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Messages - Decatus

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General Legend Discussion / Re: Legendary abilities in a campaign.
« on: May 18, 2012, 05:43:29 PM »
They seem pretty cool, and I'm considering offering some to my PCs, but i need a good way to implement this without saying "hey... your superpowered, how cool is that?"

It's a very rough steam-punk setting, so modern science wouldn't do the trick. suggestions?

Use SCIENCE! All caps + exclamation point mandatory. Are you playing in a fantastic steam-punk setting, or is it closer to standard science, just with steam power? If its more the first route, look at Girl Genius (webcomic) for some great ideas. If its more the second...well. Experimental tech, maybe? I'm not really sure, actually...Legendary abilities don't really seem like they'd work too well in a "hard" or gritty game.

Shaman. For the campaign I'll be running this summer, my brother and I set out to give him some legit fluff.

Thus, the shaman became a practitioner of demon magic, not because he is an evil person, but because there are OTHER things out there. His incantations - pleading to the demons he made deals with to grant him abilities in exchange for his services - allow him to more easily destroy those eldritch abominations he runs up against. In addition, they allow him to directly apply his will onto the world around him. His healing works because people aren't allowed to die unless he says so.

He'll be using either fire elemental - complete with brimstone and fire-chains - or a warlock track to further compliment his character.

He is going to be played as an Agent Mulder of the local church. He's paranoid, and regarded as insane because of his insistence that there are strange things out there that the church leadership doesn't understand. 

Legend Homebrew / Re: (Setting) Hallow High School
« on: April 19, 2012, 10:49:22 AM »
So, a question. I'm assuming that one could, conceivably adventure in this setting. What method would one use to fluff mundane armors and weaponry? I mean, I assume that firearms, bombs, and some blades would be readily available, but would that really be appropriate for the setting as it stands?

Additionally, with the monsters in the sewers being mentioned, the bottomless funds that the school receives, and the electic mix of insane faculty, it seems like the setting is moving toward a sort of eldritch horror that the protagonists will slowly realize and have to confront. Is this intentional?

I apologize for my verbose structure, but it's difficult for me to get out of "write a billion pages of philosophy term papers" mode. Hopefully it makes sense.

Legend Homebrew / Re: (Setting) Hallow High School
« on: April 19, 2012, 01:53:34 AM »
So. My brother (Panjadin) and I were talking about this, and how it makes us happy. Then, he turns to me and says: "Dude. The only thing that could make this better? If Hallow High and the Mounties had a crossover." needs to happen. Please? I'll beg. I really will. It would be glorious.

Edit: Wow. Ok, so I didn't know he was going to beg that much. I'll let it stand as enough for both of us.

Legend Homebrew / Re: (Setting) Hallow High School
« on: April 18, 2012, 10:08:21 PM »
I just wanted to pop in here and say I love this idea, and I think it's hilarious. /thumbs up
I'll try to be more helpful when I'm not in class, myself.

Art of Legend / Re: Legend Art Kickstarter Thread
« on: April 03, 2012, 01:07:24 AM »
I also donated. All I could manage was $15, being a poor college student. However, I'm very happy that we all managed to raise so much money! Good job to everyone who promoted the Kickstarter and helped make this game what it is!

Realms of Adventure / Re: Three word Story!
« on: April 01, 2012, 12:33:35 PM »
"Chimps chatter choosily,"

Realms of Adventure / Re: Three word Story!
« on: March 30, 2012, 01:27:58 AM »
"how now, Cow?"

Legend Mechanics & Balance / Re: Feats every odd level?
« on: March 29, 2012, 06:46:03 PM »
There should be no distinction between "fluff" feats and "useful" ones. That ideal probably won't be reached, but that's what the design seems to lean towards.

The longest feat chains in Legend are three feats.

This is mostly why I've decided to just go with the normal progression. The only person who's even thinking about feat chains and such is my brother, and he's the only experienced player. I'm really hoping that the rest of the players will just go with what they think sounds legit, and have a good time. I am going to allow feat retraining if someone really needs it, but it'll be as the result of a quest.

Art of Legend / Re: Pocket Legend
« on: March 27, 2012, 11:57:56 PM »
Very true. I've been running all of the "big" pdf's with no issue. I'm using Goodreader as my pdf reader, as the iPad doesn't normally support them. Stupid apple not liking pdf's...

Art of Legend / Re: Pocket Legend
« on: March 27, 2012, 02:27:58 PM »
iPad 2, sorry. I'm pretty sure that I'll be getting one of the new ones through a replacement warranty, and I'll make sure to test it out when I get it.

Legend Mechanics & Balance / Re: No magic campaign setting
« on: March 27, 2012, 10:40:35 AM »
Compare necromancer. As a magic track, it forms a very coherant set of abilities. As a tech track, you can work with individual abilities, but it doesn't make anything coherant.
Creepy mad doctor who knows the weakpoints of the human body. Undead are people whose bodies have been modified so much, and their organs repurposed so heavily, that attempting traditional medical techniques could kill them (hence only mad doctors can do it).

Or looking at arcane lore. Ok, Black tidings is a pair of weapons... that heals allies based on how much damage they do? Or allow allies to move?
Use crusader fluff. "Wow, look how much Bob hurt him! We can win this!"

The mad doctor and undead as modified people thing is great.

In addition to crusader fluff, you could do something like Smugglers/Agents get in The Old Republic: medical probes. In the mmo, they heal on a time schedule. In tabletop, they heal every time you attack or are attacked. How is that an issue?  :o

General Legend Discussion / Re: Favorite Class
« on: March 27, 2012, 01:39:27 AM »
I really want to play a shaman who takes Floating feat: Guild initiation, and change my shaman track from week to week. Life would never get boring!

I'm currently playing a character with the Floating Feat/Guild Initiation combo.  I haven't had a chance to actually change my track yet (we haven't come even close to an in-game week) but it promises to be quite interesting.  I've fluffed the track-switching as my character binding potent spirits from far-away realms to inhabit his body and grant him new powers.

That's pretty much exactly what I was thinking. I was inspired by the Binder from 3.5, because its freaking awesome and so fun to play. Besides, who doesn't love options?!

Art of Legend / Re: Pocket Legend
« on: March 27, 2012, 01:03:07 AM »
Looks great on my iPad, normal resolution with two pages up.

Legend Mechanics & Balance / Re: No magic campaign setting
« on: March 27, 2012, 12:44:42 AM »
Crackpot, I really like that idea. Expect me to steal it eventually.

And Tenno...nano bots? Really? That's so....blasé.  :P

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