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Criação de Personagem.

Posted by YggFor group 0
Ygg
GM, 1 post
Sun 2 Feb 2020
at 14:08
  • msg #1

Criação de Personagem

Os personagens ṣo sombrarilhos. Eles nasceram ou foram criados em suas realidades natais, mas desde jovens sabiam que eram diferentes Рmais fortes, resistentes, perceptivos. A imortalidade foi ativada, quando o PC foi exposto pela primeira vez ao oniverso. Por exemplo, encontou acidentalmente um caminho sombrio, recebeu uma comunica̤̣o de outra realidade ou realizou espontaneamente um shadowalk.

O oniverso parece ter um viês humano ou pelo menos humanoide. Levem isso em conta ao pensra em seus personagens. Dito isso, o mestre está aberto a conceitos mais exóticos, mas se reserva o direito de vetá-los.

Os PCs podem ser "novatos" nas Sombras ou já ter alguma experiência, mas definitivamente não sabem tudo. Os poderes que você spodem comprar são versões "básicas". Há manifestações "avançadas" deles, bem como outros poderes sobre os quais vocês não sabem muito.

Lembrem-se que os personagens podem ser extremamente poderosos em suas Sombra snatais. mas fora delas o que vale é o que está na ficha. Por exemplo, você pode dizer que seu personagem é kryptoniano. Na Sombra Metrópole e outras relacionadas, ele vai ter poderes similares ao do Super-Homem quando estiver sob um sol amarelo. Mas saiu desses planos, ele é "apenas" um sombrarilho.

Além disso, como dito na introdução, dentro das Sombras, pode ter seres bem mais poderosos que vocês. Se o PC for para a Terra-616 (Marvel) e irritar o Hulk, as chances são boas de ele morrer.

Finalmente, preciso que vocês descrevam não só o histórico do personagem como a sua realidade, usando o sistema no final desse tópico.

Muito da mecânica foi adaptada de outros jogos que não usam dados. Assim, é possível, talvez certo, de que haja pontos do sistema que ainda não foram amaciados. O mestre conta com a boa vontade dos jogadores para fazer o jogo fluir.

Peço desculpas pela grande quantidade de texto em inglês, mas ia dar muito trabalho traduzir tudo.

A lista abaixo indica em qual mensagem está cada uma das seções

2) Atributos
3) Qualidades
4) Desvantagens
5) Habilidades
6) Aliados
7-12) Sombras
This message was last edited by the GM at 15:54, Wed 26 Feb 2020.
Yggie
GM, 2 posts
Mon 3 Feb 2020
at 19:16
  • msg #2

Atributos

O Unisystem é um sistema onde você constrói o personagem com pontos. As regras clássicas completas podem ser encontradas no livro básico do jogo WitchCraft (7 MB).

Sombra & Seda usa a versão cinemática das regras, empregada nos RPGs Buffy, Angel e Army of Darkness, entre outros.

PERSONAGENS
Os personagens são construídos seguindo a distribuição abaixo.

CaracterísticaPontos
Atributo25
Qualidades20
Habilidade30
Drama10

A tabela abaixo mostra o custo inicial das várias características.

CategoriaCusto
Atributo 1-51:1
Atributo 6+3:1
Habilidade 1-51:1
Habilidade 6+3:1
Habilidade: especialização opcional1


ATRIBUTOS
Em humanos normais, os atributos variam de -1 a 6, com 2 sendo a média. Alguns humanos extraordinários conseguem obter 7 em algum atributo. Certos atributos em nível 8+ conferem leves poderes aos sombrarilhos.

Strength: força física, componente de dano e dos Life Points
Dexterity: destreza, componente de Speed e de iniciativa
Constitution: constituição física, componente de Speed e dos Life Points
Intelligence: inteligência
Perception: percepção, componente da iniciativa
Willpower: força de vontade

Atributos secundários são calculados da seguinte maneira:

Life Points: (STR + CON) x 4 + 10
Speed: DEX + CON
Iniciativa: (DEX + PER)/2 (arredonda pra baixo)

Personagens começam com a Qualidade Sombrarilho e o poder Shadowalking de graça.

SOMBRARILHO
15-point Quality

Espontaneamente ou devido à herança paterna e/ou materna, o personagem tem o potencial de desenvolver o poder de viajar entre as diferentes realidades sem qualquer tipo de assistência externa, bastando para isso que possa ver e se locomover. Essa habilidade tem muitos nomes, mas é comumente chamada de shadowalking (descrita abaixo, em Poderes). Sombrarilhos costumam ter atributos físicos e mentais superiores ao da média da população. Eles recebem +4 STR, +2 CON, +2 PER e +2 WILL, bem como ganham 50 pontos de vida. Sombrarilhos também não envelhecem e recuperam-se de ferimentos mais rápidos, sendo capazes de regenerar membros perdidos.
This message was last edited by the GM at 19:48, Wed 25 Mar 2020.
Yggie
GM, 3 posts
Mon 3 Feb 2020
at 19:45
  • msg #3

Qualidades

ACUTE SENSES
3-point Quality/Drawback

Characters with this Quality have one sense that is more refined and sensitive than the rest. In game terms, there are four (rather than the normal five) senses: Hearing, Scent/Taste (they use the same receptors, so they are bundled up into one sense), Touch, and Vision. Acute Sense gives your character a +3 bonus to any PER-related roll that relies on that sense.

ALLIES
Varies

Your character does not necessarily have to be alone in the universe. During character creation you can purchase allies for your character, whether they be friends, mentors, parents, or even rivals. Unfortunately, the identity of these characters is not up to
you, the player. Nothing in Shadow is certain, and someone who presents as a loyal friend may in fact be a deadly enemy, and someone who seems hostile may be a close but unknown relative. The gamemaster gets to decide the identity of each of your allies, but will not make it obvious about who it is, and may even lie outright to you or your character. Ver mensagem 9.

AGE
3-points/level Quality

Each level of Age adds one century to your character’s life span.  Truly ancient beings (a millennium old or older) have ten or so levels of Age, and are extremely powerful. The Age Quality only refers to periods during which the character was active.  Many supernatural beings have long periods of “down time,” times when they were in stasis, slumber or hibernation. Each Age level grants one point per level of Intelligence to put into skills, to a maximum of four per level.  Age is not without its downside though.  Over time, enemies and secrets are accumulated, and these always seem to outlast friendships and renown.

AMBIDEXTROUS
2-point Quality

Ambidextrous characters can use either hand with equal proficiency and can often coordinate two separate tasks with each hand. This Quality eliminates the -3 penalty for using your off hand.

