Register a SA Forums Account here!
JOINING THE SA FORUMS WILL REMOVE THIS BIG AD, THE ANNOYING UNDERLINED ADS, AND STUPID INTERSTITIAL ADS!!!

You can: log in, read the tech support FAQ, or request your lost password. This dumb message (and those ads) will appear on every screen until you register! Get rid of this crap by registering your own SA Forums Account and joining roughly 150,000 Goons, for the one-time price of $9.95! We charge money because it costs us money per month for bills, and since we don't believe in showing ads to our users, we try to make the money back through forum registrations.
 
  • Post
  • Reply
Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.
I found you don't need to justify every damage taken for paying a price; just assume your characters are getting blood in their eyes.

Adbot
ADBOT LOVES YOU

EscortMission
Mar 4, 2009

Come with me
if you want to live.
So the Harbinger is very much meant to be a forboding, powerful figure, which is good for a Gandalf or an Elric or maybe a Dumbledore if you're stretching things a little.

The playbooks are clearly intended to be broad stereotypes, and I don't want to open the floodgates to anything like the Improved Crossbow Fighter the way Dungeon World had, but I did feel like there was room for a less dire magical-type character. Something along the lines of Aang, Harry Potter, or maybe Edward Elric if you're stretching things a little. If you like, you could replace Harbinger with this, but I feel like they're different enough that they could co-exist in the same game.

Its not perfect, its still a little rough, it still needs bonds and an advancement schedule, but I think its ready to at least get some eyes on it.

This is the Apprentice. Lemme know what you think, comments are on if thats your thing.

https://docs.google.com/document/d/1D2asfj249feVQXZXGhd8maSSQS2RnjOTHqBDqTA2488/edit?usp=sharing

EscortMission fucked around with this message at 04:16 on Jan 7, 2017

Brother Entropy
Dec 27, 2009

EscortMission posted:

So the Harbinger is very much meant to be a forboding, powerful figure, which is good for a Gandalf or an Elric or maybe a Dumbledore if you're stretching things a little.

The playbooks are clearly intended to be broad stereotypes, and I don't want to open the floodgates to anything like the Improved Crossbow Fighter the way Dungeon World had, but I did feel like there was room for a less dire magical-type character. Something along the lines of Aang, Harry Potter, or maybe Edward Elric if you're stretching things a little. If you like, you could replace Harbinger with this, but I feel like they're different enough that they could co-exist in the same game.

Its not perfect, its still a little rough, it still needs bonds and an advancement schedule, but I think its ready to at least get some eyes on it.

This is the Apprentice. Lemme know what you think, comments are on if thats your thing.

https://docs.google.com/document/d/1D2asfj249feVQXZXGhd8maSSQS2RnjOTHqBDqTA2488/edit?usp=sharing

neat idea for a playbook! couple random thoughts as i read
  • the three laws could maybe use a couple suggestions as what kind of things might be forbidden
  • '...and where to find them' sounds kinda broad? you get to command lore about alot of different aspects of magic, i'd suggest cutting it down abit
  • i'm not entirely sure what 'interact with a bureaucracy as if it were a person' entails, could need more explanation(or it could just be me forgetting something about the game's systems)
  • swords should totally count as an animal for friend of all living things, it's a cute idea
  • there's a grand total of one apprentice move that actually involves a roll and it's optional, on its face that seems kinda weird but for all i know it's fine in-play
looks pretty good for a first draft, this actually reminded me i've got a half-started idea for a fellowship playbook i should get into a showable state

EscortMission
Mar 4, 2009

Come with me
if you want to live.
Yeah I was going to throw a few examples under the Three Laws, its a lot of responsibility to completely reshape a campaign setting in three sentences especially if you just picked up the sheet because you like wizards.

Looking at the Command Lore thing, its a little broad. I'm not quite sure how to narrow it down in a way that seems knowledgeable without being overbearing. Maybe you can Command Lore about what other people have written about these things, if maybe not how they actually are. "Well Pliny the Elder says in the Naturalis Historia that when the Bonacon turns away from an intruder like that, it intends to... oh. Oh, yeah we've gotta leave, this is going to get bad."

