Let's Sperg Bellum Maga - A tabletop game that somehow fucks up Witches vs. Nazis

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We move on to Patrons. I won't go over all of them, but I will discuss the mechanics and point out some easily game breaking moments.

https://www.dropbox.com/s/6obbtdnj1wlt69b/Patrons.pdf?dl=0

Also, I apologize for the fact that the symbol on the back of every page seems to come out into the text when I do the "print to pdf" thing. Full bleed artwork is a mother-bitch.

So, Patrons are basically what kind of Goddess your Maga is shacked up to. There's a bunch of different aspects, however, certain Maga can't take certain Patrons. Divas can't take War, Dominas can't take Healing, Furies can't take Love, and Succubi can't take Light. Harpies, as already mentioned, don't appear on this list, but since there's 4 who are restricted and three who aren't, I'm gonna go out on a limb and say Harpies are a 4th that can take any.

Patrons offer many gifts, each coming in at certain levels. Every odd level, starting at 1, you get the next level of Patron boons. Each Patron also has a piss weak pledge that's easy to follow and only costs favor if you break it. Mentioning better games again, Native American characters in Deadlands can have a guardian spirit who also has a (usually) easy to follow pledge, but if broken, you lose the powers granted by that spirit until you make amends. It seems like favor loss is the big bat they want to use to keep players in line, oblivious to the fact that one of the Paths can fucking ignore it.

Most Patrons at level one offer a small boon and a discount on certain gifts. The only one that doesn't offer a Mana discount are the Cat patrons, which instead offer two gifts from the Claws of Sekmet list for free-you pick the two, and get them without spending path points. However, there's one type of Patron that utterly breaks the game: Magic.

It's now time for "Angelo destroys your shitty game design".

A character who takes a Magic goddess as a Patron immediately gains +1 Spirit. To put this in perspective, let's compare it to a similar stat raising patron, the Knowledge Goddesses. A Knowledge patron allows you to raise an Intellect skill by one. So let's compare the bonuses, shall we?

Knowledge:
+1 to a certain skill check.

Magic:
An increase in Mana pool
An increase to Mana regeneration rate if your spirit just increased to a new odd number
An increase to all rolls that include Spirit, which includes resisting enemy magic.

Do you see the problem here? Now let's break the game even more. Priestesses start with Spirit 4, and while they have 1s and 2s all over the place, remember you have 30 points and each Attribute increase costs only 1. So, a Priestess that takes a Magic patron starts the game at the limit of human ability for 0 points spent. Only for Spirit, sure, but this is a game about magic, so having a high spirit is going to fucking rule. This is ON TOP of the Magic Patrons offering a Mana discount to a certain Gift list, in this case "Lilith's Lost Lamentations".

This is why offering Attribute bonuses is very rarely done in games, because you can very easily shatter the game. Our theoretical Priestess of Magic starts with a pool of 20 Mana, gets one back every half hour, and all the spells in the Lilith list cost her one mana less, to a minimum of one. All for 0 points spent. Obviously we have to buy our skills and our spells with our 30 points...but we have 30 points. None of the other Patrons are this outright broken, which just infuriates me.

Additionally...Minerva, the sample Priestess? NOT a Priestess of Magic. Her Patron is Circe, who is a Patron of Change instead. Her big level 1 power is "knowing when anything has been altered by magic with a touch". I didn't even notice this Magic shit in my original review, so I'm learning new things that piss me off.

Next Time: Skills!
 
houEzZg.png


Honey, I just got home from Shadowrun, where one of us is playing a badass elf chick with a motherfucking Barret 50 cal sniper rifle. We have a troll who is every troll stereotype ever, a hairy-as-fuck dwarf, me a Viking Mage, and a technomancer who is a legal adult but looks like she's ten years old. I'm sure plenty of us have tabletop stories of other ragtag gangs of total misfits who don't fit your first paragraph.

You're replacing your imagined hate with your own very real hate. So bite me.

Anyway, if you've played an average New World of Darkness game, you know the setup. Once upon a time, the world was awesome, and it crashed and burned somewhere along the line, so the history we know is a lie and fairy tales are in fact real.

Anyway, the Goddess that we've been introduced to (fuck that name) is a force of creation, and the ultimate power of Earth, making her closer to Gaia in our established mythologies. The Serpent is the ultimate power of Mars, and considering Mars was the Roman version of Ares, it being the ultimate force of destruction makes sense. How did the Serpent come to power? Cain's fault. Yes, Cain existed, and was pissed off that only chicks could be Maga, so in exchange for power, he helped the Serpent out to destroy the Maga.

