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Dermaius Korr

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  1. I love creating new settings. I am currently working on a Solarpunk setting. Still super early development but I am having fun with it.
  2. I would love to run something like Eclipse Phase, especially with Altered Carbon coming out soon. Sitting here with my gaming group we came up with the the idea of attaching upgrades and downgrades to charistics and individual skills. This would modify the base character while maintaining a core stat set. Quick, fast, and easy.
  3. Agreed, my point was more that this will be decidedly different from ZA, with the focus taken off of something you can kill (although there are always other survivors that might need a killin,) and more towards getting the hell out of dodge and going to ground. I really like ZA, but everyone has thought about what they might do in the case of a zombie apocalypse, TV and movies provide ideas as well. Trying to run from actual gods is a different beast altogether. I have to say I reside on the other side of the fence. Just surviving is a limited story with a very narrow scope. why not have your players find their way to the World Tree? Give them a reason to plunge to the depths of the underworld (many stories of legend add this in some fashion). Let them be the mortals that impossibly shift the mighty river of destiny, an action no one not even Odin could predict. There is so much more joy in simply not being underfoot for the grudge match of the century. Im not disagreeing on that being awesome, but I think you could get a lot out of the story by portraying it realistically. Playing as yourself in ZA, the main motivation is to survive. As a PC I would be hard pressed to believe that I could be chosen by Zeus or Odin or the Flying Spaghetti Monster to be their mortal agent (or mortal host if you wanna get all Zhul about it). If it takes the PC to a place where they are interacting with Gods then id becomes a much more traditional RPG. That's not to say you can't make it exciting, but if I was given leeway by a god to do his bidding, that is going to take away from the fear and survival aspect of the game. I'm not saying your way wouldn't be fun, but keeping the PCs close to their true self has it's merits too. I didn't say the players would become the agents of the gods, but rather become a force for change on their own. Let me give an example; "You wake up to a thunderous boom and half of the wall to your bedroom missing. When you investigate you find a female, clad in armor, resting in a crater. She rambles on in some language you don't recognize as she pushes her spear toward you. You take the spear and she give you a grin before passing on. What do you do?" So we now have a player with a Valkyrie spear, a weapon of Asgard. I imagine that being a tad more effective than a pistol But that's what I'm saying, let the players find something to level the field, let them find their way to the world tree, let them stand before Odin and let the All Father scratch his beard at these mortals in his hall. To me that just seems more fun than "try not to get caught underfoot". But as has been pointed out you can play the game however you like. I just take my games epic with a side of awesome
  4. Agreed, my point was more that this will be decidedly different from ZA, with the focus taken off of something you can kill (although there are always other survivors that might need a killin,) and more towards getting the hell out of dodge and going to ground. I really like ZA, but everyone has thought about what they might do in the case of a zombie apocalypse, TV and movies provide ideas as well. Trying to run from actual gods is a different beast altogether. I have to say I reside on the other side of the fence. Just surviving is a limited story with a very narrow scope. why not have your players find their way to the World Tree? Give them a reason to plunge to the depths of the underworld (many stories of legend add this in some fashion). Let them be the mortals that impossibly shift the mighty river of destiny, an action no one not even Odin could predict. There is so much more joy in simply not being underfoot for the grudge match of the century.
  5. Same here. Zombies are fun and all, but the setting lacks agency. I fully plan on letting my players become a force for change during Ragnarok. For me this is something that has been needed. Survival only goes so far in a storytelling game. After a while it just feels like 'now deal with this problem'.
