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RPG-hírek, -ajánlók, -beszámolók.

Posted by Nagash_FFCFor group 0
Damoqles
player, 4642 posts
Fri 26 Feb 2016
at 07:19
  • msg #114

Re: RPG-hírek, -ajánlók, -beszámolók

KULT: Divinity Lost - Horror Roleplaying Game

https://www.kickstarter.com/pr...roleplaying-game-rpg

Death is only the beginning... The infamous contemporary horror roleplaying game KULT is back, 25 years after its inception!

Morak
player, 5513 posts
Fri 26 Feb 2016
at 11:40
  • msg #115

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Damoqles (msg # 114):

Talán ezúttal jobban bejön a népnek.
Damoqles
player, 4643 posts
Fri 26 Feb 2016
at 12:00
  • msg #116

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Morak (msg # 115):

Megint a magyar viszonyok alapján írod ezt, vagy...??
Az egyik legnagyobb kultjáték (no pun intended) világszerte. Nézd, milyen gyorsan meglett a pénz és hol tart most.
Morak
player, 5514 posts
Fri 26 Feb 2016
at 12:13
  • msg #117

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Damoqles (msg # 116):

Nyilván magyar.
Az, hogy kĂĽlföldön nagyon sok játĂ©k nĂ©pszerű, az már-már evidencia, beszĂ©lni sem Ă©rdemes rĂłla.

Én a hazai viszonylatban is csak azért gondolkozom, mert te, meg én és sokan itt rpolon elég nyitottak vagyunk és keressük az újdonságokat, de úgy hiszem [ergo talán tévedek, ami jelen esetben jó lenne] idehaza nem ez a helyzet.
EgyrĂ©szt anyagi okokbĂłl, másrĂ©szt bármilyen meglepő, de nyelvi okokbĂłl is. Ami nem magyarul van az nem kell. NĂ©ha akkor se, ha magyarul van.

Másrészt, idehaza szerepjátszom. Tehát megint csak sovány vigasz, hogy más országokban minek mekkora a rajongótábora. :)

Ó igen. Megtehetném, hogy külföldiekkel játszom Hangoutson. Meg is fordult már a fejemben. :P
This message was last edited by the player at 12:14, Fri 26 Feb 2016.
Damoqles
player, 4644 posts
Fri 26 Feb 2016
at 12:51
  • msg #118

Re: RPG-hírek, -ajánlók, -beszámolók

Hát, ez alapján nem nagyon Ă©rdemes tűkön ĂĽlve várni, hogy ez az Ăşj kiadás majd sikeres(ebb) lesz itthon. A "nyelvi Ă©s tájĂ©kozottsági fogyatĂ©k" határai között buborĂ©kba zárt magyar szerepjátĂ©kosok, akik nem kĂ­váncsiak az Ăşj vagy más dolgokra, aligha tűnnek optimális táptalajnak. :) De merem remĂ©lni, hogy "belőlĂĽnk" is akad egy nem teljesen elhanyagolhatĂł halmaz a szubkultĂşrában: olyanok, akik tudnak angolul, Ă©rdeklődnek az ipar nagyvilági vĂ­vmányairĂłl, hĂ­reket olvasnak a legĂşjabb, legĂ©rdekesebb nyugatabbi cuccokrĂłl, ne adj isten mĂ©g prĂłbajátĂ©kokba is fejest mernek ugrani olyan cĂ­mekkel, amelyek magyar megjelenĂ©si esĂ©lye 0.2% közeli marad az elkövetkező Ă©vezredben, Ă©s a MAGUSt meg a Maszkabált meg a többi '90-es Ă©vekbeli klubos/táboros fenegyereket főleg a "gyerekkorbĂłl" kivezető dobbantĂłkőnek tekintik, nem pedig az alfának Ă©s omegának.


Spoiler text: (Highlight or hover over the text to view)
De jĂł friss a levegő itt fent, ezen a szĂ©p, magas lovon! xD

This message was last edited by the player at 12:52, Fri 26 Feb 2016.
Morak
player, 5515 posts
Fri 26 Feb 2016
at 14:52
  • msg #119

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Damoqles (msg # 118):

+1. A lovas megjegyzésre is. Az már +2. :)

Egy dolgot biztosan tudok, hogy akárhogy is alakul itt a sorsom rpolon, az új KULT-ot már mindenképpen ki szeretném próbálni. A korábbi verzióra is ezt mondtam, de az új mellett már tényleg nem szeretnék elmenni úgy, hogy nem kerülünk közelebbi ismeretségbe.

