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If you lose access to all of your powers and take another Hunger stress hit, you are taken out. So, basically, this means that, playing someone with a Feeding Dependency, you really have to husband your powers during play if you don’t think you can take the time to feed.
Since we know that Red Court infected go over if they taste blood, and White Court virgins kill the first person they feed on… how do you “take the time to feed”? If you “feed”, you go over the edge into Monsterland. So how do you handle that? Is there any advice to how to describe being “taken out”?
I’m going to take a guess that the powers on an enemy’s statblock is going to require a lot of referencing, yeah? So if the monster has “Supernatural Speed”, you’re going to either need to reference what that is, or write it down somewhere, aren’t you?
(I’ve been spoiled by D&D 4e statblocks)
On the topic of enemies. Based on their statblocks, is there a way to tell how tough a monster is? For instance, “This would be appropriate for ‘Toes in the Water’ level PCs” vs. “This would be appropriate for ‘Submerged’, who have been advanced twice”? Lenny in the Podcast said that he spent a third of a chapter talking about advancing enemies. But I’m curious if there’s any indication on the statblocks currently presented. (For instance, what’s the “level” of a Hecatian Hag?)
Continuing with monsters. We’ve been told time and again that “If it touched me, I’d have been killed”. That’s clear. And that you should pick your battles and be careful. Sure, granted. But for whatever reason, let’s say the fight has to go down. Do PCs have lots of options for ‘keeping it from touching me’? Basically, what’s between them and that Troll picking up a tree to play croquet?
Last Q of the night:
It’s been shown that there are lots of awesome ways to beat the heck out of people physically. Combat is dangerous. Evocation, shotguns, tons of Powers, etc etc. Not to mention armor and all other sorts of things. However. Mental and Social conflicts can equally rack up stress and consequences. Is there anything that you can use in a Mental or Social conflict? Anything that’s equivalent to a weapon, anything you can use to break your competition (or use as a defense!), or is it purely a test of skill vs skill and otherwise you’re on your own?
I noticed you could have stunts that increased strength, toughness and speed. How many different levels are there of these e.g. supernatural, superhuman, inhuman etc? Also, are these the only enhanced stats, or is there superhuman intelligence etc?
Do they give a +2/+4/+6 etc modifier, or do they give +1/+2/+3 etc? I presume enhanced strength stunt can act as a modifier to your Might and would also add in to stress caused by fists, melee weapons etc – would that be right? Toughness subtracts from stress damage? How does increased speed help you out?
.
To add to Iorwerth’s question, what about Recovery? Does it make consequences heal faster, give you stress boxes back, what?
Dammit I want to play this game the more I hear about it!!!
Anyway, I did think of some good non-random questions.
1. What are the magical elements under Evocation? Is Entropy an element? Related side note: I’ve been pondering for 2 years the idea of a Sorcerer whose shield is Entropy based, a shield redirects forces around him instead of stopping it cold (Kinda looks like Fortune from MGS2)
2. What is the spectrum of Control, Power and Complexity. Harry is the paragon of Power(A magical Thug). Who are the best examples of Control and Complexity?
3. Related to 2: What’s a Spellcaster with a high Lore and therefore capable of high complexities look like? What’s a character like that good at?
Thanks again for the info.
BTW, I’ve had to explain the DFRPG character types like 4 times already and whenever I do, I explain minor Talents perfectly with Lucky Firth.
3. Related to 2: What’s a Spellcaster with a high Lore and therefore capable of high complexities look like? What’s a character like that good at?
From Yesterday’s Q&A:
Lore is very important in Thaumaturgy, because it lets you build the ritual you need for the effect you want. Basically, you can perform rituals with a complexity of your Lore rating or lower off the cuff, but you need to spend time researching, experimenting, and setting up symbolic connections (i.e. make a Lore check) for rituals of greater complexity. For Evocation, your Lore rating determines how many rote Evocation spells you know – these are dependable, relatively safe applications of power. Lore also determines the base power of any enchanted items you create.
Also Fred says:
Lore also sets the limit for how big of a bonus you can get out of a focus item or a specialization. Lore’s designed to add a lot of subtle but far-reaching effects all throughout the spellcasting model. Conviction and Discipline look like the rockstars, but a high Lore spellcaster can get a lot of stuff done by dint of knowing many many secrets.
Evocation is more about Control and Power. Thaumaturgy is where Complexity comes into play, more than anything.
Rechan’s question above about social and mental conflicts stress and consequences and it got me thinking about how you could bring these into play.
Aspects like “Knows where the bodies are buried.” could potentially be used to force information out of someone (Social conflict through intimidation?). Protective aspects might include something like “Plays things close to the vest” or “Trust doesn’t come easily”.
Giving an enemy the Aspect of “Sight not meant for mortal eyes” could have an effect on your mental state (If you stare into the abyss, blah blah blah). If you want to play up the horror aspect of a game of mortals vs things that go bump in the night, the mental reprecussions can begin to add up rather quickly forcing some sort of breakdown. Protective aspects might include “I’ve seen it all” or “Clean up, aisle 3” for characters who have been exposed to these things in the past and have a better understanding of what’s going on.
I’m really beginning to enjoy the idea of aspects and how they can be used in game to bring about situations that advance the game. What’s got me curious is the “stunt” side of things and how wildly different supernatural and mortal stunts are.
It seems like the Conviction/Discipline/Lore model is very hardwired together, and to an extent you need all three. Since you have to call up power for a ritual wtih Conviction (and if you exceed it, you take stress). Some with Discipline and evocation unless you’re not concerned about effecting the area around you.
Which brings me to a new question:
It’s really easy to understand when destructive attacks blow into the environment. If you call up an Evocation that isn’t necessarily Destructive, and it exceeds your discipline… what happens? Let’s say you’re calling up a Spirit evocation to Block an incoming attack (With your Shield Bracelet, let’s say). If the effect blows out into the environment… what happens?
Sorry for the massive amount of questions from me today, Rick. 🙂
I’ve got a few questions to throw at you.
How are death curses handled?
In the books there are several instances where one wizard “shuts down” another’s magic. Is that talked about?
How tough is Michael? 🙂