Originally the idea behind Student of High Academia was "you are very good at dealing with bureaucracies" but treating a bureaucracy like a living entity is probably not the best way to put that. Maybe something along the lines of "when dealing with a bureaucracy, you can immediately tell when a person you are talking with cannot help you and can quickly learn where to find someone who can."

I went back on forth between "swords are animals" and "swords are not animals" for a long time which is the hardest game design decision I've ever had to make. I stand by my decision, though Overlords in a particularly giving mood could rewrite it as "swords are probably not animals." (Actually, is Fellowship the kind of game that could handle "Are swords animals?" instead? That might be cool.)

I actually try to keep rolling-related moves to a bare minimum as a design preference, but I also honestly couldn't think of any good wizardly things to do that would be improved by rolling. The class does feel threadbare without at least two moves that have a roll involved though.

Deafnotdumb
Jun 17, 2013

Boing posted:

My players struggle sometimes with justifying why they're paying a price to, say, shoot at Fornax the Storm Wizard, and I'm not sure how to make it run smoother. The prices they can pay are basically anything they can mark off on their character sheet - gear, damage, Elven Arts uses, and sometimes more abstract things like positioning or 'not getting exactly what they want', but it gets thorny there.

So when I say "you can't just shoot him to Finish Him, you have to Pay a Price" and a player flounders a bit with "Uhhh, I guess I'm out of everything except stats, so I'll damage my Courage, because he's really scary to shoot at" - is there anything I can do to help them find more appropriate prices?

Describe how Fornax the Storm Wizard reacts to being shot at. So when the PCs shoot at a standard NPC you say something that boils down to 'you miss/they get shot' but when they shoot Fornax you say 'The arrow sinks into Fornax's shoulder and she snarls, raising her hand and shooting a bolt of lighting at you - now pay a price'.

Put the fiction first, then use the move.

LordZoric
Aug 30, 2012

Let's wish for a space whale!
Just wrapped out a Maximum Lore session where we all spent three hours coming up with our setting. We have a rockman Dwarf, a merfolk Elf, an entish Orc, a Dragon (who is usually a being of pure primordial fire but is trapped in a humanish form), and a Harbinger whose people are basically the Kingdom of Zeal from Chrono Trigger. We realized pretty quickly we had a "band of misfits" theme going on and settled on the Overlord being a Gaston-esque seemingly heroic villain. He has his own band of followers who have helped him on his adventures, so I am giving him The Organization as his army. Super excited to get into the game!

The Organization seems to be a bit trickier than the others. Any advice on how to handle them? They seem designed to be your anime superteam (Ginyu Force, Gung-ho Guns, the Misters and Misses from Baroque Works, etc.) and that definitely requires a different mindset than having in-exhaustive resources to throw at the Fellowship.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.
Hopefully a final question for now- does Strike True have the ability to remove Overlord Stats like it can other stats?

Golden Bee
Dec 24, 2009

I came here to chew bubblegum and quote 'They Live', and I'm... at an impasse.

LordZoric posted:

Just wrapped out a Maximum Lore session where we all spent three hours coming up with our setting. We have a rockman Dwarf, a merfolk Elf, an entish Orc, a Dragon (who is usually a being of pure primordial fire but is trapped in a humanish form), and a Harbinger whose people are basically the Kingdom of Zeal from Chrono Trigger. We realized pretty quickly we had a "band of misfits" theme going on and settled on the Overlord being a Gaston-esque seemingly heroic villain. He has his own band of followers who have helped him on his adventures, so I am giving him The Organization as his army. Super excited to get into the game!

The Organization seems to be a bit trickier than the others. Any advice on how to handle them? They seem designed to be your anime superteam (Ginyu Force, Gung-ho Guns, the Misters and Misses from Baroque Works, etc.) and that definitely requires a different mindset than having in-exhaustive resources to throw at the Fellowship.

Well, they use other people's resources. Think of Cucumber Quest; the bosses are powerful because the lands are either supporting them, or in disarray.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Neopie posted:

Hopefully a final question for now- does Strike True have the ability to remove Overlord Stats like it can other stats?

It can. The Heir is very dangerous to an injured Overlord.

Ratpick
Oct 9, 2012

And no one ate dinner that night.
I blogged about this a long time ago, but it once again came to mind yesterday as I started playing Legend of Zelda: A Link to the Past RANDOMIZED (which is a really cool way to test how well you remember the game when everything's jumbled out of order): Fellowship would probably work really well as a system for a game set in Hyrule.

