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  • Mechanically no, wound penalties are the same. In terms of descriptions that really depends on the injuries. There are cases where it might even hurt less. For example, really serious burns may be painless because the nerves have been damaged beyond functioning, so you can't even accurately judge how bad you're injured because you can't feel anything....
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  • one tenth the vehicles speed, but that's measured in feet per turn, which is going to require converting. I would just use successes + modifier.
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  • Car crashes use half the vehicles' size as a weapon modifier, plus additional damage for speed.

    The half size modifier is a handy rule of thumb for when you have supernaturally strong characters throwing large objects at people
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  • That sounds more like lethal damage than bashing, but the modifier sounds about right, maybe reduce it to 3. I find it helpful to think of the modifier as "What is the *least* amount of damage this is likely to do if it connects with somebody?" Keeping in mind that a successful hit is at least [modifier]+1. Modifiers of 4+ don't leave a lot of room between 'glancing' and 'killing' blows for average unarmored mortals.
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  • Taking a completely different tack on poison rules, here's a variant I've been tinkering with: All poisons deal 1 damage per round (assuming combat or similarly high stress situations, use longer intervals where appropriate) You roll stamina (+hardy if you have it, do not add resolve) as an extended action, making one roll per round. Success(es) on the roll downgrades the damage from lethal to bashing for that turn and adds to your total. Toxicity is the target number of successes, when met you stop taking damage from the poison.

    It's definitely more forgiving than the current system,...
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  • There are a number of easy ways to get toxicity 6+ as a supernat though. In first edition Changeling you could get that on a weapon for two merit dots (which was far and away the best use of points if what you wanted was raw damage). A Venombite with Potent Kith can be dishing out toxicity 6 bites at character creation. A Beast with Basiliks' Touch has Toxicity 7-9 while at low Satiety. I'm in favor of using the grave poisoned tilt wherever possible, but it can create some weird situations where poison is far more lethal outside of combat than during.
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  • HelmsDerp
    replied to Generic Stat Blocks
    Hurt Locker has some as well, in the Violence Groups section
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  • HelmsDerp
    replied to Magic for mortals
    You might also look at Hurt Locker, which has a number of minor templates. A lot of them are more sci-fi flavored than what I tend to think of as 'magic' but that's a bit of semantic distinction, especially if you mean magic in the broader sense of supernatural powers as opposed to "the thing that Mages do"
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  • Beasts hunting other supernats despite kinship can't possibly be all that uncommon. Supernats are frequently their own worst enemies, and you'll never make close friends without consequently making bitter enemies. A friend of the Summer Court is no friend to loyalists and Huntsmen. An open servant of the Seers will never be a trusted confidant of the Diamond. Fall in with a pack of Forsaken and there will come a time when you have to choose between breaking with your pack or fighting the Pure. That's life for a Beast. You can pick your family, but if you try to pick "All of the Above"...
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  • If you want to add some complexity to your narrative without deviating too far from the central theme of reclaiming this piece of London from the Fae you could have a second Keeper attempting to steal the kingdom when the Changelings topple the first one but before they can recover from that ordeal enough to fend off a coup. How do you avoid being pawns of a greater actor? How do you ensure all your hard work has its desired end and doesn't just pave the way for a worse enemy?
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  • Courts are absolutely divided into commoners and royalty. Autumn literally has a monarch.
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HelmsDerp
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