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Re: Savage Marches
Postat: tis 09 jul 2013, 22:51
av God45
I can actually play tomorow as well as Thursday if anybody else can play

If you are free of course Dave.

Re: Savage Marches
Postat: tis 09 jul 2013, 23:04
av nDervish
No, I don't think I can manage more than twice in a week.
Re: Savage Marches
Postat: tis 09 jul 2013, 23:20
av God45
Ok, see you thursday then

Re: Savage Marches
Postat: ons 10 jul 2013, 00:01
av God45
The newest journal entry from Spellbutcher is posted

I am going to re-post this one part that you guys might find intressting...
On a stranger note I seem to have developed green spikes that are sticking out of my forearms. They seem to be of the same type that the spikemonster who scratched me had. I also seem to be able to fire them in a manner similar to the spike monsters. I don’t know if this mutation is a result of the spikemonster infecting me with something or my sorcery immitating their natural abilitys or something else. Fore some reason I don’t fear the change and I am not ashamed of it. I have modified my armour so that the spikes can stick out of it and I feel that it have if something made me look even more dignified than before. More power is always good right?

Re: Savage Marches
Postat: ons 10 jul 2013, 21:33
av bladerunner_35
Dave, do you want me to bring whiteboards for tomorrows game? They are maybe 30x50 cm and can be quite handy but I am going shopping in Malmö before coming to Lund so don't want to drag them along unless you think they'll be useful.
Re: Savage Marches
Postat: ons 10 jul 2013, 21:52
av nDervish
bladerunner_35 skrev:Dave, do you want me to bring whiteboards for tomorrows game? They are maybe 30x50 cm and can be quite handy but I am going shopping in Malmö before coming to Lund so don't want to drag them along unless you think they'll be useful.
That. Would. Be. Awesome.
OTOH, if they're a pain to haul around, we seem to do fine without them.
Re: Savage Marches
Postat: ons 10 jul 2013, 22:00
av bladerunner_35
Then I'll bring 'em.
Re: Savage Marches
Postat: ons 10 jul 2013, 22:43
av Arcturus
Hmm.. after having read up on the necromancer edge I am so tempted to start working on getting it for my song if it's still alright with you dave that i can pick it up with alchemy rather than wizardry or miracles?
My song will need 4 raises (including the Necromancer edge itself) more to be able to pick it up and then the zombie power after that of course. Sooner or later we are going to get double the milage out of the dogs and hencemen.

Re: Savage Marches
Postat: ons 10 jul 2013, 23:38
av nDervish
Arcturus skrev:Hmm.. after having read up on the necromancer edge I am so tempted to start working on getting it for my song if it's still alright with you dave that i can pick it up with alchemy rather than wizardry or miracles?
Sure. There's plenty of fictional precedent for pouring concoctions down a corpse's throat to wake it up. Just don't bring any zombies back into town with you... Reanimating henchmen is unlikely to be popular either, but reviving your enemies should be fine.
Re: Savage Marches
Postat: ons 10 jul 2013, 23:41
av bladerunner_35
The great ideas just keep coming. Soon we'll be building a tower and sew white robes...
Re: Savage Marches
Postat: ons 10 jul 2013, 23:54
av God45
The great ideas just keep coming. Soon we'll be building a tower and sew white robes...
Is this a Saruman reference? Because I already checked and it is impossible to interbreed humans and orcs...

Re: Savage Marches
Postat: tor 11 jul 2013, 09:37
av nDervish
I've realized over the last few days that, by making the Songs' arcane abilities completely exempt from the limitations imposed by the hosts' abilities, I inadvertently made it a no-brainer to just have the Songs advance purely in their arcane abilities, effectively giving Devas double-rate advancement, which is what I meant to prevent by limiting Songs to only be able to take advances that their current host already had.
On the other hand, the reason for the arcane abilities exemption was so that hosts don't have to try to duplicate the Song's arcane development first, before the Song can improve in that area.
To resolve this, I've just updated the "Chord Progression" setting rule on the wiki. The new version is:
* Chord Progression (custom): A player's Song and host each receive full XP awards. The host advances normally in all respects. The Song may spend Advances normally to gain abilities (Traits/Edges) which the host possesses, based on the Song's Attributes. The Song may also purchase arcane abilities not possessed by the host, but at double cost. If two Advances are required, one must be paid by the Song, but the other may come either from the Song or the host. e.g., If you wish your Song to gain Faith d8, the base cost is half an Advance if the Song's Spirit is d8 or higher, or a full Advance if the Song only has Spirit d4 or d6, regardless of the host's Spirit. This cost is then doubled (to either one or two full Advances) if the host does not possess the Faith skill at d8 or higher.
The reasoning behind this is that, if your Song and host both have, say, Spirit d6, and you want to improve your Song's Spirit to d8, then the original Chord Progression rule required you to spend two Advances: First the host spends an Advance to get Spirit d8, which then raises the limit on how high the Song can go, allowing it to also get Spirit d8. The new version of Chord Progression applies this same cost to, e.g., learning a new Power when you have a non-spellcasting host.
Out of fairness, this change is not retroactive. If you have any unspent Advances, you can still spend them under the old version of the rule.
God45 skrev:The newest journal entry from Spellbutcher is posted

I am going to re-post this one part that you guys might find intressting...
On a stranger note I seem to have developed green spikes that are sticking out of my forearms. They seem to be of the same type that the spikemonster who scratched me had. I also seem to be able to fire them in a manner similar to the spike monsters.

