DM Frogfoot's Shapeshifter Apocalypse (Inactive)

Game Master Dalton the Thirsty


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Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

The flash didn't tell Chaney anything he didn't already suspect and isn't enough confirmation to convince other folks the abort.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Athena said she wouldn't react to it either, when I asked about it, so that means team floaty is continuing onwards. You ask what we do... we do nothing.

That being said... I figure it's much closer to 'the guy in the crow's nest is about to make Feustus's life suck'. We've went out of our way to maintain cover, and the guy in the crow's nest just heard a guard scream for help. I suspect the flash is less a lens and more a weapon being readied.


Sound reasoning. I should note though, I said you saw a flash of light, I never said you saw a guy. :)


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Or a communication to someone onshore to start the festivities.

Though mind you I have no idea why they would be filling cannon balls w/silver.

Small pellets sure. Give a crowd a taste of silver grape and the ones who don't die will be distracted by the crazy killers you just created.

But cannonballs? If one is hit by a the one pound solid round from a Falconet it won't much matter to the half a corpse remaining if the round was iron or silver.

Silver doesn't fragment well...Nope no idea what they are doing.

Not that Chaney has access to this info


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Yeesh cannons are nasty.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I was more figuring it was meant for the cannonball to shatter (as they aren't solid) on impact with solid surfaces like streets or walls, and simply spray their contents everywhere, while leaving the orbs as fairly safe to handle. Whether it be holly or silver or the like. This would be a very effective way of -not directly- killing the population. I'd say something akin to flinging corpses into a village. Even if that didn't directly have the suspected impact in history.

Yeah, I'd also figured it was a signal meant for communication with the other ships, but it's a complication we have virtually no way to deal with.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Wont work. Silver is too bendy to shatter into fragments.
Now silver pellets/small bits in an iron canister would work a doodle. but they are clearly pouring liquid silver onto hollow (presumably) iron round shot.

Maybe hiding the silver?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

"He will drown with the rest - if you provide us the means to break his hulls."

Excuse me? Are these Mer-children. A good rock can have the okum out of a hull seam in an hour or two. Do that to two seams on the same side of a hull and the ship will list. As the ships are in a protected harbor cargo is not going to be battened down as the crew needs access to it. Cargo will shift. The sailors might be able to save the ship by throwing enough weight overboard to create a counter-list that brings the seams above water but it will not be easy. Shifting cargo still sinks the occasional modern container ships. It is a real threat for these boats.

Using an actual metal tool or weapon will vastly cut the time as one can pinch holes through the oakum and let the water pressure help. It is true that iron and seawater do not get along but bronze doesn't care and even a pure iron knife would take a LONG time to rust to uselessness.

Mer-folk would know this or they would be ignored as a threat. After all they have hundreds of years of sunken ships to study.

Alternately they can cut or lift the anchors, foul the rudder and let the night wind/tide run the ship aground.

Or am I wrong?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

You're missing that they are being controlled by some means, which they are asking that we take care of. :)

Also,could a cannonball be heated to the point where the Silverthorne to its liquid state, while the ball itself maintains integrity enough to be fired?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Ah new data.

That makes more sense.


Do we want to use death moves? I realize it is kind of late to bring this up, but I think it is still something to think about.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Only some classes have them. Thieves and Wizards for example do not have them.


Actually, there are rules to add them to any class. There are even general ones.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Sweet. Where? Link?


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

http://www.dungeonworldsrd.com/moves#TOC-Last-Breath


Aifric was right 8 is enough of dd i thought it was 9 so she's still alive with 5 hp


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19
Aifric wrote:
http://www.dungeonworldsrd.com/moves#TOC-Last-Breath

That link is to last breath death moves happen after that. See the grimworld pack for samples of death moves.

I think Nohwear was saying there are class specific death moves for everyone?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

There could be! And there's enough leeway for them to be tailored to characters. Like... a wizard's knowledge might all flow into the pages of a book, authored by... ahem... a ghost writer, leaving the last bits of their life cryptically open..?