Now it's time for me to point out the big gaping plot hole: We're told later on that all religions are all a construct of the Serpent, and first off, why would the Serpent always cast himself as a villain, and why would Cain also be a villain only featured in one major religion? The game does mention that the Serpent is self-destructive, but in that case, why is he even a problem if he constantly pushes people AWAY from him with his own created religions?

Anyway, while guys can play, you have to play a chick. I'm fine with genderbending, I do it all the time, so here we go. Only women and MtF transgenders can become a Maga.

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In some chapters, we have a chatroom based interlude. The constant hashtags are annoying, and we can also see that our "heroes" are constantly bickering and slapping each other with curses. What we need is some heroes, not some whiny fuckers that can't take a simple pig comment.

Oh, and check out the Lexicon. Some's pretty standard stuff, but other bits are just infuriating.

The Beginnings chapter is pretty short. The new to roleplaying is fairly okay, there's no example of play yet, and the game is a d6 based system. 4-6 is a hit, 1-3 is a fail. 6s count twice (only this doesn't get mentioned until the LAST FUCKING CHAPTER) and 1s subtract from successes. All 1s is a crit fail, all 6s is a crit success.

I do like the system, even if I feel like it slightly punishes people who pump a ton of points into one or two skills by lowering chances of getting a crit success. I'd probably house rule it to a little different-if you have more 1s then hits, crit fail, if you have more then half your pool in 6s, crit success.

Anyway, next time: Character Creation Part 1, point buys and classes! (Skills and spells will come later, because holy shit there's a lot of spells)
>RPG's
>Male power fantasies
>Vapid female characters
>Complaining about this kind of shit in the one genre that gives you a ton of lenience in who and what your character is.
????

Racial prejudice is more accurate though Orc Lives Matter hasn't got much traction so most people will let it slide.
 
Starting to really love Dropbox now.

https://www.dropbox.com/s/4knvd16tqtt0gm6/Skills.pdf?dl=0

Much like with Patrons, I won't go over all of them. Instead, this is going to be another episode of me shredding some shitty game design. As you know, every Maga starts with 1 level in 5 of these skills, we know the rolling system, bla bla bla.

So I'm going to focus on the Battle skill to show you how broad some of these skills are.

The Battle skill covers EVERYTHING in a fight. One point of Battle skill gives you equal ability in Punching, swinging swords and axes, firing a bow, and shooting a gun. On top of that, you get that same amount of training in dodging attacks too! You can argue that magic does it, or that most people will pick one weapon and stick to it, but think about it-literally any weapon is available to you if you take the skill. Most games at least split up weapon classes and are smart enough to know a knife fighter is not going to be good with a gun unless he also trains with them, and dodging is typically another skill altogether.

As if this isn't bad enough, some skills are entirely too narrow as well. For example, News and Law are both skills that would neatly fit under a "profession" skill in another game, for example, D&D's own Profession skill. Sure, you have to specialize over in D&D, but that's where D&D shines is the ability to make any character a really good X by giving them a bunch of points in a Profession or Crafting skill that works with their stated occupation. That being said, this game only has 24 skills so maybe they felt condensing their skills was too much, but then again, they could easily split Battle into three skills (fighting, shooting, dodging, maybe a fourth for archery?) and change things around so you have to pick a specialty in skills like Art (another too broad one), Profession, Performance, etc.

Other then that, though, these skills mostly do what you think they do. I only wanted to go over them because they are part of character creation and I have to point out these shitty points. Remember Kiwis, you can only go up to 3 in your skills at the start!

Next Time: Benefits and Flaws, which we'll be going over individually because I wanna give my snarky feedback on all of them-it's a fun little game.
 
Alright, Benefits. This chapter will be marked by horrible art as always, because i like tormenting you.

Players can take up to 5 points of benefits, and 5 points of flaws. Benefits cost points, flaws give points. Both benefits and flaws are only 1 or 2 points each, so this system is okay.

9p95eur.png

Awful Art, exhibit 1.

Agile (1): Can't flub anything involving agility, and gain +1 to all dodge rolls. Your agility has to be 3 to take this, so you already have a seriously high agility, meaning flubbing is already the least of your fucking worries.

Athelete (1) (Requires all physical stats to be 2 or higher): Movement speed, lift capacity, and healing rate are all determined as if your relevant Attribute was 1 higher. Barely relevant for Furies, who can pump all of that except healing rate, might be good for others.

