#16
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As for Moldynodes… Toxic Spirits are technically nature spirits, just corrupted by pollution. There are normal Shamans around but they typically stay within the Sioux Nation and don't leave because 'Nature' is weaker in the wastes and they are limited to Low Tech items. In the Sioux nation it's not so bad because anything more advanced then a bow tend to break down but in the wastes it's a big disadvantage. Such a Shaman might be encountered eventually and such 'Old Wayers' can be powerful but they don't really fit as PCs for the game. For Berserk you could fall unconscious and Fatigue recovers one level per hour so if you went under you would likely be out for an hour or so. Last edited by taleteller50; Feb 26th, 2022 at 12:31 PM. |
#17
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Pronouns: he/him | Posting Status: condition green | Games: Beobachterin the Ragman | Madame Darling | Co-GM of Age of Desolation: Gallaht cottontailwind's PC: "So there's this thing called a collective bargaining unit..." GM: "No unionizing the kobolds!" |
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#19
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Last edited by swordplay82; Mar 22nd, 2022 at 01:31 AM. |
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I'm afraid I will have to withdraw my application. It's just not the right game for me at this time.
I hope telltale and all your players have a blast, it sounds like an amazing setting!
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Posting Status: Current and ready for new prompts! Currently co-GMing Age of Desolation: Gallaht Current Character: Haas | Quintus Kaldera He/Him | I have taken the Oath of Sangus |
#23
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Sorry to see you go Moldy. If you change you mind later give us a look. There might be an opening for you then.
Last edited by taleteller50; Feb 27th, 2022 at 04:28 PM. |
#24
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I'm definitely interested. Will try to put together a character concept this week.
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I have a question regarding a potential character idea: would it be feasible for the PC to have someone they have to take care of? Like a little sister or similar, someone who would depend on the PC or whose safety is a priority for them. I have been itching to play a sort of custodian for a while and it seems an interesting challenge in an apocalyptic setting. I guess it would correspond to an Obligation hindrance.
Last edited by Cap Ut; Feb 28th, 2022 at 03:14 PM. |
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Looking forward to your application DBCowboy
Cap Ut: A Character could have a dependent of some type if you wish and Obligation would be the closest Flaw for that. Keep in mind that the characters will likely travel at some point but will ultimately return to Crooked Creek. You would need to decide if your character is the type to travel into the wastes with your dependent, even though there is a community willing to look after them while you are gone, or would you be willing to leave your charge with your friends at the ranch. If your dependent will be coming one way or another then they are a Flaw. If you just want family or something for RP but they would likely stay at Crooked Creek while you travel then just have them in your background and not as a Flaw. Your choice. Are you thinking a baby like 'Wolf and Cub' or a pre-teen? Maybe something different? Last edited by taleteller50; Feb 28th, 2022 at 03:39 PM. |
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Quote:
Leaning toward a pre-teen, I think it would lead to more interesting interactions. Last edited by Cap Ut; Feb 28th, 2022 at 05:52 PM. |
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A Pre-Teen would be a Minor Dependent Flaw since they can at least do some things themselves. As for the Enemy a singular but powerful person seeking the child (such as the other parent) would be a Minor Flaw while a powerful enemy with influence over a sizable group would count as a Major Flaw.
I can suggest some possible groups or individuals within the setting that might work as your Enemy but I would need to learn more about the specifics of your character and the kid to make such a suggestion. Or you can make it all up yourself. It's your choice (within some limits ie. No Death as the Father or such things ). Last edited by taleteller50; Feb 28th, 2022 at 08:02 PM. |
#29
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Quote:
I have a few questions: - Which version are we using exactly of SWADE? Because I just discovered there have been a few errata in the years (the last one seems to be 5.7). - Given the supernatural element seems rather overt in the setting, what would the Occult skill actually cover? - The Junker refers to Malfunctions and a Gadgeteer Edge that works differently than the one in Adventure, would a conversion be required? Also a curiosity I run into while familiarizing with the math (I like statistics, so I tend to dive in the probabilities when learning new systems ): there are certain instances in which having a lower dice is slightly more advantageous, for example, if I need to hit target 6, a d4 (3/16 chances) is better than a d6 (1/6); more in general, if I need to reach N, rolling d(N-2) is better than rolling dN. |
#30
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Quote:
Not to derail things, but the above part really got me wondering. I am definitely not a stats person but I'm curious about this now. You have a dX rank in a skill and you need to hit TN 6. With no other elements in play and ignoring the Wild Die, you have a 1/6 chance to hit that on a d6. Makes sense. Using a d4, I do see how it is more likely to hit the 4 and get an ace than to hit the 6 on the d6, but wouldn't the fact that you then have to roll a second d4 and get a 2 or higher complicate the probability? Is it actually more likely that you'll meet both those criteria than getting the 6 on the d6? I'd never considered that possibility playing Deadlands and Savage Worlds in the past but now I'm curious about the entire slate of possibilities in any variable dX stat game.
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Playing - High Risk, Heist Reward | The Grand Tour
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