Optimális esetben mesélsz és engeded, hogy játsszak nálad.
Kevésbé optimális esetben - de még mindig pozitív tartományban - más mesél és mindketten játszunk.
Ha egyik sem jön össze, akkor beszerzem a könyvet, jól elolvasom aztán mesélek egy kalandot. Igen, az Hangouts lesz.

Illetőleg, ha idĂ©n is lesz MASZEK tábor, talán Ă©rdemes volna egy KULT kalanddal növelni a hazai nĂ©pszerűsĂ©get.
Damoqles
player, 4645 posts
Sat 27 Feb 2016
at 21:22
  • msg #120

Re: RPG-hírek, -ajánlók, -beszámolók

Egyre jobban bĂ­zom az Ăşj Kultosokban:
The version that has been my primary source for inspiration, my dark bible so to speak, is the first (Swedish) edition of Kult. I wanted to go back to the source and the original ideas of authors Michael Petersén, Gunilla Jonsson, and project lead and graphic designer Nils Gulliksson.

The question that I have had in mind when I designed the setting is: “What would Kult had been like if it was released in 2016 instead of 1991?”

When it comes to creatures, demons, and monsters, there is more focus on them as beings that you can interact with, rather than as monster-of-the-week cannon fodder. The creatures exists in a context, with power struggles, desires, fears, needs, and ambition. The perfect monster in KULT: Divinity Lost is something you fear or respect but is still drawn to, you make deals and pacts with, you want to be like, or want to have sex with. Well… perhaps not the Cairath but… who am I to judge.

The world as a whole will be horrifically dark and grotesque. Not turning away from gore, abuse, violence, and sexual themes.

Some Trivia:

- The chapter about Gaia is written in solitude in a cabin in the cold north of Sweden and influenced by long forest walks at night, meditation, storms, and the movie “Antichrist” by Lars von Trier.
- The chapter about Passion is influenced by red wine, EBM-music, the writings of Michel Houllebecq, and hardcore pornography.
- The chapter about Inferno is inspired black metal, occult teachings and rituals, the writings of Clive Barker, visits to abandoned industrial areas, and a summer I worked at an old sanatorium.

A rendszerről:
The brief mention sounds great basically like Powered by Apocalypse but with d10s.

Yes, the rules are in the “Powered by the Apocalypse” family (rules that share certain elements from the RPG “Apocalypse World”. The general way “moves” work, for instance, will be recognizable. We have made extensive redesign on many of the things that didn’t work well with the KULT setting, and for horror in general.

For instance, in the original AW, the player characters are very much driving the scenario, having a lot of player induced influence on the story. This is changed in KULT: DIVINITY LOST, where the GM/Narrator has much firmer grip on the overall story structure and details, in order to enforce the sense of being “hunted”, “underpowered”, and “fearful” – key elements in creating tension and horror and dread.


Other areas that are redone, and newly designed, are the ways the GM/Narrator interact with the story, how the campaign is set up, how monsters are handled, equipment, combat, mental fatigue, injuries, advantages and disadvantages, dark secrets/pasts – among other things.

korodikrisz
player, 551 posts
Mon 7 Mar 2016
at 20:26
  • msg #121

Re: RPG-hírek, -ajánlók, -beszámolók

Ha már előjött a FATE a másik topicban:

http://drivethrurpg.com/produc...Core?src=slider_view

Még nem olvastam el, de vetek rá egy pillantást.
korodikrisz
player, 552 posts
Wed 9 Mar 2016
at 15:56
  • msg #122

Re: RPG-hírek, -ajánlók, -beszámolók

SzĂłval átfutottam az 50 oldalas szettinget, gondoltam Ă©rtekezek rĂłla egy kicsit. Ez a szetting a tengeralattjárĂłkrĂłl szĂłl, az emberisĂ©g kiaknázta a felszĂ­nen lĂ©vő erőforrásokat, Ă©s Ă­gy most a vĂ­z alatt kell bányászni/helyt állni. Kraken ugyan nincs benne, de meg van emlĂ­tve pár Ăłriás tintahal, meg cápa, meg leviathán, de nagyrĂ©szt a többi tengeralattjárĂł lesz az ellenfĂ©l. (Már ha olyan kalandot mesĂ©l a GM...).

