Articles

Reviews and Ramblings
MIDDENARDE - PART 7
    by PurpleXVI - 12/12/16
MIDDENARDE - PART 6
    by PurpleXVI - 12/12/16
MIDDENARDE - PART 5
    by PurpleXVI - 12/12/16
MIDDENARDE - PART 4
    by PurpleXVI - 12/12/16
View All Articles
Game Design
What if you\'re not prepared?
    by PurpleXVI - 09/19/14
GM Startup Guide
    by PurpleXVI - 06/10/09
Weave: The Threads of Reality
    by PurpleXVI - 01/30/09
View All Articles
STORYTIEM
Jachin Akhenaton: Epic Death in Two Sessions
    by PurpleXVI - 11/10/08
DF Let's Play - Episode One
    by CAPSLOCKGUY - 11/06/08
DORF FORT ELLPEE
    by CAPSLOCKGUY - 10/19/08
Razamon, Barbarian of the North
    by MxSavior - 10/17/08
View All Articles
 
[#] FATAL & Friends Repost: Wraeththu RPG, Part 9
11:52pm EDT - 8/12/2015
Wraeththu

Some of these rules are not 100% realistic

Rules

Alright, now let's figure out how the fuck we play this game. This chapter starts with four rules beyond the rules, basically rules on how to run a game without it being unfun.

Rule #1: "The Rule of What If and But!"
For Players: You're not allowed to argue with the Storyteller.
For Storytellers: Don't rule with an iron hand.

Rule #2: "The Rule of Common Sense"
Unless the numbers say otherwise, everything functions like it does in the real world. Apparently this game relies on the Storyteller to have some "common sense" and "insight into the world." I think that if he did, he'd have strangled the first asshole who suggested that they actually play this fucking game.

Rule #3: The Rule of Rules
Don't use all the rules, all the time, unless it'd make the game more fun.

Rule #4: Always Make Sure Your Players Love Their Characters
Help the players make cool characters, even if it means breaking the chargen rules ever so slightly. If your players get to have characters they enjoy, they'll actually want to hang around and play the game.

Ultimately nothing too odious and, honestly, the basic system isn't that bad. As we've already seen, it's a simple D20-rollunder system with a "who has the better margin of success" for opposed rolls. Even the combat probably wouldn't be too bad if they actually bothered to have an editor go over it and remind them to actually add in all the rules.

Another nice thing Wraeththu does is that it provides a huge, two-page table(I know, tables are usually bad, but stay with me, here) listing shitloads of common modifiers. Along the horizontal you have what the modifier is based on(like how familiar the character is with what he's doing, what the environment is like, distractions, combat stances, etc.) and along the vertical you have the extent of it. For instance, +10 in the "Situational Familiarity" Column is "an everyday task with which a character is very familiar." And +2 is "an action or task the character has performed only a few times in their life."

-2 for Environmental Conditions is "character is kind of uncomfortable due to heat/cold/something else," and -10 is "the temperature is so extreme the character is in pain or danger. Local objects could be flying around in the wind." I could think of a dozen situations where I as a GM could have used a table like this to flip over to in D&D, BESM or some other system, just so I had a good idea of what sort of modifier I should apply. At least when I was first finding my legs as a GM. So, actually, props to Ray-Thoo for this one.

It also turns out that psychic abilities and magic are actually two different things. Everyone it seems has PSYCHIC POWERS, while magic is only for Wizard Flowerdicks. The book reminds us that the things any Wraeththu can do are Telepathy(which apparently some humans can also do!), Thermokinesis and Healing. Telepathy does what it sounds like, no psychic warfare, just talking to others with miiiiind poooowers. Thermokinesis allows us to, as an average Wraeththu, heat or cool any object by 26 to 60 degrees centigrade. It only has 10cm range, though, and living things get a roll to resist it, so at first glance it seems like we can't be a Wraeththu Hitman who sneaks up on people and freezes their brains to lumps of ice by tapping them on the head.

After cracking the numbers, however, this seems like it's a lot easier than it might at first appear to be. See, Magic Resistance is basically (STAM mod + WILL mod)/2. At the human average(10), there are no modifiers for either, meaning that the only chance of someone not being brain-iced is if we fuck up our roll. So how much damage CAN we do? For each Agmara(mana) point, we can affect 1 kilogram of matter. ANY matter. Our starting Agmara is our weight in kilos/2, and our maximum Agmara is ten times that. We're of course going to be as ridiculously tall as possible, because we're powergaming, meaning a weight of approximately 90 kilos.

If we're completely fuelled up with MAGICAL ENERGY and ready to rock, we can then freeze 450 kilos of matter. At chargen, assuming it's not already warmer than 60 degrees centigrade. We regenerate a point per minute when awake, and two points when asleep, when meditating it's 4 points an hour. So it's not like we need to be CAREFUL with this stuff. The one obstacle is that it takes some time to wind up, so for every second we can only add another 1 kilo to the burn/freeze area(or 1 liter). The actual temperature change seems to happen instantly over the course of these 5 seconds, however.

I'm sure some biologists, physicists or chemists can enlighten me on the effects of heating/cooling a kilo of living creature or physical object by 60 degrees in the span of five seconds, especially since we can bypass any skin or surface layers. How would YOU break reality if you could do this? Oh and presumably boiling or freezing someone's brain/heart is instakill since there are no specific rules for how much damage it does and the start of the chapter says to use "common sense" and reality's rules for things we are not specifically told to roll for!

Healing, by comparison, is remarkably non-broken, and actually, gasp, acknowledges that genuine medical knowledge helps with being a healing wizard!

We've already gone over the shittily written combat system before, so I'm not going to dig into that again. Beyond the Morass of Combat there are tables. These tables are... suspect, because they insist that the average person(10 Strength) can lift 236 kilos. This emerges from the calculation of STR x 23.6 for lifting. It seems an oddly specific number, what with the .6, so I wonder what the hell the source of it is. Though I'm pretty sure this means that we can literally yank the floor out from under most enemies. What we can actually carry for extended periods of time is more sane, though, being only 20 kilos or so for the average person. There may also be some fuckery with the basic running speeds, I'm having trouble finding the definition of how long a "Phase" is, but if it's around a few seconds, the average person may be able to give Usain Bolt a run(literally) for his money.


Just when you thought I was going to let a post pass by without any shitty art

In the end the Rules chapter isn't too stupid. Something tells me that'll change next post, though, when we hit... The Magic chapter!

This chapter's stupid names: Wraith, Dustspinner, Binding-rocks, Muffy

~PurpleXVI

Comments

 

Site code and contents © 2007-2024 thisisnotatrueending.com. All rights reserved. Click here for legal information.
If you are under the age of 18, please leave this site immediately. Asshole.