#Spellslingerweek   #3PP

#Spellslingerweek   #3PP

#Spellslingerweek   #3PP

Move for a shootout in the town square:

Righteous Devil Callout

When you call someone out, they must step out into the open and face you. Bystanders and lackeys are barred from interfering, and neither you nor your foe can leave each other’s sight until one of you is dead.

Righteous Devil Callout – Rolled

When you call someone out, roll+CON (you’ve got to have guts!). On a 7+, they must step out into the open and face you. Bystanders and lackeys are barred from interfering, and neither you nor your foe can leave each other’s sight until one of you is dead. On a 7-9, the GM picks one.

• They emerge with a loved one held hostage.

• Bystanders are left terrified by your cold-blooded determination.

• Bystanders raise you up as their idol and expect you to solve all their problems.

• You’re forced to skip town once the fight’s over.

How do you guys handle speed? More importantly, is it really necessary to quantify something’s speed?

How do you guys handle speed? More importantly, is it really necessary to quantify something’s speed?

How do you guys handle speed? More importantly, is it really necessary to quantify something’s speed?

Here’s some tags I worked up just now:

• Glacial (Iceberg)

• Slow (Tortoise)

• Normal (Human)

• Fast (Horse)

• Instantaneous (Lightning)

Has anyone given much thought to size?

Has anyone given much thought to size?

Has anyone given much thought to size? I’m writing a Hulking Hurler compendium class and I’m trying to figure out what kind of stuff they can throw around. Right now I’m thinking of scaling it like this:

• Person

• Horse

• Cart

• Hut, Hippo

• Cottage, Elephant

• Whale

Hey everyone, here’s an early draft of some rules for status effects. Comments are appreciated!

Hey everyone, here’s an early draft of some rules for status effects. Comments are appreciated!

Hey everyone, here’s an early draft of some rules for status effects. Comments are appreciated!

STATUS EFFECTS

If any of these rules don’t make sense, drop them and leave it to the fiction.

Vectors

Every Status Effect has a Vector – a means of transmission – whether it’s the gaze of a cockatrice, the ingestion of spoiled meat or the sight of an extradimensional monster. In some cases, a status effect will have multiple vectors. These vector act as narrative triggers for the following move:

When you attempt to resist a Status Effect,

roll+Con+Severity for physical vectors.

roll+Wis+Severity for mental vectors.

✴ On a 10+, you resist the effect completely. ✴ On a 7-9, you suffer a partial consequence. ✴ On a 6-, you suffer a full consequence.

Above all, don’t feel compelled to list every possible vector for a Status Effect – you should be able to eyeball it. Good mechanics are rules of thumb, useful fictional shorthand – if they bog down the story, they’re not doing their job.

Severity

The likelihood that a Status Effect will take hold is represented by its Severity, placed in brackets next to a vector. A Status Effect’s severity will typically be Mild (+2 to +3), Moderate (+1 to -1+) or Extreme (-2 to -3), although some Status effects will modify this system or bypass it entirely.

Very often, different vectors for the same Status Effect will vary in severity. Vectors which bypass a roll are tagged with the consequence they produce, whether (Partial) or (Full). Removing the severity modifier entirely is also an option – if it’s bogging the game down, get rid of it.

Consequences

Every Status Effect has Consequences which may express themselves Fully or Partially. Full consequences tell you the worst a Status Effect can do. Partial consequences will be less intense, or they will inflict specific consequences at full intensity. For example, your body may be partially petrified and slowed, or your arm may be fully petrified.

Some Status Effects are so intense that there’s no meaningful difference between a partial effect and a full effect. These are best represented with unrolled poison-style mechanics – the drama here is in avoiding the vector in the first place.

Treatment

Some Status Effects have Treatments which can mitigate or even cure their consequences. In most cases, treatments will be Partial or Complete. Partial treatments alleviate consequences by one step – full consequences become partial, partial consequences are cured. Complete treatments cure consequences completely. Some treatments will only treat certain consequences, and others may come with problems of their own.

I don’t like the gold system so I’ve written up something more abstract – I pretty much stole the Resources system…

I don’t like the gold system so I’ve written up something more abstract – I pretty much stole the Resources system…

I don’t like the gold system so I’ve written up something more abstract – I pretty much stole the Resources system from World of Darkness. Here’s the scale:

• Resources 0 – A cheap dagger, lodging at a peasant inn.

• Resources 1 – A sword, a good meal, a lizardman’s trinkets.

• Resources 2 – A horse, a small feast.

• Resources 3 – A nice cottage, a reliable assassin, a lavish party, an orc warchief’s tribute.

• Resources 4 – A fine ship, a substantial caravan.

• Resources 5 – A castle, a fleet of ships, a dragon’s hoard.

You can’t buy stuff exceeding your Resources. You can buy stuff with a cost equal to your Resources, but that reduces your rating by 1. You can get stuff which costs less than your Resources without suffering any financial strain. Really exceptional stuff costs +1 Resources, so does buying an arbitrary amount of stuff. When I say “an arbitrary amount”, I mean you could buy as many as you need, so long as you could reasonably find that many. Shoddy stuff costs -1.

So in practice, a stubborn old horse would cost 1 Resources, a regular horse would cost 2, a really exceptional horse or an arbitrary number of horses would cost 3, an arbitrary number of exceptional horses would cost 4, and at Resources 5 I could get an arbitrary number of exceptional horses without suffering any financial strain.

This is something I whipped up in 5 minutes and I’d like to refine it, so I’d appreciate some feedback!