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I smiled at skyrealms. Haven’t seen Jorune get a shout long long time.

As for votes I cast mine for Venture City. Fate can work as a pbp pretty well. Dungeon World would be my vote if you want fantasy but it really comes down to anything but Kult.

Both DW and Fate have that low key vibe you mentioned.


Very glad to hear from you again. I’m sorry the game has officially joined the choir invisible but health is far more important than wax golems and demon apes.

I would love to get a plot rundown. Who set us up to win the contest and why? What is in the ziggurat? And most importantly, how did Picklebeard fit into it all?

Feel as good as you can and thanks for one of the best games I’ve played. Well done sir, well done.

~PWO


Ansha wrote:
Out of curiosity, PWO, did you end up completing your Master in Library Science? Quite unexpectedly, I ended up a library director about a month ago.

Congratulations Ansha!

Yes I am a fully fledged librarian. Not doing anything with the degree which is a shame and the cause of some lamentations in the wee hours.

But life goes on.

At the moment life is heading for a trail in southern Oregon. I’m preparing for a 3 to 4 week walk on the woods starting at the end of this month.


1 person marked this as a favorite.

Illusion detector Must be summoned onto a surface that can take its weight. Illusory floors cant. I wonder if one would lose the spell if one tried to summon this onto an illusionary bridge or atop a weak floor/roof?


Ravingdork wrote:
QuidEst, do you know of any examples in media or literature of hackers aiding one another against the same device, simultaneously, in a somewhat sensible/realistic fashion?

Perhaps not that realistic and not really aiding exactly but the Chaos/Hardisson duel over control of a target building's security systems might be applicable. This was mainly in "The two live crew job". Either that or "The ho ho ho job" it has been a while.


Reskinning the Dirty Trick maneuver as pressure points and qi blockage made my Maneuver Master Monk a good bit of fun to play.

Likely a Cad would be even more effective at this. Have to try it sometime.


Lesser meta magic rod of reach. Buy it, use it , love it,


Rigor Rictus wrote:


You can't perform exactly the same action. However, a similar situation is specifically called out in the rules. If I fire a gun with my right hand, I can't fire it again as a second action; I can however fire a different gun with my left hand. Therefore, as he's not using the same power twice, but two different powers, it is allowed.

Cool I stand corrected. Must have been thinking of something else.


I thought this was blocked by the "cannot take the same action twice" general rule. Wouldn't you need extra action w/ repeat action to do this?

my .o2 this sounds much more like contingent than requires activation.


Submission is coming together

This is the crunch, and the template:

About Jack of Clubs

[spoiler=Real name:]
Jackson "Jack" Olivetti
[/spoiler@]

[spoiler=History: ]
Ex hero sidekick. Former thief. Freed from a New Jersey prison when an F-35 crashed into it during the phoney war. Made his way to Star City and was captured.
[/spoiler@]

[spoiler=~Generally known information]
[/spoiler@]

[spoiler=~Generally Unknown information]
[/spoiler@]

[spoiler=Personality profile]

***********************************************************************
Charisma: - Pace: 6 Parry: 6 (8) Toughness: 6

Traits: (cost)

[Spoiler=Agility d8 (2)]
~Boating d4 (1)
~Driving d4 (1)
~Fighting d8 (3)
~Lock picking d6 (2)
~Piloting
~Riding
~Shooting d6 (2)
~Stealth d6 (2)
~Swimming
~Throwing
[/spoiler@] Agility skill cost

[spoiler=Smarts d6 (1)]
~Gambling
~Healing d4 (1)
~Investigation
~Knowledge
~Notice d6 (2)
~Repair d4 (1)
~Streetwise d4 (1)
~Survival
~Taunt
~Tracking
[/spoiler@] Smarts skill cost

[spoiler=Spirit d6 (0)]
~Intimidation d4 (1)
~Persuasion
[/spoiler@] Spirit skill cost 0

[Spoiler=Strength d10 (3)] Load limit ?? max ???
~Climbing
[/spoiler@] Strength skill cost 0

Vigor d8 ()

Total trait costs: 9 (5 base attribute points, 1 from both minor hindrances, 3 levels of super attribute) with 17 skill points (15 base, 2 super skill).

