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Enno
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  • in reply to: Alchemical items #9757
    Enno
    Henchman

    In principle, alchemical items can be imbued with several different spells. The Combine Spells edge offers such a possibility. However, it can also be imbued with several independent spells. For example, a sword may be decorated with different colored gems, each carrying a different spell.

    However, these are extraordinary items that the PCs have to make themselves or can be found as artifacts. You can’t buy them regularly. NPC alchemists are usually not able or willing to craft such precious items, even as hirelings!

    Whether an alchemical item is used up during use is generally part of its trapping. Salves, powders, potions, and scrolls are usually used up. With the sword mentioned above, the gems can crumble to dust, have to be crushed, or simply lose their power. Let your inspiration guide you here!

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: City Book 6 GOOD NEWS!! #9751
    Enno
    Henchman

    Huzzah! ๐Ÿ˜€

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: SWEX Spaceship Chases – Out of Control? #9746
    Enno
    Henchman

    My following statements refer to the Chase rules of the SW Explorers Edition, not the current SW Deluxe Editon.

    Thanks,
    It seams under Chase Attack it says ignore everything but a 2 or a 12 (I assume the rest are fluff but cause a Piloting -2).

    Yes, only Roll Over and Flip apply in Chases. The other effects are reduced to a -2 modifier (SWEX p117)

    And they says they might have collisions except without a map we have no idea if it does. So do we assume the Pilot rolls against another obstacles.

    There is no map in Chases, obstacles are reduced to mere modifiers. See Maneuvers table on SWEX p118 Obstacles.

    If the Driving/Piloting roll is failed, the vehicle hits an obstacle and suffers collision damage as usual. The obstacle’s softness and frequency are in Obstacle paragraph on SWEX p118. Collisions in chases happen typically at half Top Speed to determine collision damage.

    These rules are tweaked by the Obstacle rules in DToSL, especially in the Compendium and Battlefield Hazards. Chases usually have “scripted” Hazard/Obstacle tables with special effects that differ from the SWEX core rules.

    Is it a little clearer for you now? ๐Ÿ˜‰

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Vendahl amulets #9741
    Enno
    Henchman

    These amulets with permanent environmental protection against cold while worn are the real deal. They only work if the wearer has submitted himself to Ursarix in a ritual anyhow.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost Map Sheets #9739
    Enno
    Henchman

    To quote me myself: The maps were intended less as maps for the players than for orientation in the Atlas.
    My players still get the classic map for orientation. Nobody owns a GPS and they move on the level, โ€œtravel three days along icy creek were we lost the cattle to Lars Onesunu’s band last fall, then follow the valley with the blueberry bushes to the rock with the wolf head. Two hoursโ€™ walk east you will find the old tower of the Vindari.โ€
    However, my players can also handle maps that show a little too much detail. But your group may vary… ๐Ÿ˜‰

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost Map Sheets #9735
    Enno
    Henchman

    Layers are on the feature list.

    Ever considered to use the classic Rassilon map for your players?

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Hellfrost Map Sheets #9733
    Enno
    Henchman

    No, because via layers you can only hide markers, which show how and where which map sheet adjoins the next one.

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: SWEX Spaceship Chases – Out of Control? #9731
    Enno
    Henchman

    In which way does OoC of the old chase rules make no sense? A few more details, mate. ๐Ÿ˜‰

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: City Book 6 Update #9725
    Enno
    Henchman

    Finally! ๐Ÿ˜€

    High Priest of Hoenir & Champion of Qedeshet

    in reply to: Are Sand Goblins … Goblins? #9719
    Enno
    Henchman

    So just a curiosity โ€“ are Sand Goblins just a variant of Ice Goblins or are they just a โ€œnormalโ€ small, ugly, humanoid race that have been dubbed goblins for lack of a better term?

    More like the latter. As you can see in the Setting Guide and Realm Guide #4, the scholars and wise men of the other races do not agree where the Sand Goblins come from. As usual, the truth is somewhere in the middle, meaning that they probably sprang from an ancient nomadic people with orcish language and developed over the last thousands of years into the shunned people they are today.
    One thing is for sure, they have evolved naturally and were not created like their namesakes up north.

    High Priest of Hoenir & Champion of Qedeshet

Viewing 10 posts - 31 through 40 (of 1,427 total)

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