A FATE rendszerét annyival módosították, hogy összevontak néhány skillt (amit minden szetting megtesz, mivel iszonyat sok skill van a FATE Core rendszerben...), valamint a stuntok visszafogottabbak, reális stílusra törekednek.

Van csapat aspect is, ami a csapat tĂ­pusát mutatja be, pl. kutatĂłcsoport, vagy kalĂłzok, meg ilyenek vannak. Itt vezetik be a csapat kohĂ©ziĂłt is, ami a morál romlását mutatja be, Ă©s kĂĽlönböző negatĂ­v hatásokat lehet elszenvedni, ha esik belőle (sima FATE-es stress track). Valamint a hajĂłnak is vannak tĂ­pusai, Ă©s aspectje.

KĂĽlön kiemeli a kiadvány, hogy lőfegyvereket nem szabad használni, Ă©s mennyi fate pontot kell költeni, hogy ne sĂ©rĂĽljön meg a csĂłnak. Ellenkező esetben a vĂ­z igencsak gondot fog okozni. Ami eltĂ©r az űrhajĂłs vonaltĂłl, hogy a pilĂłtának figyelnie kell milyen erősen hajtja a motort, ugyanis szonárokkal elĂ©g hamar Ă©szre lehet venni, ha egy ellensĂ©ges sub tĂşl gyorsan közelĂ­tene (főleg, mert nagyjábĂłl mindenki vak, de a hangok nagyon jĂłl terjednek, erre termĂ©szetesen űrhajĂłs játĂ©kokban nem kell figyelni).

Nekem bejött, ráadásul tĂ©nyleg sok ötletet ad FATE-es űrhajĂłkezelĂ©shez. :D
Morak
player, 5532 posts
Wed 9 Mar 2016
at 22:23
  • msg #123

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to korodikrisz (msg # 122):

Pont egy vĂ­zi szetting ad ötletet az űrhajĂłkezelĂ©shez? How? :)
korodikrisz
player, 553 posts
Sat 12 Mar 2016
at 08:43
  • msg #124

Re: RPG-hírek, -ajánlók, -beszámolók

A tengeralattjárĂłk Ă©s az űrhajĂłk nem sokban kĂĽlönböznek egymástĂłl, mind a kettő esetĂ©ben egy zárt tĂ©rbe vagy zárva, ami megvĂ©d a kĂĽlső Ă©lhetetlen körĂĽlmĂ©nyektől. Az egyiknĂ©l ugyan tĂşlnyomás van, Ă©s sĂ©rĂĽlĂ©s esetĂ©n implĂłziĂłval összenyom, a másik esetben alacsony nyomás van, Ă©s explĂłziĂłval felrobbansz, de a lĂ©nyeg az, hogy csak a hajĂł vĂ©d meg tĂ©ged, Ă©s csak állomásokon van valamennyi biztonságod, esetleg a szárazföldre tudsz mĂ©g lemenni mindkĂ©t esetben. Gyakorlatilag teljesen más, de játĂ©k szempontjábĂłl csak annyi a lĂ©nyeg, hogy ne hagyd el a hajĂłt, vagy csak megfelelő vĂ©dőöltözĂ©kben.

Valamint ha az űr esetĂ©ben nincs gravitáciĂł, akkor plusznak ott van a 0g.
Morak
player, 5537 posts
Sat 12 Mar 2016
at 17:21
  • msg #125

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to korodikrisz (msg # 124):

Tulajdonképpen tényleg.
Damoqles
player, 4672 posts
Thu 31 Mar 2016
at 07:08
  • msg #126

Re: RPG-hírek, -ajánlók, -beszámolók

Az Atlas Ă­gĂ©retĂ©nek megfelelően visszatĂ©r az Unknown Armies a harmadik kiadással:
https://www.kickstarter.com/pr...ion-roleplaying-game
quote:
Unknown Armies is an occult game about broken people conspiring to fix the world. It’s about humanity, and how those among us who are the most obsessed have the power to alter reality until it aligns with their fevered desires. It’s about getting what you want despite others trying to keep it from you.