Two of the stats are already called Wisdom and Courage. Power isn't on the list of stats, but that's probably okay because the Triforce of Power has always been the villain's thing. With a bit of reflavoring almost any of the playbooks can be made to fit Zelda archetypes: the Elf can be Zora with the merperson option or a Kokiri with the wood elf option, and Fairy's already on the list. Orcs can stand in for Moblins (or maybe Gerudo if you take the Daughters of Chaos option). Halflings could also work as Kokiri. Gorons could probably be represented as Dwarfs with a bit of Orc on the side (or the other way around).

It's really uncanny how well the playbooks fit: the Heir is a perfect representation for Zelda conceptually (even to the point of having Wisdom as its prime stat), although the martial nature of the Heir would mean that your game would have Zelda as a warrior princess, but that's just cool in my opinion. The Squire is more about Sense than Courage, but it's clearly written as having Courage as a favored secondary stat, and conceptually it lends itself really well to the Chosen One destiny, so you have your silent protagonist right there.

Structurally a Fellowship of Zelda game is going to be very different from a traditional Zelda games: not only are Zelda games (mostly) single player affairs, but they also don't really feature Ganon as an active force in the world. A Fellowship of Zelda game would be more of a race against Ganon's forces to try to get the pieces of the triforce or whatever medallions or crystals you chase in the games before Ganon gets his grubby hands on them. Oh, and of course getting the Master Sword, Ganon's only weakness, at some point.

There's not really much more to this, really. I kind of want to run this thing but my friends aren't that big on Zelda, so I'm just throwing this out there in case someone feels inspired by it.

Brother Entropy
Dec 27, 2009

Ratpick posted:

There's not really much more to this, really. I kind of want to run this thing but my friends aren't that big on Zelda, so I'm just throwing this out there in case someone feels inspired by it.

if you offered to run this for goons i'm sure you'd get hit plenty of potential players (hint hint)

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Brother Entropy posted:

if you offered to run this for goons i'm sure you'd get hit plenty of potential players (hint hint)

It's something to consider, but I've come to realize that PbP is too slow for me so I eventually lose interest, and while running it on Roll20 is an option I live in Europe and am not sure how well I could make it work timezonewise. But yeah, I'll definitely think about it.

Kai Tave
Jul 2, 2012
Fallen Rib
Discord seems to be the new hotness for running online games lately.

Brother Entropy
Dec 27, 2009

Ratpick posted:

Structurally a Fellowship of Zelda game is going to be very different from a traditional Zelda games: not only are Zelda games (mostly) single player affairs, but they also don't really feature Ganon as an active force in the world. A Fellowship of Zelda game would be more of a race against Ganon's forces to try to get the pieces of the triforce or whatever medallions or crystals you chase in the games before Ganon gets his grubby hands on them. Oh, and of course getting the Master Sword, Ganon's only weakness, at some point.

this post now feels kinda prescient now that the new breath of the wild trailer basically makes it look like link is getting one major friendly npc from all the important loz races

Ratpick
Oct 9, 2012

And no one ate dinner that night.

Brother Entropy posted:

this post now feels kinda prescient now that the new breath of the wild trailer basically makes it look like link is getting one major friendly npc from all the important loz races

I have to admit that I haven't been following Breath of the Wild actively (although what little I've seen of it looks pretty cool) so this came completely out of the blue for me as well.

e: Also, this sounds totally cool, having friendly follower NPCs helping you in a Zelda game is a nice twist on the old formula.

LordZoric
Aug 30, 2012

Let's wish for a space whale!
I wish there were more actual plays out there for Fellowship. I found the podcast with Gnome, Ironicus and co. playing it during development but haven't located any more. There was one on youtube but it appears to have been unlisted/deleted. Anybody else have any?

LordZoric
Aug 30, 2012

Let's wish for a space whale!
Hey Gnome, thanks so much for writing this amazing system! We're three sessions in and our group is loving it.

Just curious, how is the Remnant coming along? Can't wait to buy it as soon as it's ready since I missed the KS. The concept seemed phenomenal and actually is fairly close to one of my Overlord's generals.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
I was unhappy with how the Remnant was going and haven't touched it in like 3 months. I fully intend to come back to it, but its a little on the backburner while I work on other things.

