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Monster of the Week / Re: Magic proliferation
« on: August 15, 2013, 04:11:14 PM »
Good answers, thanks!

(Just trying to get all these things sorted in my head before I actually play so it goes as smoothly as possible first time)

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Monster of the Week / Magic proliferation
« on: August 15, 2013, 12:16:17 PM »
The "Use Magic" rules seem to be set up for an unusual proliferation of magic - ie, anybody can do it reasonably casually with a small number of hoops during the course of an everyday adventure, even if spookies and monsters are better at it - it might go wrong but there's a reasonable chance of success.

I'd have expected it to be a fairly big deal in any event, and for (say) the average Mundane or Professional to cast even a "non-big magic" spell to be astounding and epic. Do you interpret the requirements more stringently than I'm reading them (eg, just discovering a spell is a really big deal all on its own), or do your games tend to be high magic environments?


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Monster of the Week / Rulebook feedback
« on: August 13, 2013, 10:05:23 AM »
I've just had my shiny copy of the MotW rulebook arrive as printed by lulu; it's awesome. But...

If you produce a second edition, can I suggest including some kind of section identifier on each page? Maybe a little flash on the side of the page, progressively further down for each section for easy visual reference? As is it's a little difficult to navigate for reference use.


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Monster of the Week / Re: Monster attack that must be sustained
« on: August 10, 2013, 03:57:41 PM »
Having thought about it, maybe I'll just not worry about it :-)

Here's my monster, any opinions?

Mind-Eater (Kai’Jedlek)
Type: Devourer/Breeder

Out of Host
Description: A fat squishy blob about 6 inches long, with sharp claws and teeth
Powers:
•   Devours brain to control host (see Custom Moves below)
•   Scuttles short distances quickly
•   Leap up to 15ft in any direction (including into the air)
•   Can remain dormant indefinitely.
Attacks:    Bite/Scratch: 0-harm hand
Armour:   2-Armour from being a difficult target to hit
Harm Capacity:  4-Harm
Weakness: Attempting to devour a host with extreme levels of caffeine in the bloodstream will temporarily stun the monster – it falls off and remains still for about a minute. Armour is temporarily reduced to zero.
Custom Moves:
•   Devour Brain: Latches onto the back of the neck and burrows into the host’s brain through a small puncture wound, effectively killing them and taking control of the body.

In Host
Description: To a casual observer, the host will appear unchanged. More careful observation will reveal a small wound at the back of the neck, slightly clumsy movements and possibly slurred speech
Powers:
•   Remain in host for around 24 hours (between 12-36 hours depending on body’s condition)
•   Full physical control of host (with reduced fine motor control)
•   Access to memories of host
•   Exceptional physical strength
•   Ignores pain
•   Reproduce single offspring in current host’s abdomen approximately every 3 days

Attacks   :
•   Punch: 2-harm hand
•   Improvised weapon: 3-harm hand
Armour: 1-Armour from being insensitive to pain
Harm Capacity: 8-Harm
Weakness: If the host dies in the first hour, the Mind-Eater has not matured enough to escape and will also die
Custom Moves:
•   Escape Host: Bursts out of the back of the neck and reverts to “out of host” stage. (must have been embedded in host for at least 1 hour)


(note: edited slightly, I missed a few things)

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Monster of the Week / Monster attack that must be sustained
« on: August 10, 2013, 12:14:51 PM »
I'm putting together a facehugger-like monster that will latch onto the back of the neck and burrow into the brain.

In a game with combat rounds I'd say something like "must stay latched on for three rounds to kill the target". How might I run this in MotW?

6
Thanks! Yes, if the hunters are interested enough to find out they may eventually discover that "the magic" appears to have come and gone throughout history. What's causing it, how the cycles work, and whether they can influence or stop it are things we'll (hopefully) play to find out.

7
I've persuaded a group of friends to let me run a game for them in a few weeks!

I've written a single-page "campaign setting" handout to get things started: http://www.jasonw.org.uk/MonstersWerentReal.pdf

Watch this space for the play report!

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Monster of the Week / Re: "Expert" and roving campaigns
« on: August 09, 2013, 03:30:18 PM »
Thanks, a good idea! I'd thought of maybe replacing the library with a private database accessible by smartphone - it's a little more 21st century in any case!

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Monster of the Week / "Expert" and roving campaigns
« on: August 08, 2013, 03:48:07 AM »
Hi; it seems like the "Expert" (with its haven) is really set up for campaigns where each adventure is within a small geographical area.

What do you do where the hunters might be hundreds of miles or more from the haven - take out the Expert as a choice? Tweak the playbook? Or does it work fine anyway?

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