************************************************************************

[spoiler=Hindrances]
Curious. “So many secrets, so little time” (major)
Loyal. “Never burn your friends. It is what separates us from them.” (minor)
Pacifist “A living foe is an opportunity. A dead one is a disposal problem”(minor)
[/spoiler@]

[spoiler=Edges ]
Arcane Background (NE Superpowers setting edge)
Luck +1 benny/session (human)
Great Luck +1 benny/session (major hindrance)
Elan +2 to any roll a benny is spent on. (Super edge)
Level headed draw 2 cards and choose 1 for init. (Super edge)

[/spoiler@]

[spoiler=Powers (net cost)]
Innate

Jinx, improved. (2+2=4)
Trappings: “Just not your day is it”
Foe making a direct action against your character—whether an attack, Test of Wills, or other action—suffers a
mishap if his skill die is a natural 1 or 2, regardless of Wild Die. When this occurs, the foe’s weapon malfunctions, he slips and
falls, a super villain’s power fails, and so on. The exact effect is up to the Game Master, but should usually cause the foe to
miss his turn at the very least.

Super attribute 3 (6) one die type to Strength, Spirit and Vigor. Already figured into stats.

Super edge Elan (2)

Super edge Level headed (2)

Super skill 2 (2)
1 level each in Fighting and Notice

Uncanny reflexes (4)
Trappings: “Missed me by that much. ”
-2 to all attack rolls vs. Jack that he is aware of.

Devices

Total power cost. 20

[/spoiler@]

[spoiler=Gear ]

Dura weave {+1 heavy, arms legs torso, -4 to note} (5wp $500)

Cash

Gear stored at lair:

[/spoiler@]

Current gear / wp

[spoiler=Advances]
[/spoiler@]

[spoiler=Notes and crimes]

Crimes:

! Near current base.

Notes:
[/spoiler@]


ZenFox42 wrote:

PWO - Nope, the free 10 points per Rank starts at Seasoned. So, just 20 PP to start with.

Aha! Thanks for clearing that up.


Sweet!

So how many power points do we start with?

20 from four color rising stars
No super-karma.
No Power Points edge.

However it looks like we get 10 points per rank free. If this applies to novice rank then we are looking at 30pp to build with. Is this correct?


ZenFox42 wrote:

ALL - I think I'm calling Recruitment to a close...

Rats. Missed it.

Oh well, Have fun storming the castle!


Thought I recognized that dragon.

Good to see you as well.


Love this game and would love to try again. I am a veteran of a couple of games that died.

If this is still open I would love to apply.

Question of Atlantean/Hybrids:
Do these folks come under the Alien house rule?


Lurker powers activate!

Really interested is watching how Fate plays in pbp. Good luck!


Gilfalas wrote:


I am looking for a fun, effective built, not necessarily the absolute best possible build.

I had a gnome hook-hammer specialist a while ago who fit your fun and effective criteria. The basic skeleton would work fine as a staff fighter.

Lvl 1: Vivisectionist/Internal alchemist.

Reasoning: The sneak attack will help support the meh staff damage. You also get a small spell list and some nifty tricks for when hitting-them-with-a-stick does not seem the best choice.

Lvl 2 and onward: Ranger.

Reasoning: Two weapon fighting feats, full bab, built in flank partner even if none of the other players are willing/able to dance.

Worked surprisingly well. Not overly specialized so not the best power-build but it was fun to play and added a good bit to the party.


2 people marked this as a favorite.

Vrusk

Or the chance for character death during generation.


Oof your life is too interesting Tark. Good luck.


2 people marked this as FAQ candidate. 2 people marked this as a favorite.

Is there still an issue about how acrobatics impacts charge lanes? Or has it been resolved?

I am thinking of a charge being prevented by a pit or wall that the charger could jump over.


Nope it is just that bad.

Then again it does work on things Knock does not. Ropes for example are called out in the Knock description as immune to knock. The Chime does not have that language so it will open a chest or portal that is tied shut.

Not that that is all as they say that but it is something.


A bully wants attention. Don't give it to them. Do not respond.

They might get more demonstrative as Dave Justus mentioned but just let it go by. Do not respond, let them get bored. They are obviously not enjoying the game as they need to pick on you for entertainment. Once you stop being entertaining then there is no reason for them to be there. They may well drop the game.

However, they are also likely to simply switch targets so you may need to be ready to support the next player they choose to annoy. Once multiple players have 'enjoyed' the bullies attention the calculus of loosing one player vs. losing 2 or 3 becomes clear.


Mind you this could matter to someone with the nature Oracle capstone.