ARTIFACTS & CREATURES
Varies

During his travels, the character found, stole or was gifted with an item or creature of power. These are not regular magic swords or flying horses, for these would have their abilities limited to their native Shadows. The artifacts and creatures covered by this Quality draw power from sources that exist across Shadows and, as such, provide their benefits almost everywhere. These need to be worked out with the GM. Note that as technological complexity rises, the ability to have an artifact function everywhere in creation becomes progressively smart. The same applies to creatures in regard to their biological uniqueness. There’s a reason shadowalkers use swords and horses, instead of disintegrators and flying cars.

ATTRACTIVE/CHARISMATIC
1-point/level Quality or Drawback

Despite its, this Quality does not reflect physical attractiveness only, but rather charisma, personality, etc. The average being has an Attractive of 0, with it typically ranges from -3 to +3 in humans.

EIDETIC MEMORY
1- or 2-point Quality

Your character has an uncanny ability to remember certain impression events or visions.  After focusing for a few moments on some subject, he can recall this sight with startling accuracy.  A person with the one-point version of this Quality can “freeze” an image in his mind (a static image like a page or a stop-action scene from the movie that is “life”) and recall it with precision at a later time.  This is the limit of his capacity though; once three images are “recorded” a new requires the displacement of an old one (character’s choice).  We recommend that you write down the circumstances of your character’s mental “snapshot” so your Director has a good reference when you ask that detailed question several sessions later.  Otherwise, he should fill in any details that you can’t remember whenever it is necessary.  Your Director may also require an Intelligence (doubled) or skill (say, Art for drawing) roll to accurately reproduce the memory in a form that others can recognize or use as a basis for research.  The number of Success Levels in that roll reveals the accuracy of the reproduction.
  • Photographic Memory: By spending two points, the character gains a much deeper retention of his experiences.  After reading a book, he can quote passages without missing a word.  After viewing a scene, he can reenact it movement by movement.  And he almost never forgets anything.  As with Eidetic Memory, your Director will fill in the details but the scope and “memory storage” is essentially unlimited.  Your character receives a +1 bonus to any skill roll where memorizing facts is useful, such as Knowledge and Science.  Finally, any rolls where memory plays a significant part gain a +1 to +3 bonus, at your Director’s discretion.  A battle of wits (or at least memory) against this gent is as smart as getting into a land war in Asia (and much more risky than going against a Sicilian with money on the line).

FAST REACTION TIME
2-point Physical Quality

Most people freeze when something bad is about to happen, but not someone with this Quality. In combat (magical or mundane) or other physical confrontations, characters with this Quality gain a +5 bonus for Initiative purposes unless they are caught completely unawares, such as being surprised or asleep. Because they are fairly immune to the “freeze” factor in dangerous situations, Fast Reaction Time chaps also gain a +1 bonus on Willpower Tests to resist fear.

HARD TO KILL
1- to 10-point Quality

Characters with this Quality are tougher than nails (and presumably much bigger). Even after they are severely wounded, medical attention has a good chance of reviving them, scarred but alive. This Quality is bought in levels. Level five is the highest possible for human beings; aliens can have more levels. Each level of Hard to Kill adds three Life Points to your character’s Pool. Additionally, each level provides a +1 bonus to Survival Tests.

ICONS
3- or 5-point Quality

Icons are powerful artifacts that allow instant communication and transport across Shadow. They can be drawings, paintings, tapetries, sculptures or any other pictorial representation. By gazing intently at the icon, the user can open a mental connection to the person or creature and communicate mentally with her. When this happens, the likeness in the icon will be substituted by a mystical window to the being depicted in it. If the receiver of the mental call allows it, the caller can step through the gate. If the icon depicts a place, activating it will automatically create a gate to that location. An active icon – one that links to a living entity or existing place – can be identified by its cold feel to the touch. Most people-icons in existence feel warm, meaning that those depicted in them no longer live.

The most recognizable icon is a trump. These Tarot-like cards are rare artifacts and, consequently, highly prized by shadow travelers. Finding one is considered a sign of extreme luck and they can fetch high prizes in the appropriate markets. However, for the same reasons, trump users have to be attentive at all times, lest they lose their valuable possession to opportunistic thieves.

An immovable or hard to transport icon costs 3 points. A trump or other portable icon costs 5 points.

LUCK
1-point/level Quality

Each level of Luck counts as a +1 bonus that can be applied to any roll, after the die is cast, once per game session. Multiple levels can be added together for a big bonus on one roll, or spread around several different actions.  For example, if your character has three levels of Luck, he can get a +3 bonus on one action, a +1 bonus to three actions, or a +2 bonus for one and a +1 bonus for another.

NATURAL TOUGHNESS
2-point Physical Quality

This character is thick skinned, and we’re not talking about his attitudes. He has four points of Armor Value against blunt attacks such as fists, truncheons, and the like. Stab and slashing attacks are unaffected. This Quality is common among professional pugilists, bouncers, and bodyguards.

NERVES OF STEEL
3-point Mental Quality

A character with this Quality is almost impossible to scare. Whether he is too dumb or too stubborn is open to question, but he remains unruffled even in the face of unspeakable horrors. The character gains a +4 bonus to all Fear Tests and is immune to Natural Fear, though Supernatural Fear is still enough to somewhat unsettle them.

PERSONAL SHADOWS
Varies

The character has claimed a Shadow his "home". He can find a Shadow after the game ha sbegun, but then getting something exactly like je wants may need a lot of work. BY buying it with this Quality, he gets a lot mor econtrol. A personal Shadow bought with points becomes part of the character's portfolio, entwined with his fate and the campaign. Ver mensagem 8.

PODERES
Varies

Sombrarilhos podem manifestar diversos poderes. Esses são alguns deles, mas há outros. O spoderes estão descritos no tópico Sistema.
  • Shadowalking (gratuito para a campanha): a habilidade de se mover pelas Sombras e alterá-las levemente
  • Sorcery (15 pontos): feitiçaria que funciona em todas as Sombras
  • Cantrips (5 pontos): efeitos mágicos menores
  • Shapeshift (15 pontos): mudar de forma
  • Psychic (variado): diferentes disciplinas da mente

RESISTANCE
1-point per level Quality

This ability allows your character to fend off the effects of a particular type of harm.  Each different type of Resistance Quality must be purchased separately.  Some examples are presented below, but others may be devised by you or your GM.
  • Paranormal: The character can subtract her Resistance level from any psychic or spellcasting rolls that target her directly (telekinesis, curses, lightning bolts, and so on).  At your Director’s option, this may be two different Qualities—one for psychics and one for magic.
  • Pain: Each level of this Quality reduces the penalties associated with severe wounds, and adds to Willpower and Constitution rolls to stay conscious when severely injured (see p.  [?]). This doesn’t help Survival Tests, however (use Hard to Kill for those).
  • Poison/Disease: Your character has a cast-iron stomach and a overactive immune system; add the level of this Resistance to any Constitution rolls to resist the effects of poison or disease.  At your Director’s option, this may be two different Qualities—one for poison and one for disease.

