I usually hover around 0.1% of the population, with slight increases for a kind of... meta-heredity. For example, the ruling powers of the Stormcircle are Stormlords and most of the time, their children are Stormlords, with an equal chance of them being a different kind of Magus or just an ordinary mortal. But people born in the vicinity of lots of Magi or big magical constructions increases the chances of being a Magus.How rare is magic?
They are exclusive, although the ultra-rare Magi known as Conduits focus on anti-magic but have the ability to use the other Patterns at a lower level of power.if I'm not mistaken, those are exclusive, right?
Strong Willpower. Anything else depends on your preferences in how you use your magic - like Craft or Navigation, for a Stormlord.what does it take to be a mage?
Kinda.will the kind of thing one wants to do simply make the rolls more difficult?
It's most still, foggy air that flows in weird currents. It might make some rolls a little more difficult, but there's nothing to do stop a Stormlord from functioning at full power.How's the weather there?
There are firearms, invented by Orcs, and a great equalizer when dealing with Magi or people beyond ordinary mortality.Tell me more about the Rats! They kind of sound like furry kobolds.
Oh! And given this is a party game with airships, are there firearms?
No worries!What type of guns are available?
(Pardon the short questions, part way distracted and asking while I have a few minutes to spare)
Normal guns are just guns.Any details kn how they operate or what properties they have?
No real class system. You just pick the Attributes, Skills, and Advantages to represent your character's career to date. You can have a dumb Magus with a great axe who still good at Magic, for example. Different species do have some special rules.Is there a class system or is it a sort of make your own type of deal?
I am a firm believer in only asking for rolls when failure is as interesting as success.How intense do you want to use the dice?
Sounds good. Will you be the one that calls and do the rolls or the players that do it?I am a firm believer in only asking for rolls when failure is as interesting as success.
If your character can reasonably be expected to succeed at something, they will. If they're more likely to fail than not, I'll let you know but you can choose to roll if you want.
If anyone asks to roll for something, they're free to do so - I won't necessarily ask anyone to roll Awareness to spot an ambush; getting a sense for that is on you.
Combat is always rolled out, because this system is high lethality, so the smartest move is to avoid fighting - if you do fight though, play it smart.
If I correctly recall the last time I ran a game in this setting on RPN, there'd be a roll maybe every fifteen posts or more outside of high pressure situations.
Like fleeing back to the landing pad atop a collapsing tower, pursued by a horde of ghouls; that might have needed more frequent rolls.
You know, maybe I can find one of the old threads to give you an idea.
I'll adjudicate results where they're not obvious, but whether I do the rolling or the players is up to what the group wants; either is fine by me. I trust people not to cheat their rolls.Sounds good. Will you be the one that calls and do the rolls or the players that do it?
Extremely yes.I'll have to look into the magic system some more, didn't have the time for a proper read yet - but my plan of a magic-using dryad is mostly certain. If I go with storm, then something like navigator seems appealing - would have some possible backgrounds with anyone who's close to those in charge. Not planning on much of an officer role myself, at least not the kind that leads men. Got more of a specialist role in mind, personally. No guns for me - I imagine some nice, archaic longbow or something like that. Maybe use the wind for some impressive arrow action... is a storm-summoning sharpshooter a thing?
I think I'll be going for a pilot specialized human! Should that be the case, they would work pretty closely with a navigator.I'll have to look into the magic system some more, didn't have the time for a proper read yet - but my plan of a magic-using dryad is mostly certain. If I go with storm, then something like navigator seems appealing - would have some possible backgrounds with anyone who's close to those in charge. Not planning on much of an officer role myself, at least not the kind that leads men. Got more of a specialist role in mind, personally. No guns for me - I imagine some nice, archaic longbow or something like that. Maybe use the wind for some impressive arrow action... is a storm-summoning sharpshooter a thing?
Character GenerationWhat does Chargen mean?
Yes, they're like little hive-minds.Goblins! When it says one mind in six bodies. Would that mean we control six goblins as if they were one character? And they stand on each others shoulders while wearing a trenchcoat?
Hm, I have one around here somewhere.Mayhaps add a point buy menu. I didnt see one. Something that tells what things are worth in xp.
I generally encourage people to stick with the 60/60 band but if your backstory implies some bonus XP is appropriate I'll usually dole some out.When it comes to starting xp, you said it was determined by the characters background. Do we choose or do you? Or is it determined by how well we right up a background?
There is a list in the main document, but the short version is:Is there a lost of transcendent paths? I saw that mentioned and not sure what it means. But from context it seems like something akin to prestige classes.
Narrower is better - Melee; Swords is too broad, whereas Melee: Rapier, for example is fine.How broad or narrow does our skill focuses have to be?
Nope, I'll usually allow any equipment that makes sense for your character to have.Is there a list or rule set or xp cost to having equipment?
Yup.is it possible to focus on onboard weaponry like ballistae or cannons?