Unknown Armies presents magick as it might exist in a world co-created by Tim Powers and James Ellroy, as twisting wrinkles in reality created by greater and greater risk, sacrifice, and obsession. In Unknown Armies we ask, what would you risk to change the world? Your friends? Your family? Your health? Your sanity? Magick finds a way to ask the very most from you, until you achieve what you want or you are left with nothing.

Unknown Armies lets you play one of these characters. Resolve your character's actions through the luck of percentile dice. Track your character's emotional response to significant forms of trauma and shock. Try to accomplish a self-assigned objective or goal in order to get what you want. As part of a cabal, your character helps others to achieve their own goals, as well as a group objective that can — and will — have long-lasting consequences when it is met.

This Kickstarter campaign is all about taking that game — a game that has inspired, disturbed, and excited gamers for almost twenty years — and updating it for a new generation and a new era.

Originally released in 1998, it became an instant classic. This new edition is more ambitious than any previous edition. It features meaty changes to the Unknown Armies cosmos, substantial revisions to the rules of play, and brings the game up to date for the Internet age.


This message was last edited by the player at 07:19, Thu 31 Mar 2016.
Morak
player, 5556 posts
Thu 31 Mar 2016
at 08:00
  • msg #127

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Damoqles (msg # 126):

Akkor ezzel fogunk legközelebb játszani.

A Numenera példájából kiindulva van rá bármi esély, hogy bevállalod?
Nagyon-nagyon optimálisnak Ă©reznĂ©m, ha az rpol első magyar nyelvű UA kalandját Te mesĂ©lnĂ©d. Lehet hurka leszek hozzá, de ha a te kezedben lesz a kaland, az gyakorlatilag garantált siker.
Damoqles
player, 4674 posts
Thu 31 Mar 2016
at 08:11
  • msg #128

Re: RPG-hírek, -ajánlók, -beszámolók

Szeretném hát! :D De még úgyis egy év a megjelenésig.
Morak
player, 5559 posts
Thu 31 Mar 2016
at 08:27
  • msg #129

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Damoqles (msg # 128):

Nem baj. TĂĽrelmes vagyok.
Damoqles
player, 4677 posts
Sat 9 Apr 2016
at 11:24
  • msg #130

Re: RPG-hírek, -ajánlók, -beszámolók

Volt ugye ez a Dark Eras nevű, alt-törtĂ©nelmi szettingekkel teli Kickstarted projekt a Chronicles of Darknesshez (formerly known as nWoD) ( http://whitewolf.wikia.com/wiki/Dark_Eras , https://www.kickstarter.com/pr...-edition/description ), melyben az egyik Ă©ra a neolitikus korabeli Sundered World, vĂ©rfarkas Ă©s mágus karaktereket "főszerepeltetve". Röviden: ~7000 Ă©vvel ezelőtt járunk, a Vinca kultĂşra ( https://en.wikipedia.org/wiki/Vin%C4%8Da_culture ) dunamenti bölcsőjĂ©ben. Atyafarkas mĂ©g Ă©l, Ă­gy a szellem- Ă©s a fizikai világ között hĂşzĂłdĂł Border Marches mĂ©g nem omlott össze a GauntlettĂ©. Ennek a Border Marches rĂ©giĂłnak, a "ragadozĂłk paradicsomának" megvan a saját ökoszisztĂ©mája, sajátosságai, Ă©s nem szellemek az őslakosai, hanem az Ăşn. Pangaeanok (pangeaiak), amik "powerful symbols of natural cycles and forces, the gods of weather, the seasons, and the animals. Unlike spirits, they are not reflections of the world but pillars of it — primeval divinities born in this rift between worlds". (Mint kiderĂĽlt, maga Urfarah is Pangaean, nem pedig szellem.)

