|
You know, I'm normally not a fan of things powered by Apocalypse, but this looks really, really fun. It offers a stronger framework for who gets what sorts of narrative control, and gives the group a more decided direction to take things in. I'm on board! I'm looking forward to getting a copy.
|
# ¿ Sep 9, 2015 19:24 |
|
|
# ¿ May 10, 2024 17:03 |
|
Scrree posted:So if the Fellowship wanted to find the hidden pass, any of them could roll to overcome it, pay a price if needed, and the Overlord would damage it out because it stopped being a threat? The other option is you could use a single entity to represent the entire squad, with each damage-able stat representing a reason the squad is a problem. Then you might have something like - Enforcer squad A band of cut-throats wearing uniforms that gives them even more courage than normal. Traits - Flashing Blades - If a player rolls 6 or less while the squad is nearby, they must Pay a Price in addition to all other results. Well-armed - The enforcers have military-grade gear and no real qualms about using it for the most trivial reasons. Intimidating - Nearby NPCs are unwilling to assist the players in opposing the Enforcers. Badge - They are the Law. Unfortunately. Stubborn - These men and women have been made strong by a hard life and are not easily swayed from their actions by word or blows. The Enforcers will flee the scene if any three of their traits are damaged.
|
# ¿ Sep 28, 2015 07:03 |
|
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?
|
# ¿ Mar 26, 2017 22:02 |