Brilliant/Dark Soul (2): These bennies are basically the same, including the fact that Dominas, Succubi, and those with Dark Patrons cannot take them. They're just inverted: Brilliants can spend Mana to give an ally +1 and gain +1 to resist any spell that involves darkness. Darks can spend a Mana to give an enemy -1 to a roll and get +1 to resist Light Magic. Brilliants get +1 on friendly Allure rolls, Darks get +1 on Intimidation style rolls. Weirdly, you'd expect Dominas and Succubi to be able to take Dark Soul...

Elemental Blessing (2):

Here, just have the table.

8KNT6F7.png


Just take Fire and kill shit, you fucking water pussy.

Famous (1): Does NOT require any high level of Allure, oddly. If you're literally Jessica Nigri, you get +1 to any Allure roll when someone knows who you are, and a free level of lifestyle (we'll get there, but just think the lifestyles from Shadowrun and you're well on your way).

Fairy (2) (Can't be taken by Furies, Succubi, or Ariadnian): You get to see the fairy creatures living in the woods! You can also turn invisible with a point of mana for a whole minute, or take a five foot teleport step. Oh, also, 1 free point in Art and Perform. Anyone who takes this and doesn't immediately start doing their best Jareth the Goblin King impression is a moron.

Fast Healer (2): When you would heal a level of health based on your fitness, you actually heal 2 instead. Also, poisons or other harmful stuff that gets into your system only lasts half as long, nominating you as the party taste tester for all strange potions.

Focus (1): Spend a point of Mana to get +1 to Resolve, and never take penalties due to distraction. Getting extra Resolve is fucking amazing, due to how often it's included in resistance checks against mental and magical stuff, but since it does cost mana I guess it's okay.

Leader (2) (Requires Allure 2 and Management 2): Spend a point of mana to give all allies within 50 feet +1 to Attack or +1 to Dodge (they must choose). So basically, Inspire Courage, something Bards get in PF at level 1.

Likeable (1): It's First Impression from Shadowrun, you get +1 to your first Allure check against someone as long as you're smiling.

Medium (1): You see dead people, and can spend a point of Mana to interact with/attack them. No word on how long this lasts, though.

Natural Flight (1): Jealous of the Succubus fly power? Take this perk for 1 point and ZERO PREREQUESITES and get a fly speed of 100mph! (Or a combat rate of twice your movement) And, the power even notes that you get the secondary power of not suffering any ill effects for flying this goddamn fast! THIS IS NOT A ONE POINT PERK!

Night Vision (1): It's low light vision and if you take a Cat Goddess or Light Goddess or even Dark Goddess, utterly useless.

Past Life (1): Gain a free rank in Antiquities, and spend a point of mana to gain a skill that you don't have for a single roll, using your Spirit to determine how many points. So, my hypothetical super Priestess can take this and get 5 points in any skill she doesn't have for a single roll for one mana point, of which she has 20. So take things you need to roll all the time, like Arcane and Battle, and then just use this to utterly break the entire game over your knee because you might even be better then the specialized characters-in fact you are, they can only go up to 3, you can spend a point of mana to go to 5.

Was this playtested?

Personal Wards (1): Ignore a point of damage from ALL, FUCKING ALL sources and gain a free Die to any stabilization checks if you do go down. Yes, for 1 point, you can have something that a Barbarian in Pathfinder doesn't get until double digit levels.

Plague (2): Inflict a -1 penalty to certain Attributes for an hour, provided you spend a point of Mana and win in a Spirit versus Spirit contest, which our Magic Priestess is guaranteed to do. You can hit Allure, Brains, Agility, or Fitness. Protip, go for Agility, that's the dodge stat!

Polyglot (1): For free, speak any language, and gain a free point in the Languages skill because why not? This is actually more balanced then the rest, it's similar to Deadlands's own gift o' gab Edge, right down to the point cost.

Prophetess (2): Gain +1 dice to Dodging, Surprise checks, and never flub divination spells. The supposed downside is the Goddesses send you visions, but is that really a downside, or a reminder of how clairvoyant characters completely ruin any kind of storytelling tension?

Psychic (2): It's telepathy and telekinesis, you can move a weight up to Resolve x 10 with your mind and read someone's current thoughts if you win a Resolve versus Resolve check. So even at Resolve 10, you're moving a cabinet, maybe. No lifting cars with your minds.

Quick Recovery (2): It's like Fast Healing but for Mana, so remember our amazing Priestess? She's getting 2 mana points every half hour at the start of the game. And, should you ever hit 0, don't worry, this Edge lets you use your health as mana! So with just this and Past Life, we basically never run out of ways to get our 5 skill point rolls. Again, was this playtested at all?

