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wiki:game master notes

Game master notes

This page is intended to give game masters additional notes for the clarification of rules, talent descriptions, feats, item bonuses, and special situations. It also includes notes on talents or rules where game master discretion is called for in the text of a talent, feat, rule, etc.


Items


Attributes from multiple keystones

When a creature is aligned to multiple keystones with the same attribute, they receive the attribute from whichever keystone would be more beneficial to them. If the keystone providing the strongest version of the attribute becomes blocked, the next highest version of the attribute activates immediately



Rules


Flying, heading

You may find it awkward when attempting to fly in a direction that is between one of the six headings they can have. If this is the case, two changes can be made:

  • The number of headings doubles to twelve, aligned between the six headings. If on one of the new headings, you can only move to the two hexes in front of the character
  • When changing your heading, you can change it by 30° or 60°

Functionally, this is the same as the current flying rules, though slightly more limited


Legendary skill

Scoring a 5 on a skill check will catch the attention of Sura ki spirit in your region of the galaxy, while scoring a 6 will catch the attention of a Deva

When deciding which Sura or Deva to notice the player, default to whichever deity is the closest, most present deity. Override this default method if the plot would be served better by another choice, or if a nearby deity has a personal connection to the player character

Elemental deities cannot notice a player's skill if they have no presence in the player's current region of the galaxy. Shadow (aether) deities are capable of noticing in any region of the galaxy due to the omnipresent nature of the shadow realm



Talents


Affect flames

Natural fire in the area is quieted to a flicker, and will quickly die out. Alternatively, you may cause flames to leap up and spread, if possible

If used to quell fires, it should automatically extinguish any flames within the range that are scattered or in groups but are burning no more than a foot or two high. If any individual fire is several hexes wide, reduce that fire by 1 hex around its entire edge. If fires are burning extremely flammable objects, use your discretion to determine how much of it goes out, depending on the overall volume of flames being extinguished

If used to stoke fires, it should cause any large fire to spread to adjacent hexes, depending on how flammable the contents of those hexes are. Smaller fires (less than 1 hex) should leap up into larger fires, perhaps spreading to an adjacent hex, depending on how flammable the contents of those hexes are


Barrier

Effect: Create a sphere with a radius of 5 feet centered on the target hex

This barrier does not move once created


Blade

Special: A Blade attack flows around obstacles, ignoring cover that is not adjacent to the target (GM discretion)

As stated, Blade passes through obstacles such as a fence, loose cloth, and flows around obstacles like pillars. If a target is directly adjacent to the object that they are using as cover, Blade should not typically hit them unless they are completely unaware of the attack. If the cover used is large or has special properties that would disrupt air flow, use your discretion. Because an attack that potentially ignores cover is very strong, and the defender has cover or potentially has cover, favor the defender in this situation

Also take into account whether or not the defender intentionally sought out cover or it happened by chance


Control flames

Control Flames: As with Affect flames but much more effective. Allow flames to spread even if the contents of adjacent hexes are not particularly flammable, quell flames even if fueled by extremely flammable objects


Druid's perch

Effect: An opaque doorway to your perch in the target tree…

The word opaque was added to prevent the creation of a door that has a peephole. The intent is that if the players are using the tree to hide from an imminent threat, drama is created by the players not knowing if it is safe to open the door, while the GM does know

If you are planning to add a peephole using the rule-of-cool, I suggest allowing the druid to momentarily create a peephole in the door, and that anyone on the other side of the door can notice its creation but not see through the peephole


Fascimilie

Special: Any damage breaks the illusion for anyone who witnesses the damage

This includes rough use of the item, such as using an illusory saw to cut wood. Opening and reading a book would not damage it, but throwing it against a wall would. Holding a peice of fruit and squeezing does not damage the illusion if the skin is not broken, but running your fingernail along the skin to break it would also break the illusion

If there is doubt to whether or not normal use would cause damage, roll a d6 and break the illusion on even numbers


Fling object

Special: You may also use this move to safely move Tiny objects up to the range

Fling Object: If an object is larger than tiny, but light enough or shaped in such a way that it could be moved around on the ground by strong winds, then allow the player to move the object. Objects weighing more than 5 pounds should have alot of surface area in order to be moved successfully. You may consider allowing them to pick up the item but having it fall after an appropriate distance


Shield

Special: As a free action you may end the sphere early

Once the shield has been ended, it may not be resumed


Shift earth

You shift earth in any horizontal direction

This applies to movement on a plane. On level ground, you shift the earth in a direction that is perpendicular to the plane of the ground. If a target you wish to move is on a sheer cliff face, shift earth could also be used to move the target on the vertical plane of the cliff

You may use this to move an ally out of a targeted hex

Additionally, if you move a target of an attack behind cover before an attack makes contact, then the target gains the benefits of cover against the attack. If you move a target completely out of line of sight before an attack makes contact, the attack cannot land


Wave of earth

Wave of Earth can be used offensively or defensively, but not both. When used as a movement, Wave of Earth does not knock over opponents, as the wave is smooth and fluid when used in this manner. When used offensively, the user focuses on making a wave of randomly moving columns, intended to knock over opponents

If Wave of Earth is used offensively and defensively in the same round, the two waves are generated separately. This remains true even if used with Run and Gun

wiki/game master notes.txt · Last modified: 2018/04/18 21:15 by caleymccready