LĂ©nyeg, hogy az egyik fejlesztő nemhivatalosan lekörmölt kĂ©t pĂ©ldapangeait a fĂłrumra ( http://forum.theonyxpath.com/f...80-pangaea-unleashed ), Ă©s nekem baromira tetszenek, szĂłval ezennel idemásolom őket. :) ElĂ©g vad kĂ©pessĂ©geik vannak, teljesen bizarr termĂ©szetűek Ă©s kĂĽlleműek, ijesztően erősek, lovecraftiak; nagyon megfogott az egĂ©sz ötletĂĽk Ă©s a megvalĂłsĂ­tásuk.



So, as promised, an initial draft of Fox's stats. Note that these are NOT official, have NOT been playtested and are the results of me noodling about a bit this afternoon. This is also obviously written prior to the Wise killing her and cracking her heart open.

Also, prepare for weirdness.

FOX

​Of the Vinca pantheon, Fox is one of the least of the gods. It is not that the Vinca do not *respect* her so much as that their lives have little reason to fall under her attention. She is generally seen as the goddess of small predators, both benign and malign; villagers leave offerings out to foxes and venerate her so that their own small or youngest livestock will not be attacked by foxes, and so that little predators will help scour the area of vermin that might gnaw at crops. She is also respected for her supposed wisdom, and for her association with the colour red: if at all possible, ceramics and objects depicting her are coloured as red as possible with what is available, such as coloured earths.

Fox is massive and horrifying in appearance. Much of her shape is as a fox would appear, albeit of huge aspect, but there is much that is wrong and alien about her appearance. Her shape, especially her head, sometimes possess strange, straight lines and abnormal angles that make her seem more like the *impression* of a fox drawn into the world; sometimes she has many heads, and sometimes she has no head at all while eyes open all along her limbs and flanks. Her claws and fangs are jagged and incredibly sharp, but Fox does not like to use them; using her natural weapons forces her to act on certain compulsions that she would rather not be chained to. She likes eating human viscera, although she does not like killing to get it; Fox prefers willing sacrifices, sometimes offering a blessing or great wisdom to a beneficiary that the sacrifice cares for in return for their offering.


Fox, Vermillion and Wise
Rank 5 Pangaean
Power 14 Finesse 15 Resistance 13
Willpower 10 Essence 50
Initiative 28 Defence 14 Speed 38
Size 15 Corpus 28

Influences: Foxes 5, Wisdom 3
Numina: Awe, Dement, Drain, Emotional Aura, Hallucination, Innocuous, Regenerate, Speed
Arcana: Mind 5
Ban: Fox must offer audience and refrain from hostility to anyone who comes to her wearing red, although she is not bound further if the offer of audience is refused or if the visitor acts against her.
Bane: A weapon crafted with bone taken from three hundred and thirty three different foxes.

Divine Bleed: The first time in a scene that she suffers Corpus damage, Fox may reflexively use the Awe, Dement, Emotional Aura or Hallucination Numina for free. She may also use the Create power of her Influence (Foxes) for free each time she suffers damage, or she may create a Rank 1 fox spirit instead.

Eye-Snatcher: Fox's melee attacks inflict the Blind tilt on victims.

Foxfires: Wherever Fox touches living plant matter, she leaves strange patches of fungus that glow with ephemeral light. These fungi have two effects: their illumination reveals anything nearby that is in Twilight, and Fox herself can perceive anything within the radius of their light. If Fox is killed, all foxfire fungus immediately catches fire and burns for at least an hour with the intensity of a bonfire. Once created, foxfire fungus has a natural lifespan and will eventually die off.

Lord of Foxes: Fox is aware of the health and emotional state (basic information like fear, pain, hunger, etc) of all foxes within three hundred and thirty three miles of her location. If there are no foxes within that area, she suffers a -3 penalty to all of her Attributes. By touching a dead or incapacitated human, Fox can cause a number of newly-created foxes equal to the human's Stamina to tear their way out of the body and into existence.

Many Shapes: Fox has four different shapes, all of which possess the same attributes and abilities and which it costs nothing for her to shift to. As well as her large, true shape, Fox can take the form of a normal fox, a normal human, or an otherworldly blend of human and divine fox. Suffering damage in any of these three forms immediately forces her back into her true form. She may also dissolve her true form into a swarm of normal foxes by spending 10 Essence and 2 Willpower points, only one of which is the Pangaean herself; however, for three minutes and thirty three seconds, all of the foxes created in this way appear to be the Pangaean to any supernatural senses and forms of detection.