Elf / Were-shark || HP 19/19

I'll be out next week and I don't think I'll have time to post, so feel free to bot me :)


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I'm working on making my own playbook (throwing my hand in, as it were) for a campaign I'm working at, and I'd like some suggestions/critiquing, if you guys are willing! The way I see it, 2-5 and 6-10 should have 8-11 or so choices. So I still need some more!

Desperado Passive Neatness:

Grit and Bravado:
When you Make Camp, reset your Grit and Bravado to zero.

Grit:
The Desperado gains +1 Ongoing when they make Moves for each instance of grit.

When the Desperado makes their Move, and the dice come up 6 or less, the Desperado gains one grit. When they make a move and get 10+, lose all grit.

Bravado:
The Desperado gains +1 Ongoing to damage, and -1 ongoing to Defy Danger rolls for each instance of Bravado.

When the Desperado makes their Move and the dice come up 10+, the Desperado gains one Bravado. When they Defy Danger and fail, lose all Bravado.

Snake Eyes and Box Cars:
When the Desperado makes a move and both dice come up 1, gain two grit.
When the Desperado makes a move and both dice come up 6, gain two bravado.

No Name:
The consequences of your actions never seem to follow you or your associates after an adventure is over. This does not in any way prevent your associate's actions from following themselves or you, however. Your character gains none of the benefits of carousing.


Starting Moves:

Called Shot
When you attack a defenseless or surprised enemy at range, you can choose to deal your damage or name your target and roll+DEX.

Head
✴ 10+: As 7–9, plus your damage

✴ 7-9: They do nothing but stand and drool for a few moments.

Arms
✴ 10+: As 7-9, plus your damage

✴ 7-9: They drop anything they’re holding.

Legs
✴ 10+: As 7-9, plus your damage

✴ 7-9: They’re hobbled and slow moving.

Needs one more Major move and one minor move. Probably something to do with your own personal gun.

2-5 Moves:

Lucky Streak:
When you have three or more bravado and are asked to defy danger, you may instead choose to intentionally fail the defy danger roll. If you do, empty your bravado and take the defense action, gaining one hold, immediately. You may use this defense action against the incoming effect.

Gun Smith:
Add a weapon tag to your Personal Firearm.

One in the Chamber:
When you Spout a one liner before firing your last round, and succeed on your attack, roll damage twice for that round and choose the roll you want. You must reload after this attack.

Trick Shot:
When you use Called Shot, on a 10+, you may choose another target and deal your damage to the additional target.

Size Up: When you spout lore about a monster, or a person you are currently engaged in combat with, you use WIS instead of INT.

Iron Will: When you roll a 10+ on defy danger, do not empty your grit pool. You still gain one bravado.

Pistol Whip: Your firearm may now be used to hack and slash. Choose one:
[ ]Your firearm gains the Precise tag.
[ ]Your firearm deals +1 damage per bravado.


6-10 Moves:

Make Your Own Luck:
Replaces: Lucky Streak
When you could normally activate Lucky Streak, choose one:
Don't even Flinch: Gain three hold instead of one.
Take Cover: Gain armor 5 versus the triggering effect in addition to hold one.

Gun Wesson:
Add another weapon tag to your Personal Firearm.

A Bullet with Your Name on it:
When you reload a gun, name an enemy that you have successfully spouted lore on. Take +1 Ongoing when using Volley against that target, and when dealing damage against that target, deal +1d4 damage until you reload.

Six Bullets or Seven?:
Requires: One in the Chamber.
You may use One in the Chamber twice before having to reload.

Lucky 7s:
Treat any move whose dice add up to seven before modifiers as box cars.


Death Move:

Last Action, Hero:
When you should die, instead, ignore the action that would have spelled your demise. You know it's your time, however, and you're going to go out in a blaze of glory. Talk with your DM about exactly what you want to have happen, but just know, it's going to be awesome.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I love this! How about a Quick Draw move? And something related to dynamite; desperadoes are always lighting a stick of dynamite with a cigar and throwing it.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Could totally see either one working out.

I was thinking of having quick draw be part of your personal firearm. Like, if you choose dual pistols. There'd also be a rifle option, and a shotgun option. Any other suggestions?

Any ideas on how to work them?