  6. Forms: Homid No change from base characterGlabro +Powerful +Tough -Ugly -Rough Spoken Crinos +Powerful +Tough +Large +Enduring -Ugly -Animal -Limited Speech -Terrifying Crinos also gets Teeth (2 positive dice/ +3 damage, Claws (1 positive die/ +2 damage) and tough hide (+2 physical resistance). Hispo +Large +Enduring -Animal -Can't Speak Hispo also gets Teeth (2 positive dice/ +2 damage) and tough hide (+1 physical Resistance) Lupus +Heightened Smell -Animal -Can't Speak Lupus also gets teeth (1 positive die/ +2 damage) Shapechanging takes a turn but you may move at your starting forms speed during the turn you transform. After your turn is over you are now in the form you were trying to transform into. You may also use Essence to transform instantly and still take an action (See below). <DESIGN NOTES> I designed this to sort of pyramid towards Crinos to help connectivity through the forms. I wanted each form to offer unique advantages while not overshadowing Homid and Lupus. Yes Crinos is overpowered, its a war form for a reason, but the nature of the system means that most of the qualities are phycial as is the restiance. Werewolves will still be quite susceptible to mental and social stress, the latter of which was very important when designing them as I love werewolf social structure. Modified Character Creation Distribute 10 points among your 6 charistics Choose one positive and one negative quality per charistic group Choose one positive and one negative quality for Breed Choose one positive and one negative quality for Tribe Choose one positive quality for Auspice You should have a total of six positive qualities and five negative qualities. <DESIGNERS NOTES> A new character creation system to help you craft a fictional character. For building yourself the system is fine, but voteing seems to be of limited use when it comes to not having a real world baseline. This also ties the two books together as you get to read up on the idea of the Get of Fenris tribe and then choose qualities of that tribe to build your character. New Aspect; Essence Essence is a 1 to 10 pool of spirit energy the werewolf can use for various effects. The pool recovers at a rate of one point per hour, two per hour in the spirit world. Essence can be spent on the following; Shift to any form instantly Pass through the Gauntlet (perception roll to find a locus) Heal wounds. Cost equals number of physical stress removed. For physical trauma, werewolves get 1 week, 1 day, and 1 hour to better represent their sheer tenacity Activate a gift Activate a fetish New Quality: Rank <COMING SOON>
  7. PC's. It's no fun if you can't play them.
  8. I decided to try converting werewolves from world of darkness to EotW. It seems to work and I managed to kept it simple. I will post up what I have after I get a chance to playtest it and make sure the war form isn't too overpowered.
  9. I have my group going through a re-skin of the Age of Worms story line from dragon magazine some years back. so far so good.
  10. I have to ask, is there a need for this? If your goal is to play a jedi order trained character, make a knight level teenage character. If it still doesn't feel how you think the character should, rub more XP on it. Still not feeling like you think it should? Add even more XP. Still not giving you that jedi trained feel? Perhaps you need to reevaluate how you define "jedi training". So the system doesn't give you the character you want right out the gate but it gives you the means to get it. Unlock other specializations, let your character know basic facts about the jedi order (a rare thing in th current dark times), share and uphold the ideals of the jedi. This seems like a better idea than a univursal spec.
  11. we will have stats for hutts soon....could be a thing.
  12. You've stated perfectly what I perceive as an issue. In life (and perhaps more so in fiction) it is those that learn from their conflict that we perceive as more moral. We do not cheer for the hero because they avoid conflict, but because they face it and make the hard choices. A wild swing to having more morality from a play session where a character avoids conflict and did pretty much nothing during the session, seems out of place to me. At the very least, the die roll should only be done if the character has gained any conflict at all. No conflict, no roll. You have to be tested to learn from it. Except that the very nature of sitting at a table and rolling dice is to deal with conflict. Taken for what it is yes the morality is light side focused, but one is not playing the game just to build up morality. We play these games to be thrown into tough positions and be forced to make hard choices. If a player is trying to follow Kreia's teachings and "Do Nothing" for a whole story, I would say that your group needs a character who isn't just there for the ride. As the developer pointed out in the last update, each side of the force is going to be advantageous to someone so both were made accessible for the purposes of telling the best story possible. The beta even says that morality is supposed to go up and down as part of a typical story. So your character falls to the dark side, so what? You shift your use of pips on the force dice, gain some extra wounds and lose some strain but your characters personality is still under your control. Nothing says you have to play your character as a rage fueled murder machine or heartless megalomaniac. Even Ventris struggled up and down the morality scale which made for some great character development. The best suggestion I can make regarding the morality system is to just play your character. If your morality falls, so what. No one is going to take your character away or tell you your not playing them right (at least I hope not).
  13. Why does soresu defender need two improved parry? I know we have been wanting to see them get a defense buff but I don't think this is what we had in mind.
  14. I think there's a good lesson in dawn of the jedi. Balance is great as long as everything goes your way. But the second an outside influence arrives, the end result is a shift in ideology. Yes balance was great, but for all their grand understanding the masters of tython were rather ignorant of the force as a whole. This what caused the force war. So you have to ask yourself, why not return to balance? The answer is simple, they found something more powerful than they previously realized. So as mighty as balance was focus of light or dark offered more in the long run. I doubt we will ever see a balance focus like that again. It was just a perfect storm of conditions arranged by the Gree to generate a powerful force order. It makes you wonder if force users ever would have developed without Tython.
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