Scrappy (2) (Requires Muscle 2 and Battle 2): Get +1 to melee damage, dodge rolls, and damage resistance checks. Also win initiative ties. Oh, and if you're a Furie, which this edge already seems geared towards? Arcane Athlete (which is spend a point of Mana to pump a physical attribute by 2) lasts for twice as long (two minutes instead of one). As if Furies weren't taking this already, they had to sweeten the pot.

Sharp Eyes (2): Get +2 to seeing stuff, and cannot flub any check involving searching with your elf eyes. With this, you will see that they're taking the hobbits to Isengard.

Smite (2) (Can't take it if you have a healing Patron): Deal damage equal to Spirit and go up to Spirit x 5 in range. My Magic Priestess no longer has to tell you why Spirit 5 was a good idea. Sure, it costs a point of Mana, but we have a ton of it.

Stunning (1) (Requires Allure of 2 or higher): Can't flub Allure checks, you get +1 to Allure checks versus anyone who's attracted to women. Simple, and the Diva's best weapon.

Succubus Supreme (2) (Requires Succubus, OBVIOUSLY): For a point of Mana, anyone you kill via the Drain ability (so, in other words, for the point of Mana you just stole from them with their last health level), you can turn them into a Gem (which can be swallowed to gain a skill point for an hour along with all their memories), a common mundane items without any moving parts (examples include a rug and a cooking pot), or a Zombie which counts as one of your Thralls. It is at least nice that after screwing over Succubi on a lot of other benefits, they give you this one.

nxzesJ5.jpg


Pictured: Succubus Supreme in action.

Transgendered (2): More like "Gender Shift". For a mana point, you can turn into a dude for an hour and get a point to Muscle and Fitness, at the cost of losing any access to your other powers. In female form, you have all your powers but can turn into a futanari or shemale at will, so, deviant rating goes here. To further the degeneracy, you know what gender a person wants to fuck with a glance.

And, bonus, if you're a succubus, you keep the Soul Drain power when you're a dude.

Wealthy (2): Jealous of the Reginas starting at level 3 lifestyle? For two points, steal it! Also get a bonus +1 level to lifestyle at level 5 and 10, which you will probably never reach!

Well-Educated (2): Can't flub any roll that uses Brains, get three skill points, one for Scholastic and the other two can go into any skill that can use Brains. This can be used for your Arcane and Magic skills, despite how the fluff of the edge declares you to be well read and I don't think massive libraries of magic exist.

Worshipped (2) (Allure 2 and Spirit 4 required. Priestesses start with both of those, so they can immediately take this *sigh*): It's kind of like Cult from Exalted. For every two points of Thrall and Contacts you have, you get +1 to your max Mana pool. And, at the start of a game session, if you roll a 6 on a die, you get +1 luck for that day. Also, take a free level of Thrall or Contacts to start your cult.

Hmm, try this with a succubus...

828TtFR.png


Pictured: The sample succubus doing that.

Next Time: Flaws, so we can pay for all these edges!
 
Alright, Benefits. This chapter will be marked by horrible art as always, because i like tormenting you.

Players can take up to 5 points of benefits, and 5 points of flaws. Benefits cost points, flaws give points. Both benefits and flaws are only 1 or 2 points each, so this system is okay.

9p95eur.png

Awful Art, exhibit 1.

Agile (1): Can't flub anything involving agility, and gain +1 to all dodge rolls. Your agility has to be 3 to take this, so you already have a seriously high agility, meaning flubbing is already the least of your fucking worries.

Athelete (1) (Requires all physical stats to be 2 or higher): Movement speed, lift capacity, and healing rate are all determined as if your relevant Attribute was 1 higher. Barely relevant for Furies, who can pump all of that except healing rate, might be good for others.

Brilliant/Dark Soul (2): These bennies are basically the same, including the fact that Dominas, Succubi, and those with Dark Patrons cannot take them. They're just inverted: Brilliants can spend Mana to give an ally +1 and gain +1 to resist any spell that involves darkness. Darks can spend a Mana to give an enemy -1 to a roll and get +1 to resist Light Magic. Brilliants get +1 on friendly Allure rolls, Darks get +1 on Intimidation style rolls. Weirdly, you'd expect Dominas and Succubi to be able to take Dark Soul...

Elemental Blessing (2):

Here, just have the table.

8KNT6F7.png


Just take Fire and kill shit, you fucking water pussy.

