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Black Wombat
Nov 25, 2007

Every puzzle
has an answer.
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.

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Black Wombat
Nov 25, 2007

Every puzzle
has an answer.

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?

Would this be a better stat block for the group of soldiers?

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.

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?

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