Last night we completed the 5 set series Beryl Summer Games series. A near pure combat arena style fighting scenario. We tested the lowest to the highest challenge levels and all sorts of styles, techniques, and abilities - all combat related. Lots of stuff broken and easily cracked. Lots to update - but most of it outside the core rules for the Incarna Game System.
Now on to the editing phase where all the notes get entered and rules updated - the tough part. I got lots of notes
Due to confusion with the HERO system and players dropping from the lineup, we recruited some noobies, went over the mechanics of HERO, and started the new guys on their characters.
So no more drunken viera and no more lucky moogle.
Still have our al-bhed techie.
Viera Fencer/gunner/summoner/ninja: Has a gimp left arm. It was mangled by the gears found in a Mako Reactor after a squabble there. The squabble was instigated when he found Shinra had murdered
Updated 12-15-2010 at 11:03 AM by yukonhorror
Realizing that some players are more reactive than proactive, following is the non-player generated plot hook. If the party has enough interesting characters with enough interesting backstory, I'll use a more player-centric hook:
Converting the Giants
Sarah, the human missionary, cried with her head in her hands. In the dim candlelight of her hut, she silently hoped that someone, somewhere, would come near and share her feelings of frustration. The
First, to anyone who has read my Draining Magic blogs, I apologize, as I discovered to my dismay that in Part 2, I posted my system for an alternate spell casting system for which I have not worked out all of the bugs as of yet.
Here is what I came up with, something which has worked out well so far in the limited playtests I have done.
1. No more # of spells per level per day. Instead, each spellcasting class has a Maximum Spell Level Known. This is based upon the spell
Ok, as I said previously, magic that ultiamtely has a draining effect on the caster has always resonated with me. Well, here is what I've created (hopefully original).
A few terms, used for convenience:
Spells - cover arcane and divine spells, as well as psionic powers.
Magic - covers arcane and divine magic, as well as psionics.
Caster - all classes that cast or manifest
First, a nod to 4E, as I seperate spells into quick and dirty spells