Speaking of arcane abilities and interesting ideas... Have you considered trying to build this using the Natural Weapons Edge from Savage Armoury instead of (presumably) taking it as a power? Doing it with Natural Weapons, you'd almost certainly end up with a much shorter range and you'd have to spend an action to pop out a new set of spikes after firing them, but it would also mean that you don't have to spend PP on them and they may also be usable as a melee weapon (depending on how you build them).
Re: Savage Marches
Postat: tor 11 jul 2013, 09:53
av God45
Speaking of arcane abilities and interesting ideas... Have you considered trying to build this using the Natural Weapons Edge from Savage Armoury instead of (presumably) taking it as a power? Doing it with Natural Weapons, you'd almost certainly end up with a much shorter range and you'd have to spend an action to pop out a new set of spikes after firing them, but it would also mean that you don't have to spend PP on them and they may also be usable as a melee weapon (depending on how you build them).
Oh! Interesting!

I will have time to look this up at my lunch break so I will have it prepared tonight.
Re: Savage Marches
Postat: tor 11 jul 2013, 10:12
av God45
I had time to do it now

What do you think?
Natural weapon: (spikes)
Damage: d12 + str
Dangerous: Use Innocent Bystander rules in melee, hit self on snake eyes (not ranged). -2
Weak Defence: -1 Parry while holding this weapon -3
Very High Damage: +2 steps to this weapon's melee damage die (e.g. d6 becomes d10). +4
High Damage: +1 step to this weapon's melee damage die (e.g. d6 becomes d8). +2
Light: No longer counts as a significant item for encumbrance. +1
Re: Savage Marches
Postat: tor 11 jul 2013, 10:24
av God45
Wait, wait, no that wont work. I forgot about the strength limitation...
There were some way around that weren't there? I have taken light, does that help?
Re: Savage Marches
Postat: tor 11 jul 2013, 10:34
av santoan
I will see you all on Monday

?
What should I bring with me (beside a snack)?
Re: Savage Marches
Postat: tor 11 jul 2013, 10:57
av God45
New try!
Natural weapon: (spikes)
Dangerous: Use Innocent Bystander rules in melee, hit self on snake eyes (not ranged). -2
Light: No longer counts as a significant item for encumbrance. +1
Extreme Raise Die: +3 steps to the extra damage die this weapon gains on a raise.
That should work better

Re: Savage Marches
Postat: tor 11 jul 2013, 10:59
av nDervish
God45 skrev:I had time to do it now

What do you think?
Natural weapon: (spikes)
Damage: d12 + str
Dangerous: Use Innocent Bystander rules in melee, hit self on snake eyes (not ranged). -2
Weak Defence: -1 Parry while holding this weapon -3
Very High Damage: +2 steps to this weapon's melee damage die (e.g. d6 becomes d10). +4
High Damage: +1 step to this weapon's melee damage die (e.g. d6 becomes d8). +2
Light: No longer counts as a significant item for encumbrance. +1
You can only take High or Very High Damage, not both. To get d12 damage, it needs to be Two-Handed, which would give you a minimum strength of d8 if it's two-handed-only or d10 if it's bastard (in which case damage would be Str+d10 one-handed and Str+d12 two-handed).
But I see Gych's Strength is d6 anyhow... I suppose your best bet would be to take just Light and Two-Handed[1] now (giving either Str+d6/d8 or Str+d10), Fighting d10 for your next Advance, then the next one after that, you'll be Seasoned and can take Strength d8, then get Improved Natural Weapons to add High Damage.
Or you could get to that damage level for one less Advance spent on it if the spines are only cosmetic for the moment (just starting to bud?) and you hold off on Natural Weapons until after improving his Strength, but he can't raise another Attribute until Seasoned anyhow, so you'd still be getting the high-damage spikes at the same time either way.
[1] ...and anything else you want for other effects, of course.
santoan skrev:I will see you all on Monday

?
What should I bring with me (beside a snack)?
We haven't officially scheduled anything for Monday next week yet, but it seems very likely.
I have all the character data, town maps, etc. online, so a laptop or tablet would be useful if you have one. Otherwise, paper and something to write with. Dice and/or minis if you feel like it. I think that should pretty well cover it.
Re: Savage Marches
Postat: tor 11 jul 2013, 11:00
av God45
santoan skrev:I will see you all on Monday

?
What should I bring with me (beside a snack)?
If you have dice you need 1d4, 1d8, 1d10, 1d12 and a couple of d6s. If you don`t have dice you can borrow from me or use the ones in the dice jar.
If you want to use a special miniature you can bring that but otherwise we are just using whatever is available
Oh, and the character sheet and pencils are always good.
Other than that I can`t think of anything.
Re: Savage Marches
Postat: tor 11 jul 2013, 11:13
av santoan
I will probably try to get the dices from the jar
Hmm...I will try to find a chubby, steampunk looking figure at home
