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sedgeHammer

4
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A member registered Aug 27, 2020

Recent community posts

This is fantastic. Thanks again!

(1 edit)

Thanks for taking the time to help us out. This makes me think I'm missing something really important. I swear I read the book! 

Here's a brief example in the context of my players encountering a hostile Iron Porcupine (3):

1st word consumed: Iron Porcupine (3) attacks to start the encounter. A player uses a word of power to avoid the damage, and generates a memory. **this actually raises a couple of other questions I've had - do hostile creatures attack the entire party, or a smaller number of targets, or is it GM's choice? Can one player act to protect the entire party or does each DA have to act individually to avoid a negative outcome?

2nd word consumed: A player then uses a word of power to engage the Iron Porcupine (3) and succeeds, filling one portion of the encounter clock and consuming another word from their collection and generating a memory. 

3rd word consumed: Understandably angry, the Iron Porcupine (1/3) does a dangerous thing, and a player uses a word of power to guard against it consuming another word from their collection to generate a memory.

etc until the challenge is overcome. By my count that gets us to a possible 6 words consumed in one challenge, where the reward is one new word by default. Is it that my players are overusing their words?

Perfect! That helps a lot. 

On that last point I'm finding that my players are consuming words really quickly in a single challenge clock. I guess you're saying that players should be receiving words during a challenge, not just upon completing it.

Hello everyone!

I have some mechanical questions and thought I'd post them here so everyone can benefit. 

  1. What is the maximum number of Words of Power a single DA can have? The number of spots on the sheet?
  2. During character creation, Words have to be a minimum of 4 letters. Does that apply when a word shatters with a critical success? We had a player shatter "port" and I ruled that they just get 3 life back and lose the word entirely.
  3.  When rolling a ship module with 3/4 clock slots filled, do players roll 1d6 or 2d6? As written it's 1d6 but that seems a little odd?
  4. For the purposes of rolling a ship module, is Ship Condition considered to start at 8 or 0? 8 makes the most sense (otherwise ship rolls are guaranteed failures) but an empty clock that you fill as the ship takes damage makes that a bit counter-intuitive
  5. If a player doesn't have words in their collection, does that mean they can't generate a memory when they use a Word of Power?