@doppelspooker Weird Agents: you get 10 skill dice instead of 9 to divide between Academics, Athletics, Technology, and Contacts. Any you don't assign become Cool dice (only Weird Agents can begin the game with Cool dice). You don't get a Talent, but you can use your skills to perform whatever Weird Powers it makes sense for your Agent to have--however, you must always add a Cool die to your roll when using a Weird Power.
In addition to getting Cool dice during play by rolling 6-lowest on Stress rolls, the team can add franchise dice to your Cool pool at the end of a job as if your Cool pool were one of the company's assets.
And yeah, you never gain franchise dice from high rolls on the job.
There can only be one Weird Agent working on each job, but you can have multiple Weird Agents in the company by rotating out which Agent is assigned to a job each time you start a new game.
I may not have found the best dupe-target on this question. If someone finds one better please feel free to VtRO/comment/ping me here. There's a tickle in the back of my brain that says there's a better target out there, but search-fu fails me.
I just read most of Lovecraftesque and most of Night Witches. I'm not sure which is worse ā the deep horror of an ignorant, uncaring, maybe actively malevolent universe, or the real decisions actual people in a specific system made that lead to those real horrors. And even though neither is fun to me in the Paida sense, I'm looking forward to trying out both of them.
Sorry I'm so often ignoring your pings, because I switch this on and then go do something else and then come back and it's half a day later and I don't have anything rš to say.
@nitsua60 Slamming my off-hand against the wall while bouldering an hour ago has now made me think how many tasks do involve that finger even only slightly, because it got overstretched a bit in the process and now has one comfortable position and doesn't like moving.
my only theory is "they put the law of Azuth above the law of mortals" but that gnaws at me around the edges a bit...was wondering if you had any better suggestions
Judge Joseph Dredd is a fictional character who appears in British comic books published by Rebellion Developments, as well as in a number of movie and video game adaptations. He was created by writer John Wagner and artist Carlos Ezquerra, and first appeared in the second issue of 2000 AD (1977), a weekly science-fiction anthology comic. He is the magazine's longest-running character.
Joseph Dredd is a law enforcement and judicial officer in the dystopian future city of Mega-City One, which covers most of the east coast of in North America. He is a "street judge", empowered to summarily arrest...
But I am trying to give you this as an example, you should not confine your thinking to the modern societies where due process is a critical part of the law of the land.
Hmm
In that case, your cult will also need to play around the rules as needed.
They might have friendly judges in their pockets?
After all they are a religious cult.
They need to apply the law of the gods before puny mortal laws.
@ZwiQ interesting. how would that be done if they weren't actually doing something that was a threat to society? playing up sort of a religious-terror aspect?
Hope to see you around. And if you develop these ideas further, I would love to hear what you do in your campaign - I might apply some of them to ours.
@Shalvenay re: acceptable targets: ninjas. You see ten people swoop in out of nowhere with masks covering their faces, they're clearly up to no good. Kill away!
NP, maybe tomorrow then - I'll be doing a character creation session, tho', so maybe I won't be there. Let's say wednesday and call it a day. (For it is a day)
@Erics I'm saying that tactics for their own sake are difficult to sustain long term. It's an adversarial relationship between GM and players, wherein players are working to find the most efficient solution for the most possible situations while the GM is trying to force them to adapt and change constantly. The "winner" is whoever's better at the system mastery metagame.
Story-driven tactics are more sustainable.
I'm assuming here that "tactics" means "modifying your strategy to creatively respond to new situations." If by "tactics" you mean "finding the hammer that pounds in everything whether it's a nail or not," then using combat mechanics to force combat tactics (eg, "what spell is best for encouraging tactical play") is a good match for your goals.... because eventually the players will find the strategy which can blow through 98% of combat mechanics, and they'll just stick to that.
I play an obscure game that has very little Web presence. Over the years, the group that I play with has struggled through many questions about rules, implementation, DMing, etc. for this game.
Can I ask and self-answer some of the questions we've dealt with, in the hope of sparing possible fut...