I was thinking of adding a duel option (You can use either strength or dexterity to parlay, the DM will tell you which the target chooses), but it fit less with the idea of gritty/over the top I was going for. I really like that grit/bravado kind of work to stabilize your rolls more towards the center... when they don't completely over-the-top you.


Hey guys! Sorry for being incommunicado these past few days; I've been on Christmas vay-cay with my family without any internet access since last Wednesday. I'm back with a vengeance today, though - posting from the airport. As soon as I get home I'll get caught up on everything.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

No problem. Christmas happens. :D


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

More ideas:

Shoot First-
The Desperado is always considered armed, as long as their Personal Firearm is on their person, and should anyone attempt to get the drop on the character, Roll+wis.

On a 10+: The Desperado is considered aware, and may choose to Shoot First. Perform a Volley, and take +1 forward on this attack.

On a 7+: You may make a volley attack against the person who chose to attack, and resolve your action first.

On 6 or less: You're no Han Solo.

Collateral Damage-
When you light a stick of dynamite, Roll+?. If you light it from a Cigar in your Mouth, take +1 forward to the damage roll. Remove one piece of dungeon gear from your sheet to use this ability. It's going to be noisy, and something's going to be broken. (I'm thinking Con. But it feels odd having so many different stats to use. Cha also fits, but suffers the same fate.)

On a 10+: [b]2d10 + [b]2d10 damage. The DM will create a hazard that is beneficial to you, for now. Nothing of Value is damaged (Unless that was the point).

On a 7+: [b]2d10. The DM will create a hazard.

On a 6-: Something goes terribly wrong. Take [b]2d10.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Yes, with an exclamation point on both of these. I hadn't connected non-conventional Westerns with Desperado, but, of course, Star Wars is such a non-conventional Western, particularly Solo shooting first (which he totally did, despite later revisions).

I like what you've done with dynamite. What does the "b" in brackets mean?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

a [b]in brackets means 'the better of' and a [w] in brackets means 'the worse of'. So if you see [b]2d10, it's roll 2d10 and take the better roll.

Are there any other nonconventional options that come to mind?

Do you feel that something about sheriff/deputy would be fitting for a desperado, or does 'Sheriff' run counter to your ideas of the theme 'Desperado'?

I'm not much of a western buff, and that's why I really need help with these ideas. :)

There's definitely something to be put in for 'High Noon' I think. I just have -no- idea what to do with it.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Desperado.

It seems odd that Grit helps spout lore.

Does Grit apply to last breath?

How much grit does a Desperado end the turn with if they start with 8 and roll snake eyes on a Spout Lore?

A higher level Desperado will on average have less grit than a low level one. The dice will give them the same amount but the better stats on a high level Desperado means more 10+ totals and more lost grit.

Bravado will hold steady-ish. Have to do a hundred roll test to see if it is worth tracking. A flat +1 to defy danger might do the same thing w/ less bookkeeping.

Pistol whip. This adds an additional +1 damage per bravado?
Lucky seven. Is it optional?
One in the chamber. How does this interact with single shot guns?
Lucky streak. How does this interact with non attack DD rolls? Climbing etc?

Hmmmm that was my first impression anyway.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

Regarding Sheriff, some Desperados were once lawmen, or some Desperados become lawmen, or some regular guys have something happen to them that turn them into Desperados and lawmen simultaneously (Hang 'Em High).


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Let me know if you think any of this doesn't make sense.

In theory, Grit applies to -everything-. If you're thinking of spout lore, as an example, the guy is so down on his luck right now, that he just happens to have the clouds part and the angels sing, as he remembers a guy who knew something about ogre-carts and the bicorns that pull them. As unlikely as it is that he knows it, he -does-.

Perhaps Grit applying to last breath is kind of crazy good... although it's also death protection if you've just had a bad run, to some degree. Though... that also plays into the death move.

Add and subtract come after the action. 2 + 8 = 10. You're now 10+. 10+ drops you to 0. Then you get +2 for snake eyes. At least that's how I'd run it. That is a problem for readability though, as you don't want the stat blocks to be super big. Just adding 'after the action is resolved' to box cars and snake eyes would help fix that.

The idea for higher level Desperados is to have more powers that result in having grit, if that's how you want to roll. It might need more powers to back that up.

