|
|
|
and Minimeister
      
Group: Basic Members
Last Login: Sunday, April 06, 2008 8:31 AM
Posts: 960,
Visits: 1,402
|
|
Here are some questions I thought of earlier:
Question: 1a) Can you gain Will in downtime? 1b) Is 6 the all time ceiling for Will for PC's? 1 c) Which skills do you have to choose at ch. Creation or "lose the option on taking later" or is this all FOIP?
Question 2): Can you “cross train” magic? i.e. is my dream of the sensible Summoner who has ward spells from Enchantment and Evokers repellent handy a potential reality or a pipe dream?
2b) Can all casters lend each other magic or do they have to be of the same discipline?
Question 3): With “Cause Disease” can it work in a similar way to the “poisons” example on pg 68, e.g if an “unconscious character” has a spell of Cause Disease cast on them and then Heal, does one have to give the player a Disease card at once, or would it be permissible to contact a ref after the fact and ask them to pass it on?
Question 4): Creating Undead Monsters:
a) The Spell Imbue Cadaver is unclear, I presume one must cast Raise Shade first.
b) With the spell Imbue Cadaver, can the Shade voluntarily go back into the body? I see questions on whether Shades can cast spells or retain their memories a la Maelstrom 3.0 are FOIP.
c) With the spell "Grant Will" how many people can cast it at the same time? If you had say, 10 necromancers and one acolyte and then after about 5 minutes you had err... 10 necromancers and an "Imbued Cadaver" could the necromancers (assuming they fit) all "Grant Will" to the Imbued Cadaver?
d) Assuming the above 10 necromancers and an Imb. Cad. above, could they take it in turns to grant will and then pray? You could probably build up a fairly large store of will then.
e) Assuming you had this undead, high powered Imbued Cadaver of an ex Necromancer, would they be called a "Liche" in game terms or just be struck by lightning for violating rule 7 like the only volunteer at a proctologists' convention? I mention this merely because you have on page 55, "No living character knows precisely what all the different types of undead are..."
Question 5) If you have a group of Summoners are they all covered by the clause (pg 62) of Summon and Bind Entity EosThe entity will not attack the caster for a period of one minute as soon as it arrives in the caster’s general vicinity, but otherwise is free to do as it wishes until bound.
5b) Since the entity arrives "instantantaneously" but not in the direct location of the caster, does that count against it's one minute arrival period? (Which I presume is spent making itself solid, this InterDimensional Travel takes it out of you! Literally!)
I notice in a Cthulu-esque touch, that whilst there is a "Summon and Bind" spell, it appears to be the "summon" spell. There is also no corresponding "Dismiss" spell. I'd like to take "5" as the number of Summoners eaten during the first event. (Yes, I know it's only one evening long.)
5 c) Is Summon and Bind Entity an active or passive spell? i.e. does Dispel work? Or is that FOIP?
6) Does the skill "Sense Enchantment" work on Charmed, Evoked or Enchanted characters? e.g. would I be able to see if someone had had a "Forget" cast on them?
6 b) How many times a day may you use "Sense Enchantment"?
There is only overconfidence and terror.
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 10:40 PM
Posts: 1,595