Famous (1): Does NOT require any high level of Allure, oddly. If you're literally Jessica Nigri, you get +1 to any Allure roll when someone knows who you are, and a free level of lifestyle (we'll get there, but just think the lifestyles from Shadowrun and you're well on your way).

Fairy (2) (Can't be taken by Furies, Succubi, or Ariadnian): You get to see the fairy creatures living in the woods! You can also turn invisible with a point of mana for a whole minute, or take a five foot teleport step. Oh, also, 1 free point in Art and Perform. Anyone who takes this and doesn't immediately start doing their best Jareth the Goblin King impression is a moron.

Fast Healer (2): When you would heal a level of health based on your fitness, you actually heal 2 instead. Also, poisons or other harmful stuff that gets into your system only lasts half as long, nominating you as the party taste tester for all strange potions.

Focus (1): Spend a point of Mana to get +1 to Resolve, and never take penalties due to distraction. Getting extra Resolve is fucking amazing, due to how often it's included in resistance checks against mental and magical stuff, but since it does cost mana I guess it's okay.

Leader (2) (Requires Allure 2 and Management 2): Spend a point of mana to give all allies within 50 feet +1 to Attack or +1 to Dodge (they must choose). So basically, Inspire Courage, something Bards get in PF at level 1.

Likeable (1): It's First Impression from Shadowrun, you get +1 to your first Allure check against someone as long as you're smiling.

Medium (1): You see dead people, and can spend a point of Mana to interact with/attack them. No word on how long this lasts, though.

Natural Flight (1): Jealous of the Succubus fly power? Take this perk for 1 point and ZERO PREREQUESITES and get a fly speed of 100mph! (Or a combat rate of twice your movement) And, the power even notes that you get the secondary power of not suffering any ill effects for flying this goddamn fast! THIS IS NOT A ONE POINT PERK!

Night Vision (1): It's low light vision and if you take a Cat Goddess or Light Goddess or even Dark Goddess, utterly useless.

Past Life (1): Gain a free rank in Antiquities, and spend a point of mana to gain a skill that you don't have for a single roll, using your Spirit to determine how many points. So, my hypothetical super Priestess can take this and get 5 points in any skill she doesn't have for a single roll for one mana point, of which she has 20. So take things you need to roll all the time, like Arcane and Battle, and then just use this to utterly break the entire game over your knee because you might even be better then the specialized characters-in fact you are, they can only go up to 3, you can spend a point of mana to go to 5.

Was this playtested?

Personal Wards (1): Ignore a point of damage from ALL, FUCKING ALL sources and gain a free Die to any stabilization checks if you do go down. Yes, for 1 point, you can have something that a Barbarian in Pathfinder doesn't get until double digit levels.

Plague (2): Inflict a -1 penalty to certain Attributes for an hour, provided you spend a point of Mana and win in a Spirit versus Spirit contest, which our Magic Priestess is guaranteed to do. You can hit Allure, Brains, Agility, or Fitness. Protip, go for Agility, that's the dodge stat!

Polyglot (1): For free, speak any language, and gain a free point in the Languages skill because why not? This is actually more balanced then the rest, it's similar to Deadlands's own gift o' gab Edge, right down to the point cost.

Prophetess (2): Gain +1 dice to Dodging, Surprise checks, and never flub divination spells. The supposed downside is the Goddesses send you visions, but is that really a downside, or a reminder of how clairvoyant characters completely ruin any kind of storytelling tension?

Psychic (2): It's telepathy and telekinesis, you can move a weight up to Resolve x 10 with your mind and read someone's current thoughts if you win a Resolve versus Resolve check. So even at Resolve 10, you're moving a cabinet, maybe. No lifting cars with your minds.

Quick Recovery (2): It's like Fast Healing but for Mana, so remember our amazing Priestess? She's getting 2 mana points every half hour at the start of the game. And, should you ever hit 0, don't worry, this Edge lets you use your health as mana! So with just this and Past Life, we basically never run out of ways to get our 5 skill point rolls. Again, was this playtested at all?

Scrappy (2) (Requires Muscle 2 and Battle 2): Get +1 to melee damage, dodge rolls, and damage resistance checks. Also win initiative ties. Oh, and if you're a Furie, which this edge already seems geared towards? Arcane Athlete (which is spend a point of Mana to pump a physical attribute by 2) lasts for twice as long (two minutes instead of one). As if Furies weren't taking this already, they had to sweeten the pot.

Sharp Eyes (2): Get +2 to seeing stuff, and cannot flub any check involving searching with your elf eyes. With this, you will see that they're taking the hobbits to Isengard.

