:Does the book say anything about rewriting a person with consent? I'm thinking stuff like a fantasy Alcoholics Anonymous specifically asking for having the urge to drink cut out (kinda like the scene in Planescape: Torment, if the guy in question gave informed consent), that kind of thing. Yes, with informed consent that kind of thing falls under healing for that kind of situation. Also to update: I got my dates mixed up. For some reason I thought Modern AGE was 2017 and Blue Rose 2018, it's the reverse. I generally think Blue Rose's rules work a bit better in places, but I think playing them in the other order and them being pretty close to one another threw me off.
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# ? Apr 12, 2021 18:48 |
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Night10194 posted:(see that Pundit rear end in a top hat writing about how he 'plays Blue Rose as subversive grimdark') The older I get, the more childish this kind of thing feels to me. Some people seem so angry if your preferred game of Let's Pretend includes 'let's pretend the world is a fundamentally good place where good people can do good things.'
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# ? Apr 12, 2021 19:12 |
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Everything about The Scoundrel sounds like being the worst kind of player, but in the best way.
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# ? Apr 12, 2021 19:15 |
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Cythereal posted:The older I get, the more childish this kind of thing feels to me. Some people seem so angry if your preferred game of Let's Pretend includes 'let's pretend the world is a fundamentally good place where good people can do good things.' (Unoriginal Nerd Idea #2 is "What if the bad guys are actually the good guys, and vice versa? Oooh did I just blow your mind?!?")
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# ? Apr 12, 2021 19:18 |
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Oh poo poo, I'm ready to play a giant angry cyborg just crushing my way through everything. The hero is cool too, who doesn't want to be a Firebrand AND lead from the front? And of course, this would be extremely thematically unfitting, but it would probably be a better IG Kill Team experience than Only War.
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# ? Apr 12, 2021 19:24 |
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# ? Apr 28, 2024 09:25 |
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FMguru posted:It's Unoriginal Nerd Idea #1: take a popular nerd thing and make it dark and grim and edgy. Oooh, it's so much more sophisticated and adult now! I was going to make a joke one day about a new RPG plot twist: the monolithic organization your started the game serving... are actually good? This would blow a JRPG player's mind. As for the #1, doing the opposite and making a popular nerd thing good and positive would be more original, yet harder, because... well, if it's all good and positive, then why do you still have to fight all these traitors and heretics? In fact, where are those traitors and heretics coming from if it's all good?!
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# ? Apr 12, 2021 19:28 |