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eruditus
06-27-2003, 08:31 AM
Three questions:

Does anyone use other Traited Attributes like Faith in their games? ie. i have added Aware and Qi as attributes to be used for different concepts and sorces of power. Both must be bought as 5 point traits just like Faith.

If these types of traits are used, do you allow multiple attributes of this sort? ie. would you allow someone to have Faith and Aware? Aware and Qi? etc. If you wouldn't what would the "in-game" justification be?

I have also been thinking of making Gifted an Attribute as well and use it instead of Will with Sorcery. Due to the fact that there are so few Mental Attributes I think it makes it too easy for folks to pile up Stats to multiple effect. Although I think Gifted will have th added effect of -2D to social skills. People with "power" tend to give off a weird vibe.

Thoughts?

luke
06-27-2003, 03:52 PM
Forcing your Wizard/Sorcerers to take the Freaky trait is fine. Such a thing could add obstacle modifiers to social tests.

However, many wizards of lore are quite adept in the social arena and are, in fact, benefited by their strength of will, wisdom and power. Quite the opposite of what you are talking about.

Even so, it's really a choice as to what works in your campaign.

As for monkeying with Gifted/Will and Sorcery. I wouldn't do it. You're going to run into a host of problems down the line, not the least of which will be figuring out how to advance the Gifted attribute with tests.

Play (or run) a sorcerer for a while as see what comes up. I think you'll be surprised.

-abzu

Claymore
06-27-2003, 06:12 PM
I have also been thinking of making Gifted an Attribute as well and use it instead of Will with Sorcery. Due to the fact that there are so few Mental Attributes I think it makes it too easy for folks to pile up Stats to multiple effect. Although I think Gifted will have th added effect of -2D to social skills. People with "power" tend to give off a weird vibe.

Thoughts?

If I was considering adding any Mental attributes, "Gift" would not be one of them. You could add additional Gift related traits, each adding a higher bonues, but I don't really think it's needed.

-Claymore

mike_ravenwood
06-29-2003, 01:38 AM
The addition of other Mental Traits i think is a little excessive. I like the fact that the "intelligence" of a character is based on the skills the posses. But if you do feel the need to add mentals don't forget to increase the number of points to divide during burning or they will be screwed do to the addition of a third trait to divide between.

eruditus
06-29-2003, 11:40 AM
Thanks all for your input

I really am trying to see what certain mechanics mean to a setting. Ultimately, for my setting I want people to be frieghtened and in awe of mages. In my world sorcerers make up less than a 1% of the population and magic/supernatural is terrifying the the average Joe. I want a feeling of power seeping from their every pour and their various brands of magic coming out in personality and vibe :)

As such the Merlin bit doesn't really do it for me. It should be the power people fear and respect, not the man. His reputation is what carries him, not his confidence. However, I think that instead of going fo a Gift Attribute I will stick to will and just ad a social creepiness (+dice to intimidate, -dice to charm... especially the group necromancer. :)

luke
06-29-2003, 12:44 PM
I shoot for a similar effect in my campaign. And I have no trouble whatsoever justifying horrified, fearful and superstitious reactions from "mundanes" against people whose reputation is to be Untouchable, Immortal and able to bend the Will of others to their whims.

No one likes a sorcerer in my campaign. They are just too threateningly powerful.

There's no mechanic for this that I use, just "common sense" of the general populace of my campaign...

wait, that's not true. The main body of populace have the Stubborn and Superstitious character traits. And that governs quite a bit of their reaction!

anyway, if you do create a "Creepy" sorcerer trait, please post it. I'd be interested to see how it goes.

-abzu

Yagathai
06-30-2003, 12:13 AM
*cackles and rubs hands together* :twisted:

Yes indeed. Everyone should pay attention to the creepy necromancer in the group and his hulking undead servant. Pay no mind to the bespectacled apothecary in the back of the party with the oddly-glistening arrowheads. Ignore him completely.

Speaking of, abzu, any ETA on the forthcoming Appendix: Poisons? Or, failing that, any guidelines for how poisons in general work?

Finally, I had an idea and a rough workup for a trait I thought was interesting enough to share:

Macgyver
Type: Die trait
Cost: 5 points
A character has the uncanny ability to create the extraordinary with improvisation and cunning use of what he finds in his environment. This trait also allows the character to create highly unfeasible works of improvised engineering or science ("With the dead cat I found in the gutter, this ordinary wooden thread spool and an ornamental candelabra, I create an improvised crossbow!"). Additionally, in any situation where a character doesn't have the appropriate materials on hand to perform any given skill, the Obj to successfully perform that skill is 2 less than it would otherwise be, assuming that the character can come up with even the flimsiest explanation for how he might use the materials around him to accomplish what needs doing. Note that use of this train cannot lower the Obj below what it would be without the improvisation / unfavorable conditions penalty.

luke
06-30-2003, 01:30 AM
Speaking of, abzu, any ETA on the forthcoming Appendix: Poisons? Or, failing that, any guidelines for how poisons in general work?

check out the Spiders trait Virulent Venom for a look at how a basic poison works in BW. Also check out Intoxicating Venom for a slightly different take on the matter.

As for the rest of poisons... soon. That's all I can say.

-abzu