Smite (2) (Can't take it if you have a healing Patron): Deal damage equal to Spirit and go up to Spirit x 5 in range. My Magic Priestess no longer has to tell you why Spirit 5 was a good idea. Sure, it costs a point of Mana, but we have a ton of it.

Stunning (1) (Requires Allure of 2 or higher): Can't flub Allure checks, you get +1 to Allure checks versus anyone who's attracted to women. Simple, and the Diva's best weapon.

Succubus Supreme (2) (Requires Succubus, OBVIOUSLY): For a point of Mana, anyone you kill via the Drain ability (so, in other words, for the point of Mana you just stole from them with their last health level), you can turn them into a Gem (which can be swallowed to gain a skill point for an hour along with all their memories), a common mundane items without any moving parts (examples include a rug and a cooking pot), or a Zombie which counts as one of your Thralls. It is at least nice that after screwing over Succubi on a lot of other benefits, they give you this one.

nxzesJ5.jpg


Pictured: Succubus Supreme in action.

Transgendered (2): More like "Gender Shift". For a mana point, you can turn into a dude for an hour and get a point to Muscle and Fitness, at the cost of losing any access to your other powers. In female form, you have all your powers but can turn into a futanari or shemale at will, so, deviant rating goes here. To further the degeneracy, you know what gender a person wants to fuck with a glance.

And, bonus, if you're a succubus, you keep the Soul Drain power when you're a dude.

Wealthy (2): Jealous of the Reginas starting at level 3 lifestyle? For two points, steal it! Also get a bonus +1 level to lifestyle at level 5 and 10, which you will probably never reach!

Well-Educated (2): Can't flub any roll that uses Brains, get three skill points, one for Scholastic and the other two can go into any skill that can use Brains. This can be used for your Arcane and Magic skills, despite how the fluff of the edge declares you to be well read and I don't think massive libraries of magic exist.

Worshipped (2) (Allure 2 and Spirit 4 required. Priestesses start with both of those, so they can immediately take this *sigh*): It's kind of like Cult from Exalted. For every two points of Thrall and Contacts you have, you get +1 to your max Mana pool. And, at the start of a game session, if you roll a 6 on a die, you get +1 luck for that day. Also, take a free level of Thrall or Contacts to start your cult.

Hmm, try this with a succubus...

828TtFR.png


Pictured: The sample succubus doing that.

Next Time: Flaws, so we can pay for all these edges!
This game is a 20-sided trainwreck.
 
Past Life (1): Gain a free rank in Antiquities, and spend a point of mana to gain a skill that you don't have for a single roll, using your Spirit to determine how many points. So, my hypothetical super Priestess can take this and get 5 points in any skill she doesn't have for a single roll for one mana point, of which she has 20. So take things you need to roll all the time, like Arcane and Battle, and then just use this to utterly break the entire game over your knee because you might even be better then the specialized characters-in fact you are, they can only go up to 3, you can spend a point of mana to go to 5.

Was this playtested?

Seems that Priestess and Furie (why oh why the trendy alternaspelling, they'll be turning yvrye vywylle into a Y and puttynge yn E yn thye ynde of yvrye wyrde nyxte) are kinda the creators' pet classes while the others are there to make up the numbers. And possibly Diva. Because they all want to play kickass action gurlz, ultra wise mentor types who know best, and sex bombs, to make up for the fact that they're fat she-autists who failed science. Am I right?

In fact, note the cover art. They're so obviously a Priestess (the goddess-sized one in purple) and a Furie (the other one with the glasses and the attitude laden shirt).

I want to be a Harpy though because flying. How should I min-max by one-womyn F-16 squadron?
 
Seems that Priestess and Furie (why oh why the trendy alternaspelling, they'll be turning yvrye vywylle into a Y and puttynge yn E yn thye ynde of yvrye wyrde nyxte) are kinda the creators' pet classes while the others are there to make up the numbers. And possibly Diva. Because they all want to play kickass action gurlz, ultra wise mentor types who know best, and sex bombs, to make up for the fact that they're fat she-autists who failed science. Am I right?

In fact, note the cover art. They're so obviously a Priestess (the goddess-sized one in purple) and a Furie (the other one with the glasses and the attitude laden shirt).

I want to be a Harpy though because flying. How should I min-max by one-womyn F-16 squadron?

Actually, the other one on the cover art is Selena, who is a Domina, not a Furie. Dominas are still kinda the pets, though.

