#BardWeek   Hangout with Kasper Brohus  and Joe Banner  talking all about the Bard Class.

#BardWeek   Hangout with Kasper Brohus  and Joe Banner  talking all about the Bard Class.

#BardWeek   Hangout with Kasper Brohus  and Joe Banner  talking all about the Bard Class. 

We had great discussions from both the players and the GM perspective. 

Watch this and be ready for #BardWeek  !  

http://www.youtube.com/watch?v=BFU1bzz_YZE&feature=share

Bluff and parley:

Bluff and parley:

Bluff and parley:

If your leverage is a bluff you have a neat situation. On a 10+ It’s all okay but you need to come back to it later, creating potential problems in the future. If you roll a 7-9 they need assurance right now, probarbly exposing your bluff. On a6- well, you know who that ends…

So in a way bluffing is a really cool way to parley but also more dangerous.

#MundaneItemAlmostMonday

#MundaneItemAlmostMonday

Originally shared by T. Franzke

#MundaneItemAlmostMonday  

Spiked Armor 

This is armor covered in lots and lots of spikes! 

worn, 2 armor, clumsy, hand, dangerous 

(To repeat what the dangerous tag does: 

It’s easy to get in trouble with it. If you interact with it without proper precautions the GM may freely invoke the consequences of your foolish actions. )

It comes with this move: 

Porcupine Charge!

When you charge into an enemy while wearing Spiked Armor, roll+STR

On a hit you deal your damage

10+  choose 1 

– You knock the thing you tackled down

– You shred their protection with your spikes, reduce their armor by 1 until they can repear it

– The charge stuns or disorients them 

On a 7-9 choose 1: 

– The power of the charge knocks you down too

– The charge will cost you something or expose you to extra danger

– You have to take what you can get, deal -1d6 damage 

On a hit you may choose an extra option from the 7-9 list to choose an extra option from the 10+ list. 

Extra Spiked Armor Moves: 

My armor is my weapon and my weapon is my armor 

When you deal damage with your spiked armor, deal +armor damage. 

Hedgehog Grapple 

When you grapple a foe while wearing spiked armor, roll+CON.

On a hit you have them grabbed and your spikes press into them. Deal a d6 of damage to them. 

On a 7-9 choose 1 

– You have grabbed them in an awkward position, making it easy for them to expose you to their revenge 

– Your grip isn’t good and it will be easy for them to attempt escape you again

– You can’t get them with your spikes, deal no damage

Spike things up 

When you Porcupine Charge, choose 1 additional option from the 10+ list on a hit. 

Still better then Stilts!

You have rigged your spiked armor with enchantements or gadgetry to include extendable spikes. You can Hack and Slash at Reach range but ones you did the extended spikes stay that way and need to be put back in per hand. With the spikes extended the armor gets even more awkward to use and even experienced armor wearers will have problems with it. 

Mantiquore Upgrade

Requires: Still better then Stilts!

You can volley with the spikes of your spiked armor after the upgrade you did. You can unleash a burst of spikes at near range. When you would spend ammo, spend a point of armor instead. 

http://www.geeknative.com/wp-content/uploads/2012/10/bear-armour.jpg

Finally found a way to make this move work!

Finally found a way to make this move work!

Originally shared by T. Franzke

Finally found a way to make this move work! 

Old: 

IRE STRIKE

When you strike an enemy in melee and still hold psi your anger flows over to your allies. 

Choose one ally and one effect.

– They take +1d4 damage forward to their next attack

– They take +1 forward to an act of aggression or reckless impulse

Should they take defensive action, or any action that requires them to remain calm, they lose this bonus

 

New: 

You gain an extra psi-connection bond: 

_____ and I are fueled by the same rage! 

When you strike an enemy while holding Psi, some of your anger flows over to the character named in that psi-connection bond. 

Choose 1 effect: 

– They take +1d4 damage forward to their next attack

– They take +1 forward to an act of aggression or reckless impulse

You can spend 1 psi to grant this bonus to someone not named in that bond instead. 

Should they take defensive action, or any action that requires them to remain calm, they lose this bonus

Ha!

#PaladinWeek

#PaladinWeek

#PaladinWeek  

Divine Mounts and Bestow 

One part of the Paladins mechanical identity in previous games was the ability to summon a divine steed to ride on. This alone is a cool idea but it’s utility is kind of hit and miss.

Magic the Gathering just introduced a mechanic called bestow wherein you could cast creatures that are made by the gods. Not only as creatures mind you but also as boosting, aura effects.

Combining these two ideas how about this:

Create a new move that allows the Paladin to summon a divine companion based on their god. However, ones they have been bestowed with  such a creature they can bind the creature to themselves to get some kind of boon. 

The companion, when summoned, would use Andri Erlingsson s Mount rules or can be used as a boon. I am not sure if the boon should be an active move they could use or a passive fiction thing but it is something that could work right?