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Messages - kosmonaut5

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Monster of the Week / Re: Chosen - Resilience move
« on: April 06, 2015, 12:16:42 AM »
Oooooh. The "harm moves" on the Keeper reference sheet!!!!

What about attacks that are 2+ harm? Because the reference sheet categorizes it as a) "0-harm", "1+ harm", "unstable wounds" and "8-harm" then anything between 2-7 still remains in the 1+harm category, and not to the 0-harm?

Monster of the Week / Chosen - Resilience move
« on: March 27, 2015, 01:24:38 PM »
The Chosen has a hunter move called Resilience: You heal faster than normal people. Any time your harm gets healed, heal an extra point. Additionally, your wounds count as 1-harm less for the purpose of the Keeper's harm moves.

Can someone please explain what "your wounds count as a 1-harm less for the purpose of the Keeper's harm moves."? Is that like +1 armour? Does Keeper harm consist of "environmental harm" as well as Monster harm? -_- so confusede

Monster of the Week / Re: Playbook Templates?
« on: March 25, 2015, 12:57:52 PM »
is there a way to get a playbook template that has the actualy playbook design and not in a basic word-like format?

Basically what we actually see on the PDF/playbooks, but with empty slots to fill in and customise?

Monster of the Week / Re: Post your awesome Custom Moves!
« on: March 25, 2015, 11:48:29 AM »
Here are some of my custom moves I've made. Two of my groups had a couple people each wanting to be a different type of monstrous (Incubus and a Demon)...and a (Half-Dragon/Sidekick and a Lizardman), and there was also a Monkey monk that I based off a customised Initiate - it got kind of Dungeons and Dragons/Monsters hunting other Monsters :P but considering there was 6 people per group, I wasn't too fussed with customising Monstrous playbooks.

The Incubus got access to some Monstrous moves and these ones -
Dream Walker: You can gain basic access to the dreams of any sleeping target; dreams can give you more signifcant information when possible. To investigate dreams further roll +Weird. On a 10+ hold 3, 7-9 hold 1. On a miss, take 1-harm ignore armour.
Illusion Manipulation: Roll +Weird, 10+ cast a powerful illusion, 7-9 there is a glitch, and a miss results in being exhausted. Complicated or larger illusions take more time to cast.

The Monk got access to some Initiate moves and these ones -
Endure Pain: +1 armour, stackable.
Astral Projection: While meditating you can project an astral form that is physically invisible, can phase through solid matter and levitate, you cannot attack. Your physical body is however, vulnerable.
Chi Blocking: Add +1 harm and "disable" to your unarmed attacks. Disable does not work on armoured targets. Take +1 forward if successful.

The Half-Dragon was a Monstrous who was a Side-kick, so other than the curse, the character was a side-kick overall. He did get this though -
Flamebreath: 3-harm area/far obvious magic fire

The Lizardman got quite a few -
Camoflage: Stealth ability allows you to loosely meld in natural environments, +1 ongoing in natural environments
Aquatic Physiology: Strong swimmer and underwater adaptability, gaining +1 ongoing in aquatic environements
Wall Crawling: Quadrupedally walk on solid surfaces; can only use tail or spit in attacks.
Detachable Limbs: Can opt to detach a limb to turn harm to 0 when attacked physically, will receive -1 ongoing, eventually healing back the limb and +1 heal.

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