Bravado is more about the guy riding the wave until it crushes him... possibly at a terribly important time. You can opt out of it, though, with some of the other benefits. Remember, if it's a statistical equivalent to +1, but it has variance, it's a -great- mechanic... at least in my eyes.

Pistol whip -can be-. You can also choose the other option. Maybe it's better if you can choose on the fly? also, initial Bravado is only intended as bonus damage for Volley and volley replacements. So this lets you apply bravado -once-, not double dip it, on hack and slash.

Lucky 7 is something you can choose to take, but you cannot opt out of it once you take it. As it's 1/3 of -all- rolls become 12+mod, it's incredibly powerful.

One in the chamber: The concept is that when you fire, you have to reload after using it. If your gun is single shot, you can throw out a one-liner with every shot.

The idea for Lucky Streak was for it to interact with anything that would call for a DD. It might be too good that way. I dunno.

@Aifric: So you don't at all believe that the two are exclusive? Cool. That opens up a few more options. Like 'above the law' or 'I am the law'. And Deputize to turn NPCs into allies for a specific situation, maybe.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Pistol whip: Ah then the wording of Bravado needs to be changed. It currently applies to all damage not just volley.

I would recommend replacing Called shot with Shoot first as a basic move. Less overlap with Rangers and Desperadoes at least as evidenced by Clint Eastwood in the Sergio Leone films are more about shooting fast and lethal rather than trick shots.

Dynamite looks way to damaging. Perhaps mentioning that a DD or cover is needed bu everyone (including the Desperado who takes a -1 on the DD if they light it from their mouth) in the area or they take the damage?
I say make the boom roll +INT or plus nothing? The dynamite is doing all the work.

Should grit apply to the dynamite roll?

Dynamite roll sounds like sushi. Is it lunch yet?


Male Were Vulture Human Necromancer 1 HP 11/17 Power 1/3

Since we will be ending the session soon, I will ask for the opinion of you lot. Should I up the damage of my pets, or create an assistant? This will have a big effect on what I do during the down as I may need to discreetly collect the remains of the pirates.


I love necromancers... xD


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

The thing about the dynamite damage is that it's basically class damage rolled twice, taking the better result. Should I drop class damage to d8s? It'd match rogue a bit better, then. And I agree with swapping called shot away. That moves trick shot up. And gives basically all Desperadoes quick draw.

The dynamite is really hard to work with,as it should splash, but splash to what degree? Without bravado affecting the damage of the dynamite and it dropping to b2d8, does it seem more reasonable? D10 damage dice feels crazy high now that I think of it.


Different take on necromancy.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

My favorite necromancer in -any- game used the positive emotions of the dead, rather than the negative. He didn't raise slavering thralls that wanted to feast on humans... he summoned a child's grandfather, to protect him from the werewolf outside his window. He summoned the trusty Ox who'd plowed the field for decades to do so once more. He -really- played up giving them a chance to be who they were once more, and pointed out that if the dead could do, with none of the drawbacks, what the living required, was that not in its own way honoring them?

Fun times.


Mazatl: to respond to your question messaged to me, it's going to vary by context. You summoned a local elemental on a failed roll, because you were summoning it near a large body of water and it felt like a good explanation for a failed roll. However, by and large when you succeed at summoning an elemental, you bring it directly from the Elemental Plane of Life - unless a Life elemental happens to be on the Material Plane nearby, and "hears your call." Does that make sense?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

That works for me! It nicely bridges the gap between the lighthouse elemental, the water elemental, and the giant elemental of awesome.


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

Right, End of session?

Did we learn something new and important about the world?
King confirmed hostile with the silver & pirates but not sure this qualifies.

Did we overcome a notable monster or enemy?
We crashed a pirate ship into a town, so yes.

Did we loot a memorable treasure?
Well we technically stole and entire flagship but I think the foci and amulet might qualify as well, yes

For each “yes” answer everyone marks XP

What do folks think about the "learn something new and important" yes or no?


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Definitely. The bad guy is -controlling- his people. They also use big guns. Overkill-level guns.

Several notable treasures. The necklace, the foci, the ship, the green first world meteorite egg of carnage...