SITUATIONAL AWARENESS
2-point Quality

The observant almost always know what is going on around them, and can react with uncanny quickness if necessary. This character gains a +2 bonus to any Perception-based rolls to sense trouble or danger in his immediate surroundings. It’s also very hard to sneak up on this character or surprise them, -2 to any other character or monster’s attempts to do so.

YGGDRASIL BRANCH
2/4/6 points

The World Tree sits at the center of creation, or so it is said. Its many branches extend out to infinite Shadows, and, starting from its roots, one can find a shadowpath to anywhere in the omniverse. This property is innate to its plant matter, so that possession of a piece of Yggie (as it is popularly known) makes it easier to find shadowpaths or even shadowalk, if one were to have this legendary ability. It is rumored that Yggdrasil’s appendages might have other occult powers waiting to be rediscovered. A twig of Yggdrasil grants +1 to rolls related to Shadow travel and costs 2 points. A wand-sized piece gives +2 and costs 4 points. A branch the size of a staff gives +3 and costs 6 points. This assumes the character came into the possession of Yggie’s branch through a consensual arrangement with the World Tree or someone who had one with it. If your piece was acquired through less honorable means, shave one point off the cost, but know you will have problems.
This message was last edited by the GM at 20:32, Fri 28 Feb 2020.
Yggie
GM, 11 posts
Tue 4 Feb 2020
at 18:25
  • msg #4

Desvantagens

Desvantagens não dão pontos, mas é do interesse do jogador escolher Desvantagens para o personagem, não só para caracterizá-lo melhor, mas também porque essa é uma oportunidade para ganhar Drama Points (veja abaixo).

Exemplo: o personagem possui a Desvantagem
Honrado. Uma situação no jogo será vantajos apara ele, desde que traia um aliado. O jogador decide que sue personagem não fará isso, porque é honrado. Ele ganha um Drama Point.

Se o mestre entender que o evento que ativou a Desvantagem é mais intenso que o normal, ele pode conceder mais de um Drama Point.

Exemplos de Desvantagens incluem Código de Conduta, Honestidade, Inimigo, Obsessão, Ódio e Vício, entre outros.
This message was last edited by the GM at 17:48, Fri 28 Feb 2020.
Yggie
GM, 12 posts
Tue 4 Feb 2020
at 18:26
  • msg #5

Habilidades

Habilidades podem ser especializadas – cada especializaçãodá 2 niveis num aspecto restrito. Por exemplo, um personagem com Melee 5 pode se especializar em vibroaxe. Sua habilidade ficará Melee 5 (Vibroaxe 7). Quando estiver empunhando um vibroaxe, o PC adiciona 7 ao rolamento; qualquer outra arma, 5.

O nível máximo de habilidade, incluindo especialização, é 7. Ou seja, Melee 5 mais especialização, ok; Melee 7 mais especialização, não.

ProficiênciaNível
Novato1-2
Aprendiz3
Competente4-5
Adepto6-9
Profissional10
Especialista15
Mestre20
Grão-mestre30


Art: dança, música, pintura etc.
Athletics: correr, esquivar, nadar etc.
Beasts: cavalgar, treinar animais, veterinária etc.
Blasters: lutar com armas de combate à distância, incluindo de astronaves
Brawling: lutar corpo-a-corpo
Craft: agricultura, confeitaria, marcenaria etc.
Crime: contatar o submundo, destravar fechaduras, ser furtivo etc.
Influence: convencer, enganar, seduzir etc.
Lightsaber: lutar e construir sabres-de-luz
Lore: conhecimento antigo
Mechanic: construir, reparar, operar etc.
Medicine: fazer primeiros socorros, operar, tratar etc.
Melee: lutar com armas de combate pessoal
Notice: escutar, perceber, ver etc.
Outdoor: caçar, foragear, rastrear etc.
Piloting: dirigir, pilotar, velejar etc.
Scholar: conhecimento geral, humanidades
Science: biologia, física, química etc.
Warfare: estratégia, logística, tática etc.
This message was last edited by the GM at 15:45, Tue 11 Apr 2023.
Ygg
GM, 21 posts
Sun 23 Feb 2020
at 16:51
  • msg #6

Aliados

Pick any desired allies from the following:
  • Shadow Ally [1 Point]: This is exactly what it sounds like, someone (or something) from one of the Shadow worlds who owes your character a favor, or feels strongly enough about your character to offer aid and hospitality when needed. This might be an old childhood friend, a distant relative, a coworker, a sworn blood brother, an ex-lover, a loyal supporter, an old teacher, or even a ruler. This ally’s influence is limited to their world, and they will almost never be encountered outside of that home base.
  • Mentor [2 Points]: Someone who taught or otherwise instructed your character, whether a counselor, a teacher, a former master, a wise old uncle, or even a former commander. Like the Shadow world ally, the mentor’s influence is linked to their world of origin, but they are considerably more powerful, and have a stronger bond of affection or loyalty. A mentor may even risk life and limb to aid your character based on the circumstance.
  • Shadow Devotee [3 Points]: A Shadow world devotee is, as the name suggests, someone prominent from one of the Shadow worlds who is devoted to your character, willing to go to great measures to help your character. This connection can be a devout friend, a lover, or even a blood relation. If this ally is publicly known, others may assume that your character has a familial or other intrinsic connection to one or more of the Shadowlords.
  • Partisan Support [3 Points]: Your character is backed by an entire group possessing some measure of power, either political,
  • social, magical, or tactical. This could be a political party, a secret society, a religion or magic tradition, or an army. Alternately, this group possesses or controls some thing to be reckoned with: a single artifact of incredible power; a supernatural being at the level of a god; or a place with considerable magical properties. Unlike an artifact or creature, this group supports your character overall, but this does not necessarily mean it is always reliable or consistent in support.
  • House of Chaos Ally [4 Points]: Incredibly, your character has made an ally, or holds some relation to one of the strange and mysterious members of the eight Houses of Chaos, the powerful group of beings at war with the Shadowlords. Perhaps the character has encountered one of these beings before and found a common purpose, or has entered into an alliance to oppose a shared enemy. It may even be that the character is descended from, or related to, the Chaos noble, and this lineage is known to them and the character. The character is unlikely to be able to freely call upon or discuss this connection, as it could cause instant distrust among fellow characters and others. This is perhaps the most tenuous and unreliable of the Allies in this section, as an encounter with this Chaos Noble does not guarantee an acknowledgment of the alliance. The gamemaster is encouraged to develop the details of this ally in secrecy, or with minimal consultation with the player.
  • Shadowlord/lady [5 Points]: A Shadowlord (or -lady) ally is one of the movers and shakers of the omniverse, one of the mightiest beings in creation. Taking this ally means that your character is either the child of one of these powerful personages, or has been “adopted” as such, though this does not necessarily mean that the ally is the same as the parent. For one reason or another, the particular lord or lady has taken an interest in your character, and is willing to bring tremendous resources to bear to aid and abet your character if need be, defending when possible and offering extraordinary levels of aid. The gamemaster should work out which nonplayer character this is, if it is not a parent. Note that while being the offspring of a Shadowlord does not necessarily grant any special bloodline or ability, Shadowlords are more-than-likely to aid their children in achieving power greater than that of mere mortals. Players cannot pick other player characters as allies in this fashion. Any alliances between player characters are handled through roleplaying and are far less reliable.

