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 Post subject: Campaign Guide for public review
PostPosted: Tue May 30, 2017 7:39 am 

Joined: Mon Dec 09, 2013 11:41 pm
Posts: 300
Location: Australia
Hi all

Please find a link to Campaign Guide for public comment

https://www.dropbox.com/s/vhy0p7xyeu7ag ... 9.pdf?dl=0

Let me know what people think.

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Taffy / Dean

Melbourne - Australia

Marco val'Sheem - Master Sword Sage
Gwe - Berokene Sailor & Templar of Belisarda
Henrique Camil- Dark-kin Archeologist

Tos'Koreth - Disciple of Jeggal Sag (5-ed)


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 Post subject: Re: Campaign Guide for public review
PostPosted: Wed May 31, 2017 1:57 am 

Joined: Mon Dec 09, 2013 11:41 pm
Posts: 300
Location: Australia
Edited link to point to document instead of folder

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Taffy / Dean

Melbourne - Australia

Marco val'Sheem - Master Sword Sage
Gwe - Berokene Sailor & Templar of Belisarda
Henrique Camil- Dark-kin Archeologist

Tos'Koreth - Disciple of Jeggal Sag (5-ed)


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 Post subject: Re: Campaign Guide for public review
PostPosted: Wed May 31, 2017 11:26 pm 

Joined: Fri Dec 13, 2013 5:44 pm
Posts: 142
Location: Cajun Country
I've been reading over the document and had a question. For the +6 to powers from flaws, is that intended to be per power or total across all powers on a character? For non-super characters that forces almost all powered to be removable items.

I like the simple battery rules but do have concerns about that becoming a sink hole for all of our acquisition points having to buy a battery every session. This could be addressed in game easily if they are available is the treasure or if we can get a second per session as an option for a reward or something else like a solar power cell etc...

I thought I saw a typo when I glanced over the document earlier today, but can't find it now.


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 Post subject: Re: Campaign Guide for public review
PostPosted: Thu Jun 01, 2017 12:47 am 
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Joined: Wed Nov 06, 2013 7:06 am
Posts: 855
+6 is per power. Eg. Tech Hero: Armor Power w/ Power Armor Flaw +3, Linked Flaw +1. Only leaves +2 in Flaws to apply to the Armor power.
If it was +6 in total, a Tech Hero would be non-functional (they reach that in one device).

This is not the same as the rule on pg.70 about the number of Power Modifications that can be applied (1 per purchased Rank, not including mandatory Flaws from your Power Source; CI, RI, PA & EPS for Tech Heroes)

Note the "Maximum Potential" rule. If you have Attribute 4, buy Power Rank 4, then apply +6 in Flaws (making Final Rank 10) its going to be FOREVER before you can use all those Ranks by raising your Attribute (+5+6+7+8+9+10 = 45 xp in later development).

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LARG; Astra Tonsoria Ursula val¤Dellanov, Martial Former Tribune, Sword Sage II, T2.4
LA:5E; Barbara Duran-Dellanov, Former Tribune, Fighter 1
LRC:OP; Seraphina "Flowerchild" Amakiir, Skill Hero


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 Post subject: Re: Campaign Guide for public review
PostPosted: Thu Jun 01, 2017 5:51 pm 

Joined: Mon Dec 09, 2013 11:41 pm
Posts: 300
Location: Australia
Hi

The +6 is per power as mentioned, not total.

Depending on authors wishes, it will be possible for batteries/ solar packs etc to come in game. Batteries can be recharged between adventure but will go boom eventually and will need to be replaced. Should have also mentioned that if you buy something needs a battery with AP, then you get the battery as well.

Batteries are interchangeable (to make things easier) so if you know that you wont need a piece of equipment then you don't power it.

Will make the following changes to clarify batteries.
- Equipment purchased with AP or as part of character creation will come with a set of batteries if required
- Batteries can be swapped between devices with two Demanding actions. It is a demanding action to remove the batteries and a demanding action to install the batteries in the new device.

_________________
Taffy / Dean

Melbourne - Australia

Marco val'Sheem - Master Sword Sage
Gwe - Berokene Sailor & Templar of Belisarda
Henrique Camil- Dark-kin Archeologist

Tos'Koreth - Disciple of Jeggal Sag (5-ed)


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