We also turned a powerful enemy into possible allies. The mer will be a serious boon if we can succeed in positive relations.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I say yes to "new and important," as well. We proved the truth of the mystery of this entire adventure.

Now to look at bonds. Oh boy, do I think some of my bonds changed. Do we just use one for XP purposes at end of session, or do any and all of them come into play?


Human Wizard
Stat Mods:
Str-1, Dex+1, Con+1, Int+2, Wis 0, Cha 0. HP 19

So...
Did we learn something new and important about the world?
Yes

Did we overcome a notable monster or enemy?
Yes.

Did we loot a memorable treasure?
Yes

For each “yes” answer everyone marks XP 3xp pending word from the Frog

Bonds: looks like only one/level


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

I think the mystery of what exactly is in the jars has been let out of the bag to some degree. Mazatl very probably is less curious about the werevulture, and a bit less likely to stay in his house. (It is better to fear him, right?)

I feel that clears up that bond. Do you think it's solved, Feustus?

The question is, should I replace that bond with a new Feustus bond? I'm not sure what way to work that.

'Mazatl has seen some dark things around Feustus, and would prefer less contact. Being left alone with him is something she'll try to avoid.'

Alternately, something with the monkey is fitting. She and he had the most interaction, I feel.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

I think Aifric may have resolved his bond with Bambi. Change it from "Things never go as planned with Mazatl around" to "Mazatl's magic is much more more reliable (and powerful!) than I realized"?

But Aifric thinks something has been resolved with Chaney, too. Change it from "It's not right that Chaney stole his creepy arm from some poor soul's dead body" to "I'm no longer going to hold it against Chaney that he stole his creepy arm from some poor soul's dead body"?

But Aifric is appalled at what Feustus did to Kazuya's corpse. Change it from "Sometimes I think Feustus has a death wish" to "I don't know if I can be around Feustus anymore after he turned our friend into a zombie"?

Decision, decisions.

On other fronts. Athena Flynn is still so quiet Aifric is never really sure she's around, and Svog Kos and he never had a chance to keep an eye out for each other. So no possible changes there.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Well, Mazatl did bring everyone to the ship, and then stabbed Athena for good measure. Neither of which was part of the plan. You know, because she could. But she was also -very- reliable there towards the end.

One thing that I missed in the bonds is that you should have a why and a what. An 'I am going to do this, because this.' That way you have an action that stems from it, a sort of soft compel, which gives your fellow players and the DM something to work with. Then you have the reason for it, which could be anything, even irrational. When your character feels either side ceases to be true, the bond dissipates.

For example, Mazatl would have shielded Chaney on the ship, if I'd remembered her bond (when she defended herself as she clinched aboard), as he played a role in her survival. Currently, though, that's a bit more rocky, due to his nonchalant edge when she was in danger. 'Maybe he's not as much of a hero as I thought.' But not enough to explode the bond.


Male Human (Were-Ape) Skirmisher / 1 / 7 XP

The "what and why" aspect doesn't come through very well in the original bonds on the Skirmisher character sheet, which I used word for word as I began this game (as it was my first experience with DW).

Quote:

________ and I keep an eye out for each other.

Things never go as planned with ________ around.
________ can sense opportunity as well as I can.
Sometimes I think ________ has a death wish.


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Yeah, that was a failing on their part, when you read through the rules, it tells you about that, which makes it kind of cool. Them forgetting their own rule is lame, though. :P


Half-elven Weredeer
Bonuses:
Con +2, Wis/Cha +1, Str/Dex/Int+0
Plant Channeler 2 26/26 HP, 0/3 Hold, 2/4 Control, 9/9 XP Armor 2.

Camouflage: Barrier, Hazard. Mazatl grows verdant armor around a target, which provides +1 armor, and additionally grants +1 forward(ongoing?) to stealth rolls in natural environments. (need to talk about this one).

Does this seem like a reasonable use of Hazard as it creates 'Environmental effects'? Is +1 Ongoing in one environment too much, or should it simply be +1 forward?


So we gain 3xp?

if so Im at 14xp, Is it 7+level to level up?


Yep, 7+current level to level up. :)

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