This message was last edited by the GM at 16:52, Wed 26 Feb 2020.
Yggie
GM, 22 posts
Sun 23 Feb 2020
at 16:52
  • msg #7

Sombras Pessoais

Characters can start the game with personal Shadows. The player needs only choose its descriptors and Tags, and describe it. Then, she pays 1 Quality point. The personal Shadow now is more real than the other Shadows and more difficult to manipulate. Any Pattern-imprinted character. other than the Shadow’s owner, that tries to shift Shadow there incurs a -2 penalty. This represents an entire Shadow (or a defensible portion of one) suited to the owner’s tastes, including denizens, environment, climate, laws of physics, weather, history, etc. The Shadow may be focused on the character, or the character could be an anonymous part of it... Whatever is desired.

A personal Shadow can be additionally customized by type, security and control.

Primal Shadow (1 point): the Shadow has so much Substance, it starts casting Shadows of its own; shifting Shadow has a -4 penalty for all except the owner.

SEGURANÇA
  • Barreira de Comunicação (1 ponto): Communication into and from within the domain is prevented. This includes any or all powers such as sorcery, icons, and even willpower. While aspects of these powers that reach across Shadows will still work, communication is made impossible. The barrier can be one-way, or two-way, but must be total (no exceptions such as “blocked to all sorcery but mine,” for example).
  • Acesso Restrito (2 pontos): entrance to this Shadow requires a particular type of trait, location or behavior.
  • Protegido (4 pontos): As above, with the feature that doors and other entry points into the domain are constantly guarded by powerful beings, natural or supernatural, steadfast in their watch. The player must determine their orders when the domain is created.
  • Hidden/Concealed (3 points): it’s practically impossible to find this Shadow. Searching for it requires a PER + Shadow check with -3. Failure indicates the character spends the amount he failed the roll by in days looking before realizing he’s hit a dead end.
  • Guardians (4 points): the Shadow has gatekeepers. Their nature and abilities can be created by using the rules in the Artifacts & Creatures chapter (see below). Alternatively, the GM may employ the Shadow block rule, granting +8 to the owner’s roll.


CONTROLE
  • Controle de Conteúdo (1 ponto): through a profound understanding of the physical, magical, and other laws that govern this Shadow, the owner can control it’s history, cultures, people, creatures, environment, etc. as desired. The time required to enact changes increases by the scale of the alteration being attempted. The owner must be within the Shadow to control its contents.
  • Controle do Tempo (2 pontos): the owner can control the flow of time in the Shadow, causing it to speed up, slow down, or even practically stop. The owner must be within the Shadow to influence the flow of time. This control over time is felt world-wide, and will affect all within it, hence the inadvisability of freezing time outright.
  • Controle do Destino (4 pontos): the owner can set the Shadow up so that is in the way of shadow travelers. This can be a set condition (“All those searching for the Blue Rose will come to my realm”) or an active command (“I know Ambrose is setting forth from Earth. He shall come to me”). Unknowing characters can’t prevent this, but those who know of the Shadow’s existence can try to avoid it. This requires an opposed WILL + Shadow check between the traveler and the Shadow’s owner.

This message was last edited by the GM at 20:07, Wed 25 Mar 2020.
Yggie
GM, 27 posts
Sun 23 Feb 2020
at 20:20
  • msg #8

Sombras - descrição

A "ficha" de uma Sombra deve conter um nome, quatro descritores (Magia, Tecnologia, Tempo, Estranho), três tags e algumas linhas de descrição.

Exemplos:

EARTH
Descriptors: No, Modern, x2, None
Tags: Modern Earth, Primal Shadow
Description: our world in the “present".
Note: I chose a No Magic Earth, but I can see up to a Low Magic one, as they use it on GURPS.

ARKHAM
Descriptors: Normal, Early Modern, x100, Mythoic
Tags: Cthulhu, Roaring ‘20s, Slow Time
Description: the Shadow where the stories crafted by Lovecraft’s and friends take place, always circa 1920s.
Notes: this is an example of how you can play with the descriptor system to create any universe you want. The Slow Time ensures there will always (for game purposes) be the ‘20s. However, it also means that spending one day there will mean more than three months have gone by on Amber and about a month and a half on Earth.

EARTH-616/METROPOLIS

Descriptors: Normal, Modern, x10, Cosmic
Tags: Marvel/DC, Super-Heroes, Slow Time
Description: the main comic book Marvel or DC Earth, where times seems to run slower than normal.
Note: these Shadows are Slow Time to represent the “compressed timeline” aspect of these comic book universes. The cinematic versions of these may have lower Weird.

FEDERATION/REPUBLIC
Descriptors: No, Space Opera, x2, Themed Powers
Tags: Star Trek/Star Wars, Psionics/The Force
Description: the Shadows where you can find Kirk, Spock, Picard and company; and Jedi, Sith, lightsabers, hyperspace, and Old and New Republics, respectively.
Note: there may be a case for Republic's Weird to be Superabilities, given the vast array of abilities the Force provides.