A Harpy's main strength is going to come from Spell choice. Due to the Amp system, you'll be able to freely make AoE spell bombs at the cost of -2 Dice to casting, so crank up your spellcasting abilities (Spirit + Magic), grab a favorite few low level spells, and blow enemies away while also moving too fast for them to be accurate. We'll get to Amps and spells after Flaws.
 
Alright, it's time for Flaws, and just to remind everyone, you can only take 5 points of flaws and they give you points to spend.

ADHD (1): -1 to initiative, and limited to 2 instead of 3 for starting skills. It says 4 instead of 5, but as established the limit is actually 3. Unless the one that said 3 is a typo, but fuck it, I'm going with it.

Archaic (1): If you take this as an Aridanae, you are retarded. -1 to anything involving tech, can't start with Science or Technology skills.

Bad Sight (1): The opposite of sharp eyes. -1 to all observation checks with glasses, -2 if you don't have them. So if you really want to be Velma, take this.

Clumsy (1): This is not a one point flaw. A character with Clumsy is limited to Agility *2* while they have it and takes a -1 to dodge rolls, and since that is agility + Battle, well, you're in trouble. It can be bought off with the Benefit points you gain as you level, but you only get a few of them and it takes a lot of Favor to get there.

Combat Freeze (2): This sucks a lot. In the first round, you can't move and take a -2 to all rolls. After that, all movement is halved, and you still take a -1 to everything. Not recommended for Furies, in fact, I wish some of these flaws said "Can't be taken by X Path", because I know someone will come to my table with a Combat Freeze Furie...if I ever fucking ran this game.

Crone (2): Another level of dickishness. Crones are old fucks, and their lifting, speed, and healing are all determined as if their relevant attributes was one lower. AND, if they aren't a Furie, those Attributes are limited to *3*. Because why not kick you in the dick some?

IQ91eQD.png


Pictured: A Crone with D cups.

Diffidence (1): They try to dress this up as low self-esteem, but considering the actual drawback is "-1 to Resolve to resist supernatural stuff", you could easily call it "magically weak" or "weak wards" or something.

Dubious (1): You're a liar and everyone knows it. Your first Allure check against someone, if you're trying to get a positive friendly response, is at a -2, and every check after that is at a -1. Intimidation and such is unaffected.

Fragile (2): This is a flaw that's worth 5 points in Deadlands, the highest a flaw can be. Fitness is limited to 2, if an attack would roll more then 2 damage dice it gets another die, and you have a -1 to all stabilization rolls. Ouch.

Iconoclast (1): More accurately, "punk". Or "dangerhair". Take a -1 to any rolls involving stealth, and any witnesses are at a +1 to remember your heavily pierced ass.

Liability (1): Everyone's got family, and yours is going to be character blackmail! Basically, you have a mundane person you need to take care of, and you can bet your bottom Mana point the GM is going to use that Liability to get you into all kinds of adventures.

Maiden (2): They literally make a Sabrina the Teenage Witch shot here. That's all you need to know. You're still in high school, can't have Resolve higher then 2 at the start (can make it go higher later), can't have a skill higher then 4 (you mean 2), get a -1 when dealing with adults with Allure and a -2 on Allure checks against anyone over 40. These do not stack, thank god.

Anyone who brings a Succubus with Maiden to my table gets shot.

Misandrist (1): The book says it's not a common flaw. Apparently, most Maga are well aware their true foe is a supernatural war god and most mortal men are just his pawns. Still, you need to make Resolve checks to not be a dick to guys, or, if the man has wronged you in some fashion, you need to make a harder Resolve check (2 successes instead of 1) to not just fucking kill him.

The book also says you can willingly ignore the roll and just unleash your sadistic torment on him. Our heroes, everyone.

Mystic Addict (2): Taste the mana! At half Mana, you take a -1 to everything. At 0 Mana, you take a -2 to everything, and take a point of damage just for hitting 0. Our hypothetical super priestess can take this as a free 2 points, because trust me when I say she will never hit 0.

Over-Confident (1): Would you like a cycle of hurting? Overconfident characters need to make a Resolve check to back down or retreat, and if they fail a roll, they're at -1 to the next roll, which makes it easier to fall that roll, leaving you in a perpetual -1 penalty.

Pacifist (1): I'm amazed this exists as a flaw. While a smarter game, like Deadlands, is happy to allow you to use violence in self defense or even offer multiple levels, here, you are 100% hippy all the time. Must make a resolve check to even attempt to harm any living being (this could easily include monsters) and take a -1 to any attempt to hurt a living being.

