WlfSamurai
Maelstrom Engineer
I think you're thinking of a different Storyteller. I'm just here for the ride.
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My mistake. I'll try to do better next time.I think you're thinking of a different Storyteller. I'm just here for the ride.
If you want to compare it to 2nd edition, the Scavenger Lands are pretty similar (although certainly not everything is identical.Hmmm, I suppose the keep could be put further east to be more in the Hundred Kingdoms zone since they've kinda shifted it. I just don't know where Ozric would set down his claim best.
So, let’s recap.
We have Ozric with his keep still deciding where it will be (which I’m all for dropping it at the last possible moment so it’s conveniently close to other players).
We have Wukang in Nexus fighting in the streets.
We have Cleon near Ozric’s keep.
We have Hadria heading into the Hundred Kingdoms to secure trade and support.
And Sasha heading for Rathess(?)
We’re just missing Lumen, right?
Is that all correct?
Now, now, Mnemon, we're not ready to go to the top of the Imperial Mountain QUITE yet... ("Oh, THAT old capitol...")My small company of mercs won't stand a chance against a large elite force of the undead on my own. I'll have to spend some time building up my forces before going to the old capitol of Creation.
Where has the Guild moved its focus or headquarters to, if any of us know? (Hadria certainly wouldn't object to a nice big power vacuum in that regard...)
Are there any pathways/roads/routes that are safe enough for normal travel (i.e. trade or logistical caravans with something less than a full army)?
I'm mostly trying to figure out if there's still any contact that's possible from A to B to C, or if we're going to have to take back the land one mile a a time. Also, curious of how much things like Contacts, Influence, and Resources can actually be used (e.g. they aren't terribly great if you're under siege, or everyone else is under siege). I don't expect them to be fully functional, but it's a difference from "We need to break out of the current situation where we are." vs. "Everyone is under siege, so any ability to function must be manually restored." With this stuff in mind, and seeing what other players say, I'm planning on working on "To Do" list for Hadria and the Circle (along with cost/benefits of each, as much as I can). Regional triage, basically.
Great question. I can totally understand. You're concerned that the situation shifting on a grand scale has changed the effectiveness of certain Merits or at least their usage. However, you've payed points for those Merits. It would be unfair to render them useless or even less effective. So we need to treat them not only as descriptive, but prescriptive. In other words, the fact that someone has Contacts 5, for example, means that their network of contacts is in a different area or is useful for different information. Or maybe there's an underground network of contacts keeping tabs on the Deathknights. Mechanically it's there so we need to justify it narratively. It's still just as effective. It just changes their narrative a bit.Oh, I understand what the backgrounds, er, merits normally represent... I just also know that I might have a 5 dot Resources income per year, but in a starvation siege where rats are worth more than gold, I think it's a different situation. Resources represent income, and income (particularly of more than a couple dots) can be hard to move around, if you don't just want to liquidate everything (which is very costly, in the long run). Hadria's income is, largely, from trade (with the initial money coming from salt collection), which is heavily hit by wide-scale conflict (especially centers of trade being sieged). All systems that are based on, well, living people in a generally functioning society are going to have some sort of altered functionality, or at least rationale, during our War of Despair. I also want to know all these kinds of details (or at least starting points for them), because I think they make really good story hooks.
Running through your scenarios, with the same assumptions as you listed: (sorry if it's confusing, I wrote #4 first for some reason)
- A and B are at medium range. A'turn: A moves short range than initiates rush (this is most basic scenario and I don't think there is any problem how it plays out without charms being in effect)B's turn: B tries to move away as part of rush A follows still at short range. Next round A's turn: A gets close range with B and attacks (this also fits with Tiger style's crimson leaping cat technique's description since it says until end of your next turn)
- A and B are at short range. A's turn: A initiates rush action than it plays out like in first example
- A and B are at short range. B's turn: B moves to medium range than it plays out like in first example
- A and B are at close range. A's turn: A uses rush action.B's turn: B disengages. A moves closer to B according to rush rule not letting him get out of close range still B's turn so second move of disengage does not trigger. next round A's turn A uses a move action which triggers B's disengage move action they are still at short range. A initiates rush rest plays out like in first example.
- A and B are at close range. B's turn: B disengages and moves to short range. A's turn A moves closer to B initiates B's disengage second move B moves to short range than A initiates rush and rest plays out like in first example
- Aand B are at close range. B's turn: B disengages and moves to short range. A's turn A initiates rush. Next round B's turn B moves to medium range which triggers A's rush move they are still at short distance B's disengage move does not trigger rest plays out as in 4th example.
You are right you need to flurry if you want to rush and attack same round. There is an athletic charm specifically removes (godspeed steps) this flurry penalty just for attacking after rushing and like I said tiger style's charm worded in a way that it was designed such as first round you use rush than second round you use attack. Rush's bonus is not that great either it steals one initiative from B but considering with disengages two initiative penalty it might worth to keep rushing and making other side disengaging to make them get into a lower initiative while keeping mines same or increasing (albeit very slowly but making otherside lose 3 initiative might worth it) The same charm as above also lets you get to close range as one of its effects so I honestly think normal rush is supposed to keep at short distance.Even with a bonus like Tiger Style, if you COULD rush in close range, I don't think that beats the flurry cost to both the rush and attack. I could be wrong about the crunch. Fluff-wise, it doesn't seem to fit as much, since the tiger isn't leaping will it's already clawing (it's a first attack, not a repeat kind of thing).
So are folks happy with Arcanum Keep location 2.0? Kind of a nice breathing space to rally forces against the dead along with river access.
Also whose wanting to start more linked with Ozric and his keep? Its sounding like there's already one. Just wanting to clarify.
I have a small fighting force that is in need of a patron, so I could be there for that.