MIDDLE-EARTH

Descriptors: High, Medieval, x2, None
Tags: Tolkien, Third Age
Description: Arda circa the Lord of the Rings trilogy.
Note: First- and Second-ages Arda may have even higher levels of magic; for these cases, Very High Magic doesn’t seem off.
This message was last edited by the GM at 17:52, Fri 28 Feb 2020.
Ygg
GM, 28 posts
Wed 26 Feb 2020
at 15:36
  • msg #9

Sombras - Magia

This represents the abundance of magic in a Shadow. The more widespread the magical energy in a reality, the more probable it’s that its manipulation is known and employed. This correlation, though common, isn’t necessarily true. Two Shadows, one with an open war between mystical factions and another where magic is secret and practiced by covert groups, can both have a Normal Magic level. On the other hand, there can exist a No Magic Shadow in which the inhabitants believe magic and its effects are real, and so perform spells and rituals (ineffectually).

Magic tends to be Shadow-specific: traditions from one reality don’t work in another, unless it’s a reflection or a very similar Shadow. For example, Harry Potter magic doesn’t work in Middle-Earth, and Arda’s magic has no power in Shadowrun’s Sixth World. There can be versions of these Shadows that allow extraplanar traditions to work normally, but these will have a higher Weird than the original.

Magical energy is, usually, inexhaustible, but in some Shadows it is a finite resource. Casting spells, enchanting artifacts and any other uses will deplete magic. Such realities will have a higher Weird rating too.

Mechanical effects of the magic level in a Shadow are left to the GM, but can be plundered from her favorite RPG systems. The ones listed below, like special traits for magic-users and recharging rates, are just examples and may be absent, higher or lower, as desired.
  • No: this Shadow lacks magical energy. Magic items don’t work (a +2 sword is just a sword) and creatures made of mystical energy or dependent on magic to survive die.
  • Trace: there’s a minuscule amount of magic and accessing it may require a special trait. It takes years, maybe decades, to harness enough energy for even a minor effect. Magic item abilities may not work or do so almost imperceptibly, and recharging may be impossible or take a very long time (x1,000). Creatures made of mystical energy or dependent on magic to survive will wither and, eventually, die. Some may be able to survive in a very weakened and painful state.
  • Very Low: magical energy is extremely low, but usable. Accessing it may require a special trait. Casting spells and enchanting are strenuous activities that take time. Magic items function at a very reduced efficiency and recharging takes a long time (x100). Creatures made of mystical energy or dependent on magic to survive can live, but are weakened.
  • Low: magic level is not optimum, but allows regular practice, so that sorcery becomes a “profession”. Wielding magical energy may still require a special trait. Casting spells and enchanting are difficult activities that take time. Magic items function at reduced efficiency and recharging may take longer (x10). Creatures made of mystical energy or dependent on magic to survive live, but are not at full power.
  • Normal: the “regular” level of most magical Shadows. Magic is abundant enough that sorcery is another common activity in society, though its practice may require some special trait. Casting spells and enchanting function at the appropriate level of difficulty and exertion of the tradition. Magic items, as well as recharging, operate normally. Creatures made of mystical energy or dependent on magic to survive exist without any problem.
  • High: magical energy is so abundant that most everyone can perform it, even if they lack any special trait. Casting spells and enchanting are easier. Magic items may perform better and recharging is faster (x10). Creatures made of mystical energy or dependent on magic to survive may be strengthened and/or feel inebriated.
  • Very High: magic is so prevalent, anyone can use it. At this level, technological development may be impaired, since most everyone relies on magical solutions. Casting spells and enchanting are very easy. Magic items operate at higher levels of ability and recharging is incredibly fast (x100). Creatures made of mystical energy or dependent on magic to survive have their powers enhanced and may be in an almost permanent high.
  • Ubiquitous: magic is everywhere. If magical energy were water, this Shadow would be the abyssal depths of the ocean. Not only everyone can use magic, but most fauna and flora may also be magically active. Casting spells and enchanting are almost effortless and can have flashier results, be they successful or not. Magic items operate at far higher levels of ability and recharging is almost instantaneous (x1,000). Creatures made of mystical energy or dependent on magic to survive become extremely powerful and may feel overconfident or even megalomaniacal.
  • Wild: like a Ubiquitous Shadow on steroids. The roaring maelstrom of magical energy makes magic easy, simple and unpredictable. Casting spells may be as easy as speaking and can have far-reaching consequences; using a common object in an emotionally significant manner may create powerful artifacts. Creatures made of mystical energy or dependent on magic to survive become godlike and may change completely in psychological terms. Some may not survive, unable to handle the powerful energies present.
  • Omni: this Shadow not only has Wild magic, but is also permissible to all magical traditions in the multiverse. Any sorcerer or witch from any Shadow can perform magic here. Some Shadows at this level are nothing more than vast reservoirs of magical energy that can be tapped from other realities.

Ygg
GM, 29 posts
Wed 26 Feb 2020
at 15:39
  • msg #10

Sombras - Tecnologia

This refers to the technological advancement found in a Shadow. Low tech, up to Medieval level, tends to be multiversal: a plough pulled by oxen, a bow and a miller’s wheel will function in any Shadow. There’s a reason shadowtravelers use swords and horses, instead of disintegrators and flying cars.

As tech level rises, incompatibilities based on physical laws appear, getting more prevalent with each step. For example, gunpowder doesn’t burn in certain Shadows, but FTL systems are almost completely Shadow-specific. Usually, things start getting complicated at the Near Future level.

Like with Magic, Shadows that are permissive to non-native technologies have a higher Weird rating – unless the GM considers that the technology still works, but differently and in accordance to the new Shadow’s laws. For example, in a Traveller Shadow, Star Trek’s warp drive may not operate by creating a warp bubble and propelling the ship through normal space, but behave as a jump drive. This may warrant a one-level bump in the Weird axis.

  • Stone Age: pre-agriculture, hunter-gatherers, flint weapons;
  • Bronze Age: agriculture, cities, metal tools and weapons; Babylonia, Ancient Egypt;
  • Medieval: iron-working; Roman Empire, Middle Ages;
  • Renaissance: gunpowder, printing press; Earth’s 15th-19th centuries;
  • Industrial: steam power, railroads, telegraphs, ironclads, cartridge weapons; Victorian Era, Wild West;
  • Early Modern: airplanes, assault rifles, atomic bombs, radars, radios; Roaring ‘20s, World War II;
  • Modern: computers, electronics, biotechnology, television, jet planes, spacecrafts; late 20th to early 21st centuries;
  • Near Future: advanced genetic engineering, bionics, supercomputers/AIs; Cyberpunk, Solar System exploration/colonization;
  • Space Opera: androids/bioroids, beam weapons, FTL travel, teleportation, transhumanism, uplifting; Interstellar civilization;
  • Singularity: ascension, cosmic engineering, Dyson spheres/ringworlds; Ancient/highly evolved civilizations.

