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
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GM Startup Guide by PurpleXVI - 06/10/09
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DORF FORT ELLPEE by CAPSLOCKGUY - 10/19/08
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Humans of Kromore
FATAL & Friends Repost: Kromore, Part 3
12:17am EDT - 8/16/2015
So, I was mildly wrong, there are 17
human nations, six of which are restricted by era, and the remaining 11 of which have existed, apparently, for the entirety of humanity's existence on Kromore. Obviously humans are not from
Kromore since only the Zatilok are natives.
The disparity of Kromorian Humans are as vast and as their Earth ancestors. Though they share a historical bond, Human’s of Kromore distinguish themselves by the Kromorian nation they hail from.
All humans share an ancestry to Earth with the exception of Daeadrin who have an unknown alien origin. A merging of Daeadrin and Humans becomes the future Kromorian races. Though both Daeadrin and Kromorian Humanoids are identical at first glance, the Daeadrin are immortal.
Hmmm, yes, I'm sure that it's entirely reasonable to simply list an "immortal" race alongside the human races. Certainly immortality would result in exactly the same culture and statistics! It actually does, and Daeadrin don't even have the highest skill bonus total or anything. I guess they spend a lot of their immortal lives doing nothing productive that they can learn from. In general the human nations are described haphazardly, sometimes we learn what wiped them out, sometimes we don't, sometimes their government style is mentioned, sometimes it's not, the only constants are average weights and heights, and what their diet largely consists of. Not sure why the latter's so important unless the book contains a detailed section on gluten and nut allergies later on.
This section also reveals that when Earth was threatened by an alien species wanting to suck it dry of resources, humanity just relocated en masse to the rest of the galaxy. Considering that humanity had the ability to just do
this, apparently before this insurmountable alien foe destroyed them or enslaved them, you have to wonder why humanity hadn't spread to the rest of the galaxy before then. Earth refugee humans are also for some reason far less restrained by their culture than the other nations, just getting a pool of free skill points to assign however they want, rather than having four to six culturally pre-assigned skill points.
Also note how every single non-human species live in exactly one location, with one culture, while humans have spread everywhere. Lazy fucking writing. Also
note how there's an "Outlander Human" nation, even though they're specifically described as the "humans without nations or borders." I also skipped over dozens of terrible wordings because you guys have the gist of the bad writing by now.
Note that even though the game prides itself, in its sales pitch, on not having "pre-determined classes," instead it has pre-determined professions
, which are basically treated like 3.x/5e classes, you gain a new "level" every time you level up, and you can use that to continue a profession you already have, or straight up just grab a tier of a new one. The text in the book here even admits
that professions "resemble the concept of 'classes'."
I do legitimately like some of the art, though. This is really well done.
The one in the heavy armor carrying a two handed weapon in one hand while killing you with the other. That's a Soldier.
Soldier: Continuing in the proud tradition of shitty fantasy RPG's everywhere, by and large all the soldier gets is increasing numerical bonuses to shooting/stabbing things, or using things that shoot things. It turns out that "Operate," at least by the description here(yes, we still have no skill descriptions, so while making our character we have to guess at what half these things actually benefit), is about "operating" vehicles, meaning that's yet another huge part of the lifepath chargen that only really works with post-fantasy/post-medieval stuff and... hey, wait a minute, that also kind of means Soldiers don't fit into that stuff for shit either. So much for being setting-agnostic. About the only hilarious ability Soldiers get is "Weapon Redirect." Any time an enemy within reach of the soldier fails any action, including some attacks(specifically grapples and charges), the soldier just gets to pick them up and throw them away. It doesn't even have to target the soldier, and seems to completely ignore the target's weight and size. In fact
, it specifically just says "attacker," so potentially a charging tank attempting to run someone over would count, or a giant robot just trying to move past and failing some check.
In general, though, even 3.x Fighters get more options than these poor goons(well, after a couple of feats, anyway).
SOME of the art, I don't like all of it.
When everything begins to spin and the room grows dark a Medic is hopefully closing in. Lofting the wounded onto their shoulders and carrying them to safety, the Medic will slap a bandage on wounds before the target can realize they are pushing them back into the fray of combat. After all, who else are they going to hide behind as the bullets come flying past.
Medic: Fuck all not-wizards, I guess. In the same way Soldiers just get +attack, all Medics get is +heal and the special ability to carry allies a very, very short distance. So unless your friend collapsed just on the other side of some handy cover, this is fucking useless.
As the rush of air blows hair wildly into the open sky and a smile breaks across their face, it's evident the Pilot is having that dream where they are flying again.
