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  • Kyeudo
    replied to Dead But Not Gone: Ghosts
    I finally remembered why I decided to change it. I didn't like the progression from 60 motes to 100 motes as the range for ghost Essence pools. I felt it made more sense for ghosts to be initially very limited in terms of how much gas they had in the tank to begin with.



    Glad you like them. Any particular favorites?...
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  • Kyeudo
    replied to Dead But Not Gone: Ghosts
    I'd love to tell you it was for some important reason, but I honestly can't remember why I did that.
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  • Kyeudo
    started a topic Dead But Not Gone: Ghosts

    Dead But Not Gone: Ghosts

    Back during Second Edition, I did a revision of the ghost rules presented in Roll of Glorious Divinity II to make them more player friendly. A bit after Third Edition was released, I started work on creating an updated version to hopefully release alongside the "Year In Black". Despite taking far longer than expected, my project has finished. The Year In Black is still distant on the horizon, but quality takes time, but in the meantime you can try to satisfy your urge for Underworld content with what I've put together.

    Dead But Not Gone: Ghosts is 200 pages of setting material,...
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  • Kyeudo
    replied to [IC] Exalted Seas
    The navigator does some measuring, adjusts for the differences in scale of the charts, and a quick calculation. "It will take us just under eight days to get us to the Triangle if we stay submerged, half that if we surface and spread the sails. Once there, it should only take us two days to quarter the area."
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  • Kyeudo
    replied to Modern artifacts
    Modern artifacts can be pretty easy to come up with. Take a pretty awesome modern thing and get rid of its weak points.

    Take a smartphone. Now, it always has service, the screen and case can't be damaged, and it is so waterproof you can order a pizza delivery from the bottom of the Great Western Ocean. Also you can resize the screen to be a tablet and flip out a keyboard to be a laptop.

    Take a swiss army knife, except it always has the right tools for the job, you never have to hunt for the right one to flip out, and it closes up with no awkward bits to poke you and easily...
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  • Kyeudo
    replied to [IC] Exalted Seas
    The navigator pulls out four rolls of parchment from the scroll cases inside the cabinet and lays them out on the chart table.The four maps bracket a region south-southeast of Wavecrest, showing some of the islands along the sides of Sharukan's Triangle. At the far southern point of the triangle is Sharukan's Pillar, the column of rock that gives the region its name and the supposed lair of a sea god. The westernmost point is Songcatcher Island, marked on the chart with warnings about fae, while a small cluster of islands called the Wheua Islands makes the northernmost point of the triangle and...
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  • Biggest structural changes:
    • Slot-granting charms have the slot-discounting Charms as prerequisites, not the other way around, and are now off the main spine of the Efficiency tree.
    • Vice-Miracle Technique is now only 4 Charms deep in the Efficiency tree instead of 6 and Wonder Forging Genius is only 8 Charms deep instead of 12.
    • All of the Charms for gaining Craft points that were used as speed bumps in the Efficiency tree are now part of the Inspiration tree.
    • The Reforging tree is a little more squat, with a few Charms available sooner, but the more potent ones still at their same depth.
    ...
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  • Humble Solar Craftsman: A Solar Craft Revision [PEACH]

    Yes, this is yet another thread about the Craft system. I've done two attempts at deep rewrites of the Craft system (one of which you can find in my signature /shameless plug), but I know there's a lot of people who don't think the underlying system is broken, just that the Solar Craft Charms allow a player to ramp up to producing legendary wonders far too quickly while also having redundant Charms scattered all over the place. For those folks, I've created this:

    The Humble Solar Craftsman: Revised Solar Craft Charms

    Most of the changes are to Charm minimums and prerequisites,...
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  • Kyeudo
    replied to Dragon Kings and 3e
    Thanks for the answers!



    Just something like the Necklace of Solar Charisma or were there other things you considered "must have"?



    Did having Attributes above human levels help alleviate this?



    Sounds like you spent a lot of time pretending to be a human.



    Did the fact that they only had 90 Charms ever feel like a major limitation? Did the need to have a teacher to get the first dot on a Path affect how you could advance your character?



    Being limited to...
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  • Kyeudo
    started a topic Dragon Kings and 3e

    Dragon Kings and 3e

    I've got a campaign/setting idea that I've been fleshing out and it heavily involves the Dragon Kings. I never had a chance to play one in 2nd Edition, so I don't know how mechanically robust they were in actual play. I've got Scroll of Fallen Races, but reading about Charms often doesn't communicate how it all comes together at the table. Did they have any particular failings? Anything that ended up feeling like a mandatory Charm? What ended up being the most interesting part of playing a Dragon King? Were they more interesting in 1st Edition?
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Kyeudo
Kyeudo
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Last Activity: 09-18-2020, 10:53 PM
Joined: 11-01-2013
Location: West Valley City, Utah
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