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.
So I have a question about the single, irreplaceable item that the Heir gets.

One possible choice is a map:

quote:

A map to the location of a Source of Power the Overlord is currently looking for. The Overlord must reveal to you what that Source of Power is, and if you can get to it before they do, you can use it to permanently damage the Overlord.

Another one is a keep in a community that grants you a Fellowship move of your choice:

quote:

A castle or keep to call your home, complete with servants. You have Fellowship with the community it is in. They can grant you any Fellowship move from the book, choose one from Chapter 4.

Wouldn't it be more mechanically sensible to take the castle with the Fellowship and grab "Many Died for this Information" as your Fellowship move over taking the map?

quote:

You are told the location of a Source of Power that the Overlord currently has a plan to find, and you are also told the location of a Source of Power that the Overlord has already. One of them is quite close by, your choice which, and this community will tell you all about it.

You learn about two sources of power that way, and get to dictate where they are. You also get way more information about the sources of power this way. The only difference I see is that the map says that the source of power can be used to permanently damage a stat... except no matter what, a Fellowship gets to permanently erase a stat from the overlord when they seize a source of power.

Nuns with Guns fucked around with this message at 06:29 on Feb 14, 2017

Odysseus S. Grant
Oct 12, 2011

Cats is the oldest and strongest emotion
of mankind

LordZoric posted:

I wish there were more actual plays out there for Fellowship. I found the podcast with Gnome, Ironicus and co. playing it during development but haven't located any more. There was one on youtube but it appears to have been unlisted/deleted. Anybody else have any?

There's this one by a bunch of goons, made during the development: http://youtube.com/playlist?list=PL9H-oYsI40xZIJU5YaehgEQ2IBmR89DnG

LordZoric
Aug 30, 2012

Let's wish for a space whale!

Odysseus S. Grant posted:

There's this one by a bunch of goons, made during the development: http://youtube.com/playlist?list=PL9H-oYsI40xZIJU5YaehgEQ2IBmR89DnG

Thank you for this! Somehow I never found it while searching.

spectralent
Oct 1, 2014

Me and the boys poppin' down to the shops

Nuns with Guns posted:

So I have a question about the single, irreplaceable item that the Heir gets.

One possible choice is a map:


Another one is a keep in a community that grants you a Fellowship move of your choice:


Wouldn't it be more mechanically sensible to take the castle with the Fellowship and grab "Many Died for this Information" as your Fellowship move over taking the map?


You learn about two sources of power that way, and get to dictate where they are. You also get way more information about the sources of power this way. The only difference I see is that the map says that the source of power can be used to permanently damage a stat... except no matter what, a Fellowship gets to permanently erase a stat from the overlord when they seize a source of power.

I was going to say that it's taking away an item of power that lets you damage them, but you're right. That's weird.

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

spectralent posted:

I was going to say that it's taking away an item of power that lets you damage them, but you're right. That's weird.

Taking the option that nets you a Fellowship move looks to be the best of the three options given, by far. Besides the option giving you two leads on sources of power right out of the gate, you could get the Fellowship move that nets you a second allied community where you can get another Fellowship move and a free Recover action the overlord can't act on the minute you arrive. Or you could take the move that ensures the community never falls to the overlord, giving the party a permanently safe base of operations. You could even take the move that gives you an item that is secretly a weakness of the overlord. That one synergizes very well with the Heir custom that lets you permanently remove a damaged stat if you get into a one-on-one duel with the overlord and roll a 10+ on Finish Them.

Nuns with Guns fucked around with this message at 05:19 on Feb 15, 2017

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.
I have an additional question: if another person in the fellowship picks up the elf's elf-made gear, do they get burned? Or are they treated as a friend to elves? Or is the only way to earn the "friend to elves" title through the fellowship move?

Wrestlepig
Feb 25, 2011

my mum says im cool

Toilet Rascal
I'd probably just make it uncomfortably warm or something, unless the elves are real dicks.

Nea
Feb 28, 2014

Funny Little Guy Aficionado.