Pilot: The pilot is yet another
one-trick pony, in this case "fly better, fly better, fly better." Their few abilities that break the monotony is that above a certain level, they get a Red Baron-ish renown and get to intimidate enemy pilots just by telling them that they're in the air and fucking shit up, and that they get to "Cloud Fall." I.e., if they pass their skill checks they can drop from 100' with little to no damage, of course, if they fuck up their skill checks they probably die instantly, so you can't even really rely on it. And how often are you 100' off the ground in an RPG without your friends being so as well? I guess this might save YOU, but the rest of the party is still fucked. Good luck playing a Pilot unless the entire party does or it's a solo game.
Instinctive Foresight: Shady characters are found on refueling pads, in space stations, and within and environment vehicles are brought for repairs and construction. When the pilot is first to act in a fights initiative against enemies they gain a bonus 1d4 to their first attack in their rounds turn. Any time the pilot has a better initiative than their target they gain this bonus.
I also don't know why associating with shady characters somehow gives you an attack bonus?
Banned from DeviantArt for being too shit
The Officer excels at controlling a large force of men and women on the battlefield. Their leadership abilities are unmatched by any other profession. Negotiating or blasting their way through conflict, the Officer is always prepared for any battle. An Officer is available through the background origin or by Story Teller approval.
Officer: I hope you like sitting at the back of the battle with a megaphone and giving everyone boosts in combat, because that's literally all this class gets to do
Knight Agent: Finally there's the option to be a "Knight Agent," if you have high enough stats, totally not a prestige class, honest
, which basically means you're a member of the Kromorian CIA. Interestingly enough, unlike the four preceding classes, they acknowledge that Knight Agents will function differently in different eras... which they accomplish by changing the gear, and not the skills. They have the ability to interrogate enemies... except they don't use it to interrogate, apparently they use it to yell at enemies in combat and scare them into lowering their defenses? Why is this ability called "interrogate" at all? They also get the ability to PASS JUDGMENT which... again has nothing to do with passing judgment in a legal sense, instead it just means that the agent now gets a huge bonus to fighting.
With this level of fighter oppression, I can't wait to see what options wizards get.
Aristocrat: Interestingly, even though we have to beg storyteller permission to become an officer if we don't get it during lifepath chargen, nothing stops us from just declaring at level-up that Bob the Officer is now in fact Bob von Schnauzer, Officer and also heir to the Schnauzer mercantile empire. Despite being described as negotiators, diplomats and fast-talkers, almost every Aristocrat skill is somehow using their charisma to better beat up people in combat by distracting them. In fact, almost EVERY fucking ability so far, for all the classes, have been for combat. I think the only exception being that Officers get a military agent network that gives them a bonus on knowledge checks. Oh and I guess Aristocrats also get a monthly allowance depending on how charismatic they are.
Dark Blade: Half these guys' skills are prefaced with the word "Dark." Dark Sneak, Dark Survival, Dark Blade Veil, etc. which is no surprise to anyone. It also takes seven levels
before this EPIC ASSASSIN CLASS actually gets any special ability making them better at sneaking. All their other abilities up till that point are just combat tricks. Did I mention that this game is REALLY FOCUSING ON THE COMBAT yet?
HELLO I AM A SUBTLE ASSASSIN, PAY ME NO MIND
Shadow: The first class to get almost
as many non-combat boosts/skills as combat boosts/skills, generally related to stealth and traps, and avoiding being blown up by traps. A momentous day! They also have the ability to "trick" enemies in an undefined way to remove their actions in combat, at higher levels. They can steal "two actions" from an enemy, and as I understand it, PC's and NPC's only have three actions per round. Judging by the shitty wording, they can do this once per enemy adjacent to them... but nothing seems to require them to target different enemies, and it only costs them one
action... so two Shadows working together could basically stunlock up to three enemies completely, as long as they're in relatively close quarters. Resisting being "tricked" is possible, but takes a "legendary" resistance check.
Inventor: Holy shit, this class only has one ability
directly focused on combat. And it only took us nine classes
to get there! Their one ability focused on combat is dealing double damage to artificial enemies, an ability that is, puzzlingly, named "Bad Breath." It's also, again, one of the few classes that acknowledge different eras. For instance, apparently even in eras without electrical devices, they're able to make short-distance, radio-wave remote controls that can set off, as per the book's example, trebuchets.
In tech level settings that do not allow for electronically machinery the device works as a short wave frequency radio or trigger device that can operate a trebuchet or device to be set off.
Christ, there's another 13
classes to go, including the "Combat" class category. Yes, Combat and Military classes are, inexplicably, separate from each other. At least the final category will be the various wizard professions, Sci-Magi, Adept, Sci-Priest and Demon Hunter. They, at least, have to be able to do some shit that not everyone fucking else can do. In fact, I think it's almost entirely guaranteed, by this point, that having access to magic will mean that they get a huge swathe of things they can do while fighters and thieves can eat shit.