The capstone allows the oracle to explicitly change their type to among other choices, animal. Say they did this, for whatever reason.

If they then get hit by a baleful and miss the saves. Unlikely but '1's happen.

Their druid buddy then goes to the trouble of casting Awaken. What happens?

Mint you to call this an edge case is a bit of an understatement.


Dot.

Academic/Spiritualist Hedgewitch incoming. Will have full rogue trap finding and at least moderate cosmic power.


If they found you you were not sufficiently paranoid.

My view?

Run.

Mind you that depends on your goal. Do you want to live, do you want to provide a level appropriate challenge for the party or do you want to cackle with glee as the other players cry over the record sheets of their now dead characters?

Different answers depending on the question but the basic idea is not to play the game your pursuers are playing. If nothing else they expect you to abide by established rules and tropes. Don't.


I am always a fan of Media res starts. Once started a game with "You are on fire, tell me why!" There is also a Feng Shui adventure out there that recommends starting play by screaming trash-talk at the players as it opens in the middle of an all city league volley ball game.

Of course then there is the mob-hit. And the hopping vampires.


I also recommend you either do not use traits or at least outlaw caster level traits for Sphere casters.

By divorcing Caster level from class level Sphere-casting throws CL related traits and feats for a bit of a loop.

Example: Magical Knack +2CL so long as CL does not exceed character level.
+2CL for mid/low casters sounds more like a feat than a trait. No?


Any level works for me. I suppose it depends on what you (Tark) see as our (the hapless mooks players) place in this passion play slapstick rom-com political satire young girl's tender coming of age story set against the unrelenting poverty of post-Thatcher Birmingham meat-grinder.

Is this a level one zero to hero tale? A level three established but not yet bad-ass story? Or are we level five and all out of bubblegum?
For that matter is this a one adventure one-shot or are we looking at a full campaign?

Also as at least some of us will be new to the system(s) involved perhaps a lower level start will be more forgiving considering the likely number of mistakes misreadings really good ideas?


Johnnycat93 wrote:
Poor Wandering One wrote:
Johnnycat93 wrote:
Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?
Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.

As far as I can see Scarlet Throne at least does not require you to be using a discipline weapon. Just not using a shield......

Or did I miss something?

That is a restriction in the spirit of what Dragonflyer asked. I just wanted to be thorough.

Aha! Good call.


Johnnycat93 wrote:
Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?
Broken Blade, Scarlet Throne, Solar Wind, Steel Serpent, Thrashing Dragon, and Iron Tortiose all require that you be using a discipline weapon to initiate their respective maneuvers.

As far as I can see Scarlet Throne at least does not require you to be using a discipline weapon. Just not using a shield......

Or did I miss something?


Dragonflyer1243 wrote:
Awesome, thanks Johnnycat93. Another quick question, do you have to be using the weapons associated with your disciplines, or are those just thematic?

That depends on the specific maneuver.

D20PSfrd site, Path of War section, Systems and use page, Martial disciplines paragraph. wrote:

Each discipline is tied to a certain skill that might be used in the execution of some of its maneuvers. Also, various weapons groups (see fighter for Weapon Groups under the weapon training class feature) lend themselves well to the philosophy or maneuvers of certain disciplines. Weapons under these groups are defined as 'discipline weapons' for the purposes of feats, features, and other abilities that reference discipline weapons.

Also this.
same page, saving throw paragraph wrote:


Sometimes, a maneuver with a special effect or supernatural augmentation that targets an enemy allows the creature or object to make a saving throw to avoid some or all of the effect. The saving throw line in a maneuver description defines which type of saving throw a maneuver allows. Maneuvers performed with a favored weapon for the martial abilities' discipline gain a +2 competence bonus to the DC of the maneuver initiated (if applicable).

bolding mine.

The Discipline Focus Feat adds 2 dam when using a discipline weapon.

Also all Broken Blade maneuvers require the user either be unarmed or using a discipline weapon. On the plus side using Broken Blade with a discipline weapon grants +2 damage to all maneuvers.
Most of the other disciplines also have some kind of restriction on the weapons their maneuvers can or cannot be used with.


...considers the ritual caster feat....

Tark
Will you be using Ritual in the world and can one start with ritual books? Mind you at 3rd level my Hedgewitch can only manage 1st level rites but that is not chicken feed.