Monstrous Form: Fox has Armour 13, and may spend 1 Essence to shrug off any Tilt she experiences. These benefits do not apply to attacks from her Banes.

Overwhelming Presence: A mortal human who encounters Fox suffers an Integrity breaking point. If this roll is failed, the character gains the Madness persistent condition.

Red Shift: Attempts to fold space or tamper with the fabric of time that target Fox or affect an area she can physically perceive (including appropriate uses of the Space and Time Arcana) allow Fox to pre-emptively and reflexively change her location by up to three hundred and thirty three miles. This is not actual teleportation, simply the nature of reality correcting itself. If Fox is in the presence of someone using a supernatural power to move forward or backwards in time, or to stop time, the Pangaean may spend 1 point of Willpower to 'tag along' if she wishes, allowing her to arrive at the same point in time or, for example, act normally along with the power's user if they have stopped time.

Visceral Sacrament: If Fox kills or incapacitates a human character with her melee attacks, she must spend one round consuming the (soon-to-be) corpse's viscera. This grants her 1 point of Willpower and 5 points of Essence.

Vulpine Rapture: Fox may reflexively cause up to three foxes or Rank 1 fox spirits in her presence each turn to tear themselves apart in a spasm of flesh, spirit and light; she may immediately use the Rapture numen (which she does not normally have access to) against one target for each fox or spirit sacrificed in this way.

Wisdom-Eater: Whenever a character succeeds at a roll based on Intelligence, Academics or Occult while in the presence of Fox, the Pangaean gains 1 point of Essence. Fox may, if she chooses, also strip the character of a single point of Essence or Mana in the process. If Fox spends 1 Willpower point, she may also initiate a Clash of Wills against the character whereupon, if she is successful, she may tear their soul out and reflexively consume it, giving her the rote quality on her next use of the Mind Arcanum. Upon going to sleep, Fox may spend 1 Willpower point extend the range on this effect for up to three hundred and thirty three miles rather than just her presence.



As before with Fox, this is unofficial, it is first draft, and it is subject to change or disavowment as per my whims. So here's Harvest, a lower-ranking Pangaean:

HARVEST

​Harvest is a Pangaean of autumn, a shambling divinity of the plentifulness and the hunger that follows the growing season - the time when animals run fat with the bounty from which they feed, and when all must look to eat their fill before the coming of winter. Harvest is not the agricultural, pastoral gathering of the world under humankind but rather the natural cycle which that emerges from. Harvest is always, always hungry.

The Pangaean resembles no known animal. It is huge, so large as to shatter trees then gnaw on their splintered trunks. Powerful, elephantine legs support Harvest's immense bulk, while wiry and surprisingly deft limbs sprout from her front and flanks. Her maw is a forest of mandibles, slicing pincers, fangs, talons, hooks and scissoring blades of bone that meticulously disassemble anything the divinity decides to try and eat. This is not a swift process. Harvest is always hungry, but she is always painstaking in her meals when she has the luxury of time; her thousand-toothed mouth works with methodical effort to strip the food to pieces, layer by layer, piece by piece, seperating all the different parts and substances so that they can be best made use of in the divine fires of her gut. She pays no heed to the state of her food; a human caught in Harvest's maw will die over agonising hours as they find themselves slowly, cautiously pulled apart. The maw and head, wide like the hood of a cobra, also play host to Harvest's many eyes; large, surprisingly human and thoughtful. The features of her head and her carapaced back are strangely abstract, almost ephemeral compared to the brutal physicality of her mouth; dangling tendrils and fungus-like growths emit a soft luminescence and form a matted tangled cloak over the carapace.

Harvest, Watchful and Ravenous
Rank 4 Pangaean
Power 12 Finesse 10 Resistance 12
Willpower 10 Essence 25
Initiative 22 Defence 12 Speed 25
Size 20 Corpus 32

Influences: Hunger 4, Foraging 2
Numina: Awe, Dement, Entropic Decay, Hallucination, Rapture, Regenerate, Stalwart
Arcana: Matter 4
Ban: Harvest must offer audience and refrain from hostility to anyone who comes to her bearing a gift of food, although she is not bound further if the offer of audience is refused or if the visitor acts against her.
Bane: The names of 44 humans from the same community who all died of starvation, carved or inscribed into something; the created talisman or weapon only retains power for 44 days after the death of the last of the starving humans.