Nuns with Guns posted:

Taking the option that nets you a Fellowship move looks to be the best of the three options given, by far. Besides the option giving you two leads on sources of power right out of the gate, you could get the Fellowship move that nets you a second allied community where you can get another Fellowship move and a free Recover action the overlord can't act on the minute you arrive. Or you could take the move that ensures the community never falls to the overlord, giving the party a permanently safe base of operations. You could even take the move that gives you an item that is secretly a weakness of the overlord. That one synergizes very well with the Heir custom that lets you permanently remove a damaged stat if you get into a one-on-one duel with the overlord and roll a 10+ on Finish Them.

It's better than that.

Strike True
When you could Finish Them in single combat, instead of rolling, you
may strike a decisive blow. Choose one, and tell us how you do it:
 Beaten Down: They cannot cause further harm during this scene.
 Pinned Down: They cannot give chase.
 Taken Down: Choose one of their already-damaged stats. Remove it -
they no longer have that stat, nor any moves associated with it.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Nuns with Guns posted:

So I have a question about the single, irreplaceable item that the Heir gets.

What that is is just a simple oversight, yeah. The castle + fellowship move is just kinda the best one, huh? But it's awkward because you can't really remove the Fellowship Move part of it, or else the castle is kind of a trap choice, since you're unlikely to ever go back home or see it or use it much.

If I were to rewrite it, I think I'd have you just get a castle somewhere by default, then only pick between the map or the symbol, with no option for a Fellowship move at all.

Nuns with Guns posted:

I have an additional question: if another person in the fellowship picks up the elf's elf-made gear, do they get burned? Or are they treated as a friend to elves? Or is the only way to earn the "friend to elves" title through the fellowship move?

That's part of the Elf's lore they get to Command Lore about, and they can answer it as they please. Maybe it burns all who touch it, with no leniency, or maybe the burn's intensity varies by how close they are to you, or maybe the Elf can grant a reprieve to their allies in some way. Maybe there's a trick to it, and they could tell their friends, or not tell their friends, as they like.

No matter how it works, though, if you get the Friend to Elves fellowship move, the whole party counts as Elves now and can use those items safely.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

Nuns with Guns posted:

I have an additional question: if another person in the fellowship picks up the elf's elf-made gear, do they get burned? Or are they treated as a friend to elves? Or is the only way to earn the "friend to elves" title through the fellowship move?

I just told my players that it's at the discretion of the Elf player, but that they're all supposed to be buds so maybe we don't need to worry about that?

Nuns with Guns
Jul 23, 2010

It's fine.
Don't worry about it.

Neopie posted:

It's better than that.

Strike True
When you could Finish Them in single combat, instead of rolling, you
may strike a decisive blow. Choose one, and tell us how you do it:
 Beaten Down: They cannot cause further harm during this scene.
 Pinned Down: They cannot give chase.
 Taken Down: Choose one of their already-damaged stats. Remove it -
they no longer have that stat, nor any moves associated with it.

haha I missed that you didn't even have to roll on that. That's amazing.

gnome7 posted:

If I were to rewrite it, I think I'd have you just get a castle somewhere by default, then only pick between the map or the symbol, with no option for a Fellowship move at all.

I think that or removing the other two options and having the Heir start out with a free Fellowship move of their choice would work, too. None of them are game-breakingly insane to start with. A lot of players would probably love the chance to start the game with a WAR ELEPHANT

Nuns with Guns fucked around with this message at 03:51 on Feb 22, 2017

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
If you are a kickstarter backer, you can now get the playbook for The Remnant! The full expansion will be coming soon - I'm waiting on one last piece of art to be finished and I've got a couple more things to get done before the expansion is ready for publishing.

Now, behind that link is a backer's only update, but it contains some important information I think a lot of you will be interested in, so I'll repost that part of the update here.

What's Next For Fellowship posted:

While this is the last backer-funded Fellowship playbook, it will not be the last Fellowship content I release. I've begun working on a couple other playbooks, to be released later, and they are coming along very well. Taking a break from writing this game let me come back to it fresh and ready to roll.

First up, we'll be seeing The Spider - a personal favorite and very popular among my friends who play the game, it was high on my priorities to make happen. The Spider is sneaky, able to walk on walls and disappear into shadows. The Spider is tricky, and their signature move lets them create ambushes everywhere they go. And the Spider brings their tricks with them - this expansion adds the Trap item keyword, which are new Gear options for almost every playbook that let you catch your enemies off guard. Bear traps, arrow traps, blinding flashpowder traps - there are plenty of new tricks to be found in this expansion.