Ygg
GM, 30 posts
Wed 26 Feb 2020
at 15:43
  • msg #11

Sombras - Tempo

This axis concerns the rate of time flow in relation to "Order" pole. In Shadows close to that pole, time passes at x1. In those realities at higher Time ratings, time flow can be faster (fast time) or slower (slow time).

The multiplier for each degree shows the difference in rate. At a x5 Shadow, time flows five times faster or slower than in the pole. In the first case, five days go by for every "Order" day. If it’s a slow-time Shadow, then it’s the opposite: every Shadow day corresponds to five "Order" days.

Fast-time Shadows tend to be more common, so the default assumption for Shadows of Time greater than x1 is that they are fast time. If that’s not the case, then a Slow Time Tag should be included in its description.
  • x1
  • x2
  • x5
  • x10
  • x20
  • x50
  • x100
  • x200
  • x500
  • x1,000

Ygg
GM, 31 posts
Wed 26 Feb 2020
at 15:48
  • msg #12

Sombras - Estranho

This measures the chaotic anomalies that differentiate Shadows from similar ones. It means a Shadow is closer to the "Chaos"pole than it should be given its traits. The Weird rating should be based on the most prominent/powerful anomaly. If the Shadow has two discrepancies of equal level, then it can be bumped to the rating above.

Details covered by Tech or Magic don’t justify a Weird rating greater than None. For example, zombies are not an unusual thing to have in a magical world, so no Weird. In a modern Earth with no magic, though, such as The Walking Dead setting, they are, especially if the technological “explanation” is clearly handwaving. Seers or people with the Sight don’t merit a Weird rating if the origin of their power is magical.

Shadows located between Yggdrasil and the "Chaos" pole tend to have strange physical laws, even if their Weird rating is None. Examples include anomalous gravity, chemical oddities, cosmic aberrations and so on.

The names of the level are just examples of conditions for that step.
  • None: there’s no anomaly in this Shadow. It behaves exactly like expected.
  • One Feature: there’s one thing that’s different in this Shadow when compared to other reflections: colors (people, sky, sun, etc.), languages, existence/inexistence of a minor technology or feature.
  • Significant Detail: there’s one major anomaly or a few minor ones: species (lizardmen instead of humans), existence/inexistence of a major technology or feature (gunpowder doesn’t ignite, zombies in an otherwise normal world, lightsabers in an Arthurian Shadow).
  • Paranormal: this Shadow features a single paranormal ability (precognition, supersense of smell, world jumping, etc.); the existence/inexistence of a technological field, school of magic or features.
  • Thematic Powers: there’s a group of thematically linked abilities with a single origin (psionics, supernormals, etc.); the Shadow is permissible to a technology or magical tradition from another reality.
  • Superabilities: there are various different abilities, but they all stem from a single origin (virus, genes, exposure to a substance, etc.). “People with powers” realities are usually found in this level.
  • Metahumans: this Shadow features several different superpowers from a myriad of origins. It’s the Weird level of most super-hero worlds. Here you can also find Shadows that are permissible to a group of technologies or magical traditions from another reality, or one technological field or magical tradition from several Shadows.
  • Cosmic: Shadow-wide or even inter-Shadow conflicts and cataclysms, “relatable” cosmic entities, and almost constant timeline rearrangement are the province of this level. Shadows that are permissible to all technologies or magical traditions of another reality, or a group of technologies or magical traditions from several Shadows belong here as well.
  • Mythoic: insanity-inducing, dimensional-bending cosmic monstrosities can be found here.
  • Cross-Shadow: these Shadows are so close to the Courts of Chaos that the boundaries between realities are tenuous. You can find worlds that are a patchwork of different Shadows. Cynosure, Sigil, Nexus and such exist at this level. Here you also find Shadows that are permissible to all technologies and/or magical traditions from other realities.

This message was last edited by the GM at 15:48, Wed 26 Feb 2020.
alexandrebiten
player, 1 post
Thu 27 Feb 2020
at 21:30
  • msg #13

Sombras - Estranho

Fiquei com dúvida nas "Qualidades". É o mesmo sistema de compra? Eu entendi que pra "Habilidade" eu posso escolher algo e colocar quantos pontos eu quiser e determinar meu nível de especialização. Mas "Qualidade" basta comprar e pronto? Algumas eu vi que posso escolher mais pontos, mas a maioria é um custo fixo. Também está escrito que posso ter 5 cantrips com o custo de 5 pontos. Significa que cada uma custa 1? Posso comprar 6 cantrips ao custo de 6 pontos?

Sobre as "Desvantagens" eu entendi que por hora pode ser algo ruim, mas que ajuda a criar o personagem e da mais DP ao longo da partida. Mas porque ela tem 10 pontos? Eu preciso comprar desvantagens?
Yggie
GM, 35 posts
Thu 27 Feb 2020
at 21:50
  • msg #14

Sombras - Estranho

Sim, basta comprar e pronto. Algumas Qualidades têm custo 'por nível', como Age. Nesse caso, vc determina quanto sniveis quer e paga por eles. Por exemplo, se vc quiser que seu personagem tenha 200 anos, compraria 2 niveis de Age. Como essa Qualidade custa 2 pontos/nivel, isso custaria 4 pontos.

Cantrips é um poder. Vc paga 5 pontos para te-lo e comeca com 5 cantrips. No futuro, vc pode comprar outros.

Nao, nao precisa comprar desvantagens, embora seja util. Ja corrigi os "10 pontos". É que o mestre acha que verificou tudo, mas a vida ta ai pra decepcionar a gente. :]
This message was last edited by the GM at 21:59, Thu 27 Feb 2020.
alexandrebiten
player, 2 posts
Thu 27 Feb 2020
at 22:12
  • msg #15

Sombras - Estranho

Outra coisa que esqueci de falar, o link do livro não está funcionando, e procurando rápido não achei outro lugar pra baixar. Eu já fiz o esboço de um personagem, daqui a pouco coloco aqui
Yggie
GM, 36 posts
Thu 27 Feb 2020
at 22:17
  • msg #16

Sombras - Estranho

Adicionei duas Qualidades - Eidetic Memory e Resistance - e estou adicionando uma categoria de poder: psíquicos.