Bountiful Presence: Any plant or animal (including humans) that enters Harvest's presence is touched by the Pangaean's power. Consuming the fruits, grains or flesh from such living beings within 44 days of Harvest's presence has several beneficial effects on the consumer – their hunger is completely sated and, for 44 days, they heal at twice the normal rate and can go for twice the usual time without food and without water before starting to suffer damage from either lack.

Divine Bleed: The first time in a scene that she suffers Corpus damage, Harvest may reflexively use the Awe, Dement, Hallucination or Rapture Numina for free. Any time she suffers damage, Harvest may reflexively use her Influence (Hunger) for free or cause a harvestman to form from the ichors that splash on the ground.

Harvester: Harvest is immune to any form of poison, venom, toxin, befoulment, curse or supernatural effect that she would suffer from eating something (including via a grapple). When a victim in her grapple is killed, Harvest gains 5 Essence and the ability to inflict any sort of poison, toxin, curse etc that might have been resident in the victim's flesh through her own melee attacks. Such harvested powers remain available to Harvest for 44 minutes, or 44 days in the case of a supernatural victim.

Monstrous Form: Harvest has Armour 12, and may spend 1 Essence to shrug off any Tilt she experiences. These benefits do not apply to attacks from her Banes.

Overwhelming Presence: A mortal human who encounters Harvest suffers an Integrity breaking point. If this roll is failed, the character gains the Madness persistent condition.

Seer of All: Harvest can detect lies and see through illusions perfectly; she is completely aware of the true nature and location of everything within 44 yards of her. She can never be surprised or ambushed. Whenever a character succeeds at a perception check within Harvest's presence, the Pangaean gains 1 point of Essence; she may spend 1 point of Willpower to immediately gain access to all of that character's memories for 44 days. For any character whom she has access to the memories of in this way, Harvest may manifest directly in their Oneiros if she meditates into the Astral, from wherein she may harvest and consume their Oneiros and everything in it to refill her Willpower and Essence pools over a period of 44 minutes.

Vivisect: Harvest benefits from the rote quality on grapple checks, and on a successful grapple may inflict one point of aggravated damage and a persistent Arm Wrack, Blinded or Leg Wrack Tilt on her opponent as well as the usual effects of succeeding. When inflicting damage with a grapple, Harvest' attacks have 5 points of armour piercing and ignore 5 points of durability.

The spirit fragments hewn from Harvest's flesh come in a myriad of shapes, each reflecting a facet of their mistress-mother's thoughts or nature. Sometimes they are spindly-legged spiders with shredding mouths like the Pangaean's; sometimes they are tottering things of thorny stems and oozing meat with claws that grasp and tear. They skitter and scuttle in search of meals to bring back home with them, whereupon they press into Harvest's flesh until it puckers with teeth and grasping hands to pull them back within with a bloody, rending embrace. Although spirits, harvestmen are always materialised.

Harvestman
Rank 1 spirit
Power 2 Finesse 4 Resistance 2
Willpower 6 Essence 10
Initiative 6 Defence 4 Speed 16
Size 4 Corpus 6

Influences: Hunger 1
Numina: Drain, Harvest, Speed
Harvest: The harvestman's attacks have 2 points of armour piercing and ignore 2 points of durability. The harvestman may spend 1 Essence to make any Arm Wrack, Blinded or Leg Wrack Tilt it inflicts persistent, removing the relevant body part from the victim; if the harvestman can make it back to Harvest, it is reabsorbed into her and she regains 5 Essence and 1 point of Willpower.



