The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

The objects of the Cleric’s BLESS move are explicitly singular: “someone or something.”

After my DURATION tweak for the Mage, I’ve begun exploring how to let clerics to spend Favor to bestow a blessing or inflict a curse that lasts longer and/or affects more than one person or object:

When you call upon your Deity to empower, protect, hinder, or afflict someone or something, explain how this divine intervention is pursuant to your faith and roll+PRI:

(+) The effect is granted and has duration 3.

(=) The effect is granted and has duration 1.

Before you roll, you may spend favor 1-for-1 to add Duration or Recipients of the blessing or curse. Any Favor spent on additional Duration or Recipients is regained only when the blessing or curse ends. You may permanently burn 1 point

of your Prime Ability to make a curse permanent.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels.

I’m digging deep into the Magic-User lately, as I’ve finally got some Mage players reaching mid levels. Last week we talked about Duration effects, and how after I found they were being exploited as shields. I’ve since begun ruling that when a duration effect expires, a soft move is also triggered.

I’m now thinking about structurally limiting the total number of Duration effects that a Mage can upkeep simultaneously.

My first idea is that when a Mage spends Spell Power on DURATION, those points assigned to Duration are temporarily removed from the Casting Power available to other spells. If the Mage wants to reclaim those points for other use, the duration spell must end. You can reclaim some, all, or none of the existing Duration spells you have in play as you begin to cast another spell.

A second idea is that the number of Duration effects that can be kept up simultaneously might be determined by the Intelligence and Level of the caster using the formula CASTING POWER divided by three.

In any case, I’m quite sure I’m going to restrict the number of DURATION Spells that a Mage can maintain.

I feel like my home-brew game is delightfully turning into “AFoftF”. LOL. Jason Lutes you have truly unleashed a monster of a game.

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION.

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION.

Originally shared by Maezar

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION. As a reminder, duration is a “resource” that defines how long an effect or condition lasts. A Cleric’s blessing might have a duration of 1. A Magic-user’s spell might have a duration of 2. Duration is elapsed one “unit” at a time as a GM move. This is analogous to the orthodox Dungeon World move: “Use up their resources.” I place glass beads of a particular color into the central dice tray for duration effects and then remove them one by one until the effect ends.

I have a question about how other GMs might handle the moment of expiration for duration effects. I’ll set up an example first:

Jessoc the Figher uses Mettle to inflict the condition of “Stunned” with duration of 1+INT (=1 in this case) on her opponent, a Brigand. Another of the Brigands, enraged by Jessoc’s success, charges in with blood in his eyes. Jessoc turns, swinging her sabre to foil the oncomer, but… oops… rolls a 4. The GM takes this opportunity to “expire” the duration 1 “Stunned” effect and the first Brigand snaps out of his daze.

Jessoc sighs with relief. She has only a few HP left and the damage from that attack might have been fatal.

Now the question.

After making GM move concludes, the GM will normally turn to the players and ask, “What do you do?” This finds the player in a favorable position. With one roll they can deal damage, make an escape, change the story. But this doesn’t feel right to me after expiring duration. The “redirection” of the failed roll to expire the effect served as a kind of unexpected “buffer”—a secondary benefit on top of the obvious primary benefit that an opponents was stunned and out of the action for some time.

Instead, I feel that it should possibly be the GMs prerogative to ask, after expiring a duration effect during combat, to ask the player to Make a Saving Throw (aka Defy Danger). Jessoc escaped the immediate damage but must now act quickly as both charge in.

Maybe she’ll succeed and then carry on the attack. Maybe not…

What are your thoughts?

PS: Yes, my players are learning to stack up such effects, forming multi-layer “duration shields” to absorb their failures! I would probably like to discuss what happens when duration is expired by failures outside of combat as well.

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION.

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION.

One of the my favorite new game mechanics in Perilous/Freebooters is DURATION. As a reminder, duration is a “resource” that defines how long an effect or condition lasts. A Cleric’s blessing might have a duration of 1. A Magic-user’s spell might have a duration of 2. Duration is elapsed one “unit” at a time as a GM move. This is analogous to the orthodox Dungeon World move: “Use up their resources.” I place glass beads of a particular color into the central dice tray for duration effects and then remove them one by one until the effect ends.

I have a question about how other GMs might handle the moment of expiration for duration effects. I’ll set up an example first:

Jessoc the Figher uses Mettle to inflict the condition of “Stunned” with duration of 1+INT (=1 in this case) on her opponent, a Brigand. Another of the Brigands, enraged by Jessoc’s success, charges in with blood in his eyes. Jessoc turns, swinging her sabre to foil the oncomer, but… oops… rolls a 4. The GM takes this opportunity to “expire” the duration 1 “Stunned” effect and the first Brigand snaps out of his daze.

Jessoc sighs with relief. She has only a few HP left and the damage from that attack might have been fatal.

Now the question.

After making GM move concludes, the GM will normally turn to the players and ask, “What do you do?” This finds the player in a favorable position. With one roll they can deal damage, make an escape, change the story. But this doesn’t feel right to me after expiring duration. The “redirection” of the failed roll to expire the effect served as a kind of unexpected “buffer”—a secondary benefit on top of the obvious primary benefit that an opponents was stunned and out of the action for some time.

Instead, I feel that it should possibly be the GMs prerogative, after expiring a duration effect during combat, to ask the player to Make a Saving Throw (aka Defy Danger). Jessoc escaped the immediate damage but must now act quickly as both charge in.

Maybe she’ll succeed and then carry on the attack. Maybe not…

What are your thoughts?

PS: Yes, my players are learning to stack up such effects, forming multi-layer “duration shields” to absorb their failures! I would probably like to discuss what happens when duration is expired by failures outside of combat as well.

I have updated my Freebooters Resources page with various material including new versions of my one-page Character…

I have updated my Freebooters Resources page with various material including new versions of my one-page Character…

Originally shared by Maezar

I have updated my Freebooters Resources page with various material including new versions of my one-page Character Sheets and Spellcasting Game aid.

http://mysticworks.com/freebooters/

http://mysticworks.com/freebooters/

I have updated my Freebooters Resources page with various material including new versions of my one-page Character…

I have updated my Freebooters Resources page with various material including new versions of my one-page Character…

I have updated my Freebooters Resources page with various material including new versions of my one-page Character Sheets and Spellcasting Game aid.

http://mysticworks.com/freebooters/

http://mysticworks.com/freebooters/

I’m going to stop allowing the Magic User to begin the game with a magic wand, staff, or orb.

I’m going to stop allowing the Magic User to begin the game with a magic wand, staff, or orb.

I’m going to stop allowing the Magic User to begin the game with a magic wand, staff, or orb. There are two reasons. First, no other class gets to begin the game with a magic item. Second, I want to work up to these items with a series of lesser versions of the same.

Some players using my Freebooters home-brew sheets have asked for the “traditional” slots to list descriptive…

Some players using my Freebooters home-brew sheets have asked for the “traditional” slots to list descriptive…

Some players using my Freebooters home-brew sheets have asked for the “traditional” slots to list descriptive attributes. To accommodate, I combined the spaces for recording randomly generated Appearance and Traits, and added fields for some old-school characteristics: sex, skin, age, eyes, hair height, and weight. So… now you can have “grey hair and blue eyes” (and pass the Cheetos and the Mountain Dew) just like in the old days 😉

What do you think?