Plus-Sized (1): Actually, considering the penalties, we'll just call it what it is, Fat. -1 to Allure checks when dealing with members of the Patriarchy (I swear to god I'm quoting it verbatim) and walking and running speeds are as if Agility was 1 less. The Patriarchy is supposed to be the brainwashed bad guys, apparently implying that regular people aren't put off by being so heavy you walk slower.

Poor (1) (2 for Regina!): You get no levels of Lifestyle and any free ones you got are gone. Also, any Swag you pick up at game start is limited to 2 instead of 5.

Prejudice (1): To quote Mock the Week: "Free Trade Coffee, if you don't like it, you're racist!" Pick a race, you hate them. Since this is a supernatural world, you can be racist against vampires, which I consider to just be self-defense. -1 Allure when dealing with those you hate and you have to make a Resolve check to even think about helping them.

Rage (1): The opposite of Combat Freeze, so I dunno why they didn't call this Combat Monster. Attack with wild abandon, to hell with your allies and collateral damage, SMASH! Must make a Resolve check to control yourself in combat, but you have a cumulative -1 penalty per round (so on Round 4, it's a Resolve check at -4). I actually like this Flaw, it's well designed and has some fucking teeth to it.

Sadist (1): Written as the opposite of Pacifist, you have to make a Resolve check to NOT hurt people. To quote the game, a Sadist won't kill because a dead person can't be played with anymore, yes, really, that's what the book says. Again, our heroes.

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Pictured: Our Heroes.

Slow Recovery (2): The opposite of Quick Recovery. Mana returns as if your Spirit was one less, and you have 2 less then your normal maximum. In a game about magic, WHY WOULD YOU TAKE THIS?!

Superficial (1): Narcissa. Take a -1 to everything if you don't look your best. A GM will just throw Nurgle's finest at you to constantly keep you in -1.

Susceptibility (1 or 2): VULNERABILITY, you thesaurus abusing hacks! At 1, you are at -1 to resist damage from your vulnerability and always take at least one point of damage, apparently. At 2, you can't affect your vulnerability with magic. Sample ones are given, the usual stuff-Iron, Jade, Silver, and Fire.

Unhinged (1): You're loco. In a crisis, you must roll a d6, if it comes up 6, you think something else is happening. This is a horribly designed flaw. Most systems would be content with you acting out your insanity, and while that does give rise to FishMalks, trying to codify insanity is, well, insane. This is basically a flaw that can kill you, because you roll the d6 before every combat, meaning that since you don't realize combat is happening, the GM can say "no, you can't cast a combat spell in the general vicinity of the bad guy, you don't know a bad guy is there" and then you get shot. A lot.

Unlucky (2): Can never crit, have 0 Luck, which sucks because Luck is one of the cooler things in this system.

Vengeful (1): What the fuck do you think it is?

Viridis-cutis (1): You have green skin, take it if you want to literally be She-Hulk.

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Pictured: Viridis-cutis and the most horrifying dogs ever. I never thought I'd see a background that makes me pine for Dobson's gradients, though.

Wanted (1 or 2): You're an outlaw. For a 1, you won't be killed if you're caught. For 2, you're facing death row if you're caught.

Zealot (1): For the ANTIFA Larper. Must make a Resolve check to put aside your fanaticism, whatever it is, and also to not smash the "enemies of the cause" with bike locks.

So that's it for Flaws. I'll discuss Gifts and Swag in the next update, so ya'll can make your witches.
 
I'm having Green Skin and Fat because as a Harpy I already get to swoop and dive like an F-22 and if I need to get anywhere in a hurry I'll just fly there.
 
Oh hey i remeber showing Vit this

So do we have a game in the works or are we just pointing and laughing?
 
https://www.dropbox.com/s/rm6bf1awjtxjl88/GiftsAndSwag.pdf?dl=0

One final Dropbox link. And I'll explain the salient points, and let you guys do stuff:

Swag is, well, it's stuff, basically. Can include people too, in the form of contacts and Thralls.

Gifts are the main attraction, though. Every gift has a level, and that level is also the mana cost. You can only take a gift of a max level equal to Your Path Level +2.

Amps are cool. Basically, you empower your spell and take a penalty to cast it. Some gifts also have unique Amps.

Gifts are split between Cants and Rituals. Cants can be done in a single round, Rituals or Rites take time.

Gifts cost a number of Path Points equal to their level, so don't buy a lot of high stuff.

Going through them all would take forever and would wear on my sanity, suffice to say there's a good mix of stuff that can be taken, and people who are interested can deal with the un-spellchecked crap.

Next time, we'll actually get into playing the game-Combat, and other unimportant stuff.
 
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