Atyafarkast valĂłszĂ­nűleg sosem fogják Ă­gy, statokkal ellátva leĂ­rni, mint egy bestiáriumi bejegyzĂ©st, hogy megmaradjon a misztikuma, de tekintve, hogy ő volt messze a leghatalmasabb Pangaean, akinek halála szĂ©tbaszta a világok közti harmĂłniát, valamint elnĂ©zve, milyen erősek tudnak lenni a "kisebb" Pangaeanok is... hogy is mondjam, mostantĂłl Ăşjonnan Ă©ledt tisztelettel tekintek Urfarah-ra (Ă©s a vĂ©rfarkasokra is, ti. a termĂ©szetes fegyvereik bane-nek minősĂĽlnek a Pangaeanok ellen, informálisan felruházva őket a meglehetősen tetszetősen csengő Godkiller plecsnivel :)).


//i thought it was cool anyway
Erinusz
player, 218 posts
Wed 27 Apr 2016
at 11:05
  • msg #131

Re: RPG-hírek, -ajánlók, -beszámolók

http://nomadgames.co.uk/talismanheresy/

Ezzel a játékkal ismerkedett már valaki? :)
Ymdar
player, 483 posts
Wed 27 Apr 2016
at 12:24
  • msg #132

Re: RPG-hírek, -ajánlók, -beszámolók

Asszem az első kickstarter amit támogatni fogok az a Dark Souls társas lesz =)
Ymdar
player, 484 posts
Thu 28 Apr 2016
at 21:43
  • msg #133

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Ymdar (msg # 132):

És már támogatom is \o/
Ymdar
player, 488 posts
Mon 13 Jun 2016
at 14:33
  • msg #134

Re: RPG-hírek, -ajánlók, -beszámolók

Miután az elmĂşlt Ă©vben Ăşjra olvastam az Eisenhorn trilĂłgiát, majd idĂ©n a Ravenor trilĂłgiát, meglepetĂ©ssel vettem Ă©szre hogy a folytatás is megjelent Pariah nĂ©ven, egy rĂ©gebben eltemetettnek hitt karaktert hozva elő, igazán pozitĂ­van csalĂłdtam, nagyon epikus volt, jobb talán mint az előző rĂ©szek.
Most kezdem az Emperor's Giftet ezĂşttal nem Abnettől amiben ha minden igaz, a Ravenor trilĂłgia egy másik elárvult karaktere is szerepel. RemĂ©lem jĂł lesz. :)
Rexdemon
player, 13 posts
Mon 13 Jun 2016
at 14:47
  • msg #135

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Ymdar (msg # 134):

Ravenort csak ne magyarul; mĂ©g sose' volt olyan,h egy könyvet nem tudtam vĂ©gigolvasni a fordĂ­tás gyengesĂ©ge miatt, de ez valami kritikán Ă©s/vagy övön aluli szĂ­nvonal. KirĂ­vĂł pĂ©ldák: "az tĂ©rsĂ©g Lucky Space rĂ©sze nagyon veszĂ©lyes" vagy "az ĂĽgyben Ă©rintett a Mechanicus Guild" .... katasztrĂłfa :( Ez mĂ©g akkor is fáj,ha nem olvassa valaki az eredetit. Az "alap" hogy Dög-Császár meg forgĂłzsámolyos fegyvert emlegetnek benne... hulladĂ©k. Nem is Ă©rtem,h mi Ă©rtelme volt "elvenni" a SzukitstĂłl a kiadási jogokat Ă©s a Tuannak adni, gyakorlatilag förtelem, sőt a könyv minősĂ©ge (papĂ­r) is nagyon gyenge, főleg ár/Ă©rtĂ©k arányban.
Ymdar
player, 489 posts
Mon 13 Jun 2016
at 17:00
  • msg #136

Re: RPG-hírek, -ajánlók, -beszámolók

In reply to Rexdemon (msg # 135):

lol

Ebookban olvastam.
korodikrisz
player, 565 posts
Tue 1 Nov 2016
at 15:40
  • msg #137

Re: RPG-hírek, -ajánlók, -beszámolók

https://simpleroleplaying.file...om/2012/11/ds_en.pdf

Nem is tudom mit mondjak róla, talán a rövidsége szórakoztatott a legjobban. :D
korodikrisz
player, 566 posts
Thu 10 Nov 2016
at 16:59
  • msg #138

Re: RPG-hírek, -ajánlók, -beszámolók

http://www.drivethrurpg.com/pr...row-From-Winters-End

Egy viszonylag olcsó játék ingyenes kalandmodulja.
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