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Messages - Mike Sands

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Monster of the Week / Re: More Weirdness for MotW
« on: August 27, 2016, 05:22:36 AM »
Okay, here's the revised Telekinesis. Definitely in the nosebleeds and migraines section of psychic powers now...

When you move something with your mind, despite the pain, roll +Weird.
  • On a 10 or more, you move it as desired. Choose two options and mark 1-harm.
  • On a 7-9, you move it, but it hurts. Choose one option and mark 2-harm.
  • On a 6 or less, something goes horribly wrong.
Telekinesis options (anything not picked is not true):
  • Someone is trapped.
  • Someone is hurt (2-harm smash).
  • Something catches fire.
  • Something is flying under your control.
  • Something goes just where you want it.
  • Mark 1 less harm.
(Advanced telekinesis result is unchanged).

Monster of the Week / Re: More Weirdness for MotW
« on: August 27, 2016, 02:42:50 AM »
Thanks for that feedback!

I'll have a think about Telekinesis - my initial thought is that on a 7-9, you take 1 harm as well.

Monster of the Week / Re: More Weirdness for MotW
« on: August 22, 2016, 03:55:33 PM »
If I can I will playtest these as soon as I can gather some friends, by chance I was already wanting to do a more investigative style, (I usually do). I will let you know what my group thinks, if and when I can get them together.

Great! I'd love to hear how it goes (if it works out).

Monster of the Week / Re: More Weirdness for MotW
« on: August 22, 2016, 03:16:35 PM »
I was trying to not make it combat focused, which I hope comes through.

Monster of the Week / More Weirdness for MotW
« on: August 20, 2016, 11:18:35 PM »
I've created an experimental document with some rules tweaks for playing games with a focus on investigating weirdness rather than just hunting down monsters.

You can grab it from the MotW site.

Fair warning: this is all un-tested. I’d love to hear how it goes if you give it a try.

Monster of the Week / Re: Need Help in Character Creation
« on: May 04, 2016, 03:39:50 PM »
I guess the Snoop playbook works best (especially when I can take other Hunter's moves), but I am very interested in the character's Wealth.  How can I simulate Wealth?  A Custom Move?  Hand-waving by the Keeper?

Well, given that shopping and prices aren't really a thing, you could just say the character is wealthy and leave it at that. If you want some specific mechanical benefit, then a custom move is the way to go.

Monster of the Week / Re: Need Help in Character Creation
« on: April 30, 2016, 02:54:56 AM »
Amongst the extra official playbooks is The Snoop, who is a journalist along the lines of Kolchak. That might suit your idea. You can grab that from my website:

It might be that you are trying to pack a bit much in before play, however. It might be worth taking something that is mostly right and let other aspects develop in play, as you level up and can take extra moves and rating points.

Monster of the Week / Re: The Wronged Berserk Question
« on: April 03, 2016, 05:15:59 AM »
Right, plus you can't use the harm moves (on page 212 of the revised edition) that would normally affect a hunter.

Monster of the Week / Re: Question: Unquenchable Vitality
« on: January 15, 2016, 11:48:49 PM »
Yes, it could be used that often. I imagine that the hunter might need to take a few seconds of concentration to focus their magic as well - but it's always up to you how it should work in your game.

Monster of the Week / Re: Question concerning "Read A Bad Situation"
« on: September 11, 2015, 04:43:10 AM »
Munin has it exactly.

Sorry, hadn't checked in for a while.

The others by me you can get on the genericgames site and/or the reinforcements package on drivethru are all official, yes.

The only change to the hunter playbooks in revised is the experience section, so you can happily use the old ones as long as you remember to ignore what the playbook says about marking experience.

The Luchador is semi-official, in that I've given it out to some purchasers and I worked closely with Reid San Filippo drafting it. Reid's other hunters are great too, so although unofficial they are all worth checking out.

Monster of the Week / Re: Advanced moves?
« on: August 08, 2015, 03:53:56 AM »
That's it.

The new 12+ results for each basic move are on page 122 of the revised edition.

Yes, still on - I've sent you an email with a link for it. I did notice that I haven't updated the Action Scientist for the revised edition yet (this affects the experience section). I'll post here when I have a revised version for you.

Monster of the Week / Re: What do Allies do?
« on: June 08, 2015, 11:05:17 PM »

Monster of the Week / Re: What do Allies do?
« on: June 07, 2015, 11:46:15 PM »
In fights, just describe them doing their thing. If it's established, add their harm to what a hunter is doing with their weapons (and an ally will just do an amount of harm based on their weapon and abilities).

If the hunter rolls a miss, harming an ally is a perfectly reasonable way to respond.

Also look for opportunities to have allies make things harder: e.g. "you can either take an easy shot at the monster or protect your ally, but not both"

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