To be honest I don't think you should. It is another thing to track, and it muddies the waters of the Does-Sphere-magic work test. On the other hand it is nice to see real material components again. Admittedly a pulley (ant haul) and some wine (identify) lacks the confusing pungency of the ol' ball of bat guano (boom) but you work with what you got.


And another question.
Tark Your thoughts on Casting traditions? Mandatory or optional? Created by you/the book or created by us?


Poor Wandering One wrote:

Hey Tark!

Could you say more about what the major guilds actually do? What services do the Walkers provide that the Imbuers need for example.

Quoting myself so this does not get lost.


bookrat wrote:

...

I'd like to find a way to introduce an acupuncturist, focusing on needle weapons. Any ideas?

...

Far strike monk using bo style shuriken. Or a bolt-ace? Even a Swasbuckler, a needle is a "light or one handed piercing weapon" after all.


Hey Tark!
Could you say more about what the major guilds actually do? What services do the Walkers provide that the Imbuers need for example.


Looking at either a Spiritualist/Herbologist Hedgewitch or a non-specialized Incantor.

One has the raw power the other the flexibility.... tomato, tomahto...


Thanks. It looks like they just dropped it. Good call HW's are quite cool without it.

Thanks again.


Luthorne wrote:
Poor Wandering One wrote:

Did anyone ever figure out what the Hedgewitch's first level ability "Magical Potency" does?

On a related note what is the caster level of a first level Hedgewitch?
The book lists "0(1)" with no explanation. I am thinking these two questions might be related.

I don't see a Magical Potency ability in my version; however, the answer to your second question is simple. Since in Spheres of Power, caster level acts like BAB, if you took your first level as a hedgewitch, you would still have caster level 1st to use your two bonus talents in (hence the 1), but if you took your first level as an incanter, and then multiclassed into hedgewitch, you would have caster level 1st (hence the +0). You'll notice that every other non-full caster has a similar entry in their column.

Aha! I must have an old version. Mine lists "Casting, traditions, magical potency, spell pool, tradition power,tradition benefit, tradition secrets" on the "special" section of the level one line of "Table:The Hedgewitch" on page 77. Does the current edition just drop potency or is something substituted?

Re the 0(1): Thanks, that was confusing me. Need more coffee!


Did anyone ever figure out what the Hedgewitch's first level ability "Magical Potency" does?

On a related note what is the caster level of a first level Hedgewitch?
The book lists "0(1)" with no explanation. I am thinking these two questions might be related.


Quite interested. Would Incanters/Hedge-Witches from SOP run up against the no full casters rule? With advanced talents they start throwing around what looks very much like 9th level spells.


Second on Enlarge person. Makes a wonderful potion as well if you going the cauldron route.


It looks like we have quite enough in making people miserable through violence department.

So I was thinking of a wizard, if that will not step on the Warlock's toes. Or a Druid but I think the shapeshifting would play merry hell with the plot. Hard to keep someone on a ship who can turn into a bird or fish.

Speaking of the Warlock: HEY KatsuneSage! Please make your google doc public or otherwise enable us poor players to see your background and crunch.

Also wasn't there going to be a

Your Benevolent etc. wrote:
"... Good Cleric of Sarenrae ...."

Did they drop out?


hmmm so I am leaning Fighter depending on how the rest shake out. With options on Druid should more magic How many players are you looking for?

I was contemplating trying to talk you into allowing the Lore and Lords Vampire but given that we start on a ship..... Well that did not work out so well for Dracula now did it.


What do you mean by "Monk (reloaded)" in the class options list? Does this differ from the Lore and Lords monk?


That was a fun game.
Might be worthwhile to drop DM Frogfoot a line to see if they are interested.


Aw rats no Vampires.

<joke>

I do like the Lore and Lords Vampire though.

Where are you finding your class options?


Quite interested.
I have played in 2 pbp's on these boards using dungeon world and quite like the system.

If you have an opening for someone not exactly new to the forums I would live to throw my hat into the ring.


This looks quite interesting. Please roll my stats.
I am thinking of trying a Gnome Martial (Internal/Vivisectionist Alchemist 1, Freebooter ranger X. Focused on TWF with the Hook-hammer) but we shall see what the dice gods say and what the party make up needs.


I think the Halfling cleric of Abadar it is then. The halfling section on the Players guide notes that we hairy footed buggers wash up in the River Kingdoms from all over so that works

hmmmm likely LG, or LN to tweak Aleria.

Now Issian or could House Garess work..... How much do you/does this AP stress politics? Will we miss much without noble PC's?

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