Corrigi o link do livro.
alexandrebiten
player, 3 posts
Thu 27 Feb 2020
at 22:46
  • msg #17

Sombras - Estranho

Peguei o livro, depois vou dar uma olhada com calma. Já vou colocar aqui o esboço do personagem pra ver se tem algo muito errado.

Característica Pontos
Total Gasto
Atributo 25 25
Qualidades 20 20
Habilidades 30 30
Drama 10 10

Pontos
Atributos P Base Bonus Total
Strength 5 4 9
Dexterity 5 0 5
Constitution 5 2 7
Intelligence 3 0 3
Perception 3 2 5
Willpower 4 2 6

Atributos S Pontos
Life Points 76
Speed 12
Iniciativa 5

Qualidades Pontos
Shadowalking -
Ambidextrous 2
Charismatic 3
Fast Reaction Time 2
Nerves of Steel 3
Cantrip - Clarity 1
Cantrip - Loosen 1
Cantrip - Numb 1
Cantrip - Paralyze 1
Cantrip - Quicken 1
Shadow Ally 1
Acc Sense - Hearing 3
Resistance - Pain 1

Habilidades Pontos
Shadowmastery -
Melee (Lança) 11
Warfare 6
Brawling 4
Athletics 4
Survival 2
Beasts 2
Medicine 1

Desvantagem
Lealdade Incondicional

Sombra
- Magia Tecnologia Tempo Estranho
Descriptors No Antiguidade Clássica x1 None
Tags Grandes impérios, tempo normal, expansão territorial
Description Terra por volta de 300 a.C.
Note

Nome         -
Idade (anos) 32
Altura (m) 1,9
Peso (kg) 90
Porte físico Atlético

O background seria algo do tipo: O personagem é um general com habilidades extraordinárias que conquistou o mundo inteiro em nome de seu imperador, a qual ele deve sua vida. Por isso ele ganhou o título de "o Conquistador". Porém sua sede de conquista é insaciável, frustrado sem ter mais o que conquistar um guru lhe mostra uma visão em que ele conquista outros mundos. Assim "desperta" seu shadowalking. O shadow ally seria o imperador da meu mundo. A sombra não possui magia e está na antiguidade clássica (800 a.C - 476).


This message was last edited by the player at 23:08, Thu 27 Feb 2020.
Yggie
GM, 38 posts
Fri 28 Feb 2020
at 00:47
  • msg #18

Sombras - Estranho

alexandrebiten:
Life Points 76

Vc tem STR 9 + CON 7 = 16 x 4 = 64 + 10 = 74 + 50 = 124 Life Points.

É bastante - um humano pico STR 6/CON 6 + Hard to Kill 5 tem 73. Mas nao fica superconfiante, porque este sistema é mortal. Dano cortante ou perfurante multiplica por 2 depois da armadura. Uma pistola faz 15 de dano, por exemplo. Se nao tiver agum Armor Value (AV), o alvo toma 30 no minimo, sendo que sucessos extras aumentam o dano. E isso se o pistoleiro nao mirar nos orgaos vitais...

quote:
Iniciativa 5

Sua iniciativa é 10 (5 de base + 5 do Fast Reaction Time)

quote:
Cantrip - Clarity 1

O general ja sabia e usava esse poder na Sombra natal dele - e os outros sabima, chamavam ele de "general-bruxo"ou "semideus"- ou foi o guru que revelou pra ele?

quote:
Shadowmastery -

Notei que vc nao pos pontos na habilidade Shadow. É pra simular que ele é recém-cheado nas Sombras? Essa habilidade é importante, mas nao fundamental. Seu PC vai ter desvantagem em conflitos que envolvem viagem e manipulacao das Sombras.

quote:
Melee (Lança) 11
Warfare 6

As outras habilidades custaram 13 pontos, logo sobrou 17. Nivel 6 ou mais custa 3 pontos/nivel. Assim, seu Warfare custou 8 pontos. Sobraram 9 pra Melee. Com isso, vc consegue comprar Melee (Lança) 8 (8 pontos para Melee 6 mais 1 pra especializar em lancas).

quote:
Desvantagem
Lealdade Incondicional

Essa lealdadae é so com o imperador? Se for, vai ficar meio limitada. Ou é com qualquer aliado?

Outras desvantagens que podem ter haver sao Ambicioso, Impiedoso, Obsessao (Conquistar), Voto (expandir os dominios do imperador) etc.


quote:
Descriptors No Antiguidade Clássica x1 None

A Terra tem Tempo x2. So lembrando, caso vc queira que o tempo la passe na mesma velocidade da Terra.

quote:
Tags Grandes impérios, tempo normal, expansão territorial

Os tags podem ser mais especificos, tipo, Imperio Mundial, Dominio Grego (nao sei se é essa a cultura)e mais um a sua escolha. Nao precisa do tag Tempo Normal, so se usa se for Slow Time, mas no caso da sua Sombra natal, ela ja é x1.

So ta faltando um nome. Exemplo: Myrmidonia, Spartanika etc. (novamente, nao sei se a cultura é grega)

quote:
O background seria algo do tipo: O personagem é um general com habilidades extraordinárias que conquistou o mundo inteiro em nome de seu imperador, a qual ele deve sua vida. Por isso ele ganhou o título de "o Conquistador". Porém sua sede de conquista é insaciável, frustrado sem ter mais o que conquistar um guru lhe mostra uma visão em que ele conquista outros mundos. Assim "desperta" seu shadowalking. O shadow ally seria o imperador da meu mundo. A sombra não possui magia e está na antiguidade clássica (800 a.C - 476).

Gostei do background, so lembro que vc nao necessariamente vai estar sempre atuando para conquistar outros mundos e tem que cooperar com os outros PCs.

quote:

Essa imagem é de Exalted?

E eu achando que tinha achado uma imagem do general se despedindo da sua esposa... :]


This message was last edited by the GM at 00:48, Fri 28 Feb 2020.
alexandrebiten
player, 4 posts
Fri 28 Feb 2020
at 03:25
  • msg #19

Re: Sombras - Estranho

Yggie:
Vc tem STR 9 + CON 7 = 16 x 4 = 64 + 10 = 74 + 50 = 124 Life Points.


Porque x4?

