Sky Glass Cloak

Sky Glass Cloak

Sky Glass Cloak

“Those that don’t embrace the dark every night, will learn to fear it every day.”

This cloak might appear to be of simple light red cloth, with a gold trim. By night though, it takes the appearance of a bright sunny day, projecting light to illuminate even the darkest places.

The effect this has on a person’s mind is subtle at first, mild paranoia will lead to frequent nightmares. After prolonged exposure to the cloak, a person starts to grow a dependency on it, as quickly, every bump in the night or imagined nightly terror consumes their mind.

When they start to even fear even simple shadows during the day, their minds are beyond repair.

Tips for new GMs

Tips for new GMs

Tips for new GMs

Lot of new players and GM’s often ask for advice here, so I thought I’d occasionally make some post that can give them things to keep in mind, to help make their games more interesting.

Weaving Defy Danger + CHA into conversation

I’ve seen a few people in the past mention that they don’t know how to use Defy Danger + CHA effectively. CHA is in general a very under utilized trait in most classes. And in the case of the bard, they are strong armed into it because of their ‘Arcane Art.’

A way you can give the stat relevance, as well as make dialogue more interesting is by forcing the players to roll occasionally.

Now you don’t roll for persuasion checks, or bluffs, or anything else like that. You RP the character and the Player has to convince you to believe a certain thing, or come to their way of thinking.

“When you act despite an imminent threat or suffer a calamity

This is the trigger for the roll, the part we are looking at is “suffer a calamity.” The obvious definition for this is, you slipping on ice, or you’re poisoned, but it’s not limited to that. A calamity can be anything that works against the party’s intentions.

Example

The party is hunting for food and have tracked a rabbit into a tomato field. The ranger shoots the rabbit and picks “place yourself in danger” for her roll of 7. The danger is the farmer that owns the land finds them.

Conversation begins, the Farmer declares that because the rabbit is on his land, it belongs to him, and the party is stealing.

The ranger tries talking down the farmer, trying to come to a compromise. Eventually the work out they can buy the rabbit for 2 gold.

The Druid steps in though and being the insufferable hippy his is says “You can’t own nature man! That rabbit doesn’t belong to you or anyone but nature.”

This is a chance to apply a Defy Danger, as the calamity the party just suffered is that the farmer is now angry/annoyed and less likely to cooperate.

Druid rolls, as he’s the one that is trying to “convince” the farmer he doesn’t have rights to the rabbit.

On a crit (10), the farmer can be talked into selling the rabbit for one gold, or even for free.

On a hit (7-9), the farmer disregards the Druid and will still sell the rabbit for 2 gold.

On a miss (-6), the farmer is angered by the druid’s remark, and either doesn’t want to sell the rabbit at all anymore, or doubles the price to 4 gold.

In my game, the druid missed, and the ranger had to suck up to the farmer and denounce the druid (which works into their bond), to get the farmer to sell the rabbit for 4 gold.

How do you guys do the narrative for “Undertake a Perilous Journey?” Some times I can get off easy with like for the…

How do you guys do the narrative for “Undertake a Perilous Journey?” Some times I can get off easy with like for the…

How do you guys do the narrative for “Undertake a Perilous Journey?” Some times I can get off easy with like for the quarter master it’s a case you go lost in the swamp, and just lost track of time, so they missed a meal, ect.

But for the most part it’s hard to come up with reasons why they saved time, or save rations. Most of the time when I ask my players too, they shrug and say “I don’t know.”

How do you guys spice up long distance travel?

How do you guys spice up long distance travel?

How do you guys spice up long distance travel? And I don’t mean “Perilous Journey” into the heart of the mountains. I mean as in setting off from a city to a nearby town. Or along a highway with frequent checkpoints to keep bandits and monsters away so people can travel safely?

Resist Disease

Resist Disease

Resist Disease

When your character spends time resting to combat a serious disease or deadly plague Roll+CON. Add +1 to the roll if the character is taking a medicine that has proven to be effective in the past.

+10, Gain 2 Hold

7-9, Gain 1 hold, but your health deteriorates slightly, causing your next roll to suffer a permanent -1 until you recover

-6, Roll Last breath

Characters may spend 2 hold to avoid rolling last breath on a miss. The GM still treats the roll as a miss when making a move against the party. Characters may spend 5 hold to fully recover from the disease.

If a character Rolls last breath: On a hit they automatically receive one hold “per tick” until they finally recover. If they roll a 7-9 and accept Death’s deal, Death automatically cures them after a day or two.

Notes for GM: Edit hold cost if needed to fit the disease in your campaign. This move is intended for serious diseases that go beyond “check sick on your character sheet.” It shouldn’t be used for things like the common flu. Every disease tick should be one or two days if most people die or recover within a week.

Would having a warrior lose/break their signature weapon be fun for the campaign?

Would having a warrior lose/break their signature weapon be fun for the campaign?

Would having a warrior lose/break their signature weapon be fun for the campaign?

I want to break his weapon via a hard move at some point. He has mentioned a few times that he wishes he could change one of the options he picked, now that he’s leveled a couple times. So I thought it might be cool to break his weapon, then he can go on a mini quest to forge a new weapon.

But I don’t know how long the mini quest will be (at least 2 or 3 sessions if they B line for it) and the signature weapon is what makes the warrior the warrior.

Would like some other opinions on this.

Looking for spell ideas for ‘Witch Hunter’ class (DEX+INT class).

Looking for spell ideas for ‘Witch Hunter’ class (DEX+INT class).

Looking for spell ideas for ‘Witch Hunter’ class (DEX+INT class). So I’ve been working on a character class for a little bit now. I got a nice collection of moves for it, that provide a nice variety of builds such as “The Purifying Inquisitor” and “Becoming the Evil to destroy the Evil.” Early on I had made the decision to move away from just killing magic users, because I felt it was to limiting for a whole class. Sure if there were magics at work, you were the man. But once all the magics were dead though, you were practically useless.

So I branched it out to also include fighting demons, supernatural, ect. But you pick a specialization (You still hunt witches, but you’re into hunting unnatural monsters more). As such I have had lots of fun making spells that help a player role play, this master hunter, who always has to right tool to bring down his prey. But some of the spells I don’t like and feel like replacing since they just aren’t very interesting compared to the other choices.

This is a full class, not a compendium, meaning it has to be able to play with them, without stepping on their toes.