And after that, The Pair - one of the more unique playbook ideas, the Pair is the second Powerful Playbook, after The Giant. The Pair are two swashbuckling rogues who work together to fight crime and protect the people. Buddy cops, star-crossed lovers, or three musketeers - The Pair lets you be in two places at once for double the trouble.

And I think I've got it in me to get one more Fellowship expansion out after those, but that's less definite. The Remnant, Spider, and Pair are each over half done and I'm happy with all of them, so they are certainly coming soon. This extra expansion would be a little somethin-somethin for the Overlord to play with, but again, no promises.

Until next time, take care everybody!

My twitter also has some juicy spider secrets I can share with you:

https://twitter.com/Veliministriari/status/844545900492062722

Kwyndig
Sep 23, 2006

Heeeeeey


Weird bug playbook! :neckbeard:

Kai Tave
Jul 2, 2012
Fallen Rib
Gnome, I noticed a number of typos throughout the Remnant preview. Would you prefer to have those emailed to you, posted in the thread, something else?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Yeah, send em to my email, thank you very much.

I feel like I double and triple checked this time but alas. Typos always happen.

Kai Tave
Jul 2, 2012
Fallen Rib

gnome7 posted:

Yeah, send em to my email, thank you very much.

I feel like I double and triple checked this time but alas. Typos always happen.

Email sent. Also it's not really a typo per se but I admit I'm a little confused about how the Lash Out move is supposed to work as the wording on the 10+ result is a little unclear to me. So on a 7+ you can pay a price to deal damage to someone, then on a 10+ you get to deal one instance of damage for free? So when rolling 10+ you can damage them, then pay a price to do damage to them again, is that how it's supposed to work?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
Yes. On a 10+, you deal damage to them, and you may pay a price to deal damage a second time.

Black Wombat
Nov 25, 2007

Every puzzle
has an answer.
The Remnant looks really fun.

I do have a question though - If you take the Curse of the Spirit, do you ALSO need to take the 'Weaponry' perk for your Curse, or is that sort of assumed that you ignore mundane weapons?

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??

Black Wombat posted:

The Remnant looks really fun.

I do have a question though - If you take the Curse of the Spirit, do you ALSO need to take the 'Weaponry' perk for your Curse, or is that sort of assumed that you ignore mundane weapons?

It is assumed normal weapons do not work on Spirit-Cursed Remnants. That's a bit of an oversight on my end, I try to make every option useful for any kind of build, but sometimes stuff like that slips through. It's kind of a trap option for Spirit-Cursed, actually - Curse of the Spirit gives you total immunity to physical contact of any kind, so any kind of physical attack is included in that automatically, but I don't know if that's particularly clear from the text right now.

That said I don't think I'm going to replace the option, I'll just add a note about how the Curse of the Spirit has no reason to take the Weapons immunity.

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

I'm trying to design a general for my game, and I'm sort of stuck on wording. I'm making a Naga/Snakeman;

So far I've given him:
-Chess Pieces from the Brainiac
-Serpentine form - Damage this stat to ignore one Keep Busy move (might boost this idk)

I wanted to include a hypnotic voice or mesmerizing gaze star, but I'm unsure of how that would work. This is my first attempt at making a custom enemy in this game.

gnome7
Oct 21, 2010

Who's this Little
Spaghetti?? ??
You can definitely make that stronger.

Serpentine Form - You can slither around any defenders in your way, and no one can keep you busy by themselves.

And for the second, perhaps:

Hypnotic Gaze - Anyone who looks into your eyes will do whatever you tell them to.

The important thing for that is that the heroes can roll to Overcome that, but no one else can, so Companions are actively dangerous to bring to bear against this Overlord until the players like, get a legendary mirror to make him hypnotize himself.

Adbot
ADBOT LOVES YOU

Green Intern
Dec 29, 2008

Loon, Crazy and Laughable

That looks great! I had a feeling that the Serpentine stat was weak, but I've only run a single session and don't have a strong hold on enemy stats yet.

This guy is going to be a terror when the Fellowship makes it to the town he's taking over. If they make it on time, that is.

  • 1
  • 2
  • 3
  • 4
  • 5
  • Post
  • Reply