Yggie:
É bastante - um humano pico STR 6/CON 6 + Hard to Kill 5 tem 73. Mas nao fica superconfiante, porque este sistema é mortal. Dano cortante ou perfurante multiplica por 2 depois da armadura. Uma pistola faz 15 de dano, por exemplo. Se nao tiver agum Armor Value (AV), o alvo toma 30 no minimo, sendo que sucessos extras aumentam o dano. E isso se o pistoleiro nao mirar nos orgaos vitais...

Bem, eu realmente imagino um humano extraordinário, mas dentro do universo dele. Como não existem armas de fogo não tem esse problema. Mas como não da pra fazer um que funcione pra todas as situações acho que vou ter que confiar no resto do time.

Yggie:
quote:
Cantrip - Clarity 1

O general ja sabia e usava esse poder na Sombra natal dele - e os outros sabima, chamavam ele de "general-bruxo"ou "semideus"- ou foi o guru que revelou pra ele?

O cantrip eu peguei por causa da descrição que você colocou. Sobre ele já saber sobre a sombra, ele passou a vida toda sem saber. Sempre foi um humano exepcional, mas aparentemente sem motivo. O guru que revelou os muitos mundos pra ele.

Yggie:
quote:
Shadowmastery -

Notei que vc nao pos pontos na habilidade Shadow. É pra simular que ele é recém-cheado nas Sombras? Essa habilidade é importante, mas nao fundamental. Seu PC vai ter desvantagem em conflitos que envolvem viagem e manipulacao das Sombras.

Eu deixei assim porque ela vem de graça, mas realmente esqueci que já tem que colocar alguns pontos nela. Mas a principio vai ser baixo mesmo pois ele acabou de "aprender"

Yggie:
quote:
Melee (Lança) 11
Warfare 6

As outras habilidades custaram 13 pontos, logo sobrou 17. Nivel 6 ou mais custa 3 pontos/nivel. Assim, seu Warfare custou 8 pontos. Sobraram 9 pra Melee. Com isso, vc consegue comprar Melee (Lança) 8 (8 pontos para Melee 6 mais 1 pra especializar em lancas).

Realmente eu atropelei a distribuição de pontos hahaha, vou adequar.

Yggie:
quote:
Desvantagem
Lealdade Incondicional

Essa lealdadae é so com o imperador? Se for, vai ficar meio limitada. Ou é com qualquer aliado?

Outras desvantagens que podem ter haver sao Ambicioso, Impiedoso, Obsessao (Conquistar), Voto (expandir os dominios do imperador) etc.

Sim ficou vago, eu pensei depois em jurar lealdade a um rival digno, mas as que você disse são mais legais. Provavelmente vou escolher obsessão pela conquista e voto de expasão territorial em nome do imperador.

Yggie:
quote:
Descriptors No Antiguidade Clássica x1 None

A Terra tem Tempo x2. So lembrando, caso vc queira que o tempo la passe na mesma velocidade da Terra.

Eu achei que a Terra era x1, vou botar x2 então.

Yggie:
quote:
Tags Grandes impérios, tempo normal, expansão territorial

Os tags podem ser mais especificos, tipo, Imperio Mundial, Dominio Grego (nao sei se é essa a cultura)e mais um a sua escolha. Nao precisa do tag Tempo Normal, so se usa se for Slow Time, mas no caso da sua Sombra natal, ela ja é x1.

So ta faltando um nome. Exemplo: Myrmidonia, Spartanika etc. (novamente, nao sei se a cultura é grega)

Eu usei como referência Alexandre O Grande, pesquisei de forma extremamente superficial e vi o ano em que viveu, vou dar uma olhada melhor pra pegar umas tags mais específicas.

Yggie:
quote:
O background seria algo do tipo: O personagem é um general com habilidades extraordinárias que conquistou o mundo inteiro em nome de seu imperador, a qual ele deve sua vida. Por isso ele ganhou o título de "o Conquistador". Porém sua sede de conquista é insaciável, frustrado sem ter mais o que conquistar um guru lhe mostra uma visão em que ele conquista outros mundos. Assim "desperta" seu shadowalking. O shadow ally seria o imperador da meu mundo. A sombra não possui magia e está na antiguidade clássica (800 a.C - 476).

Gostei do background, so lembro que vc nao necessariamente vai estar sempre atuando para conquistar outros mundos e tem que cooperar com os outros PCs.

Certo, mas os fins justificam os meios. Ele sempre estará em busca da conquista, nem que temporariamente ele tenha de fazer "concessões".

Yggie:
Essa imagem é de Exalted?

Bem esse ai é o Rider do anime Fate/Zero, que tem como referência a mesma que a minha.

Amanhã vou fazer as correções e coloco aqui atualizado. Também vou dar uma olhada no livro pra ver se tem alguma forma de melhorar.
This message was last edited by the player at 03:26, Fri 28 Feb 2020.
Yggie
GM, 39 posts
Fri 28 Feb 2020
at 03:37
  • msg #20

Re: Sombras - Estranho

alexandrebiten:
Porque x4?

É a fórmula. É que esqueci de adicionar o x4 la no primeiro post Ja corrigi.

quote:
Bem, eu realmente imagino um humano extraordinário, mas dentro do universo dele. Como não existem armas de fogo não tem esse problema. Mas como não da pra fazer um que funcione pra todas as situações acho que vou ter que confiar no resto do time.

Laminas tambem duplicam o dano, mas e so usar armadura. Mas o seu PC é extraordinario ate num universo onde existe magia.
quote:
O cantrip eu peguei por causa da descrição que você colocou. Sobre ele já saber sobre a sombra, ele passou a vida toda sem saber. Sempre foi um humano exepcional, mas aparentemente sem motivo. O guru que revelou os muitos mundos pra ele.

Entao ele nunca soube do poder dos cantrips, so aprendeu com o guru. É isso?

quote:
Eu deixei assim porque ela vem de graça, mas realmente esqueci que já tem que colocar alguns pontos nela. Mas a principio vai ser baixo mesmo pois ele acabou de "aprender"

Shadowalking é o poder. Shadow é a habilidade que vc usa com o pdoer. Vc pode rolar so o atributo, mas quem tem a habilidade tem uma vantagem.
alexandrebiten
player, 5 posts
Fri 28 Feb 2020
at 13:26
  • msg #21

Re: Sombras - Estranho

Yggie:
Entao ele nunca soube do poder dos cantrips, so aprendeu com o guru. É isso?

Ele sempre teve, mas não sabia explicar. O único que ele "despertou" com o guru seria o shadowalking e o shadow. Os cantrips são qualidades menores mas que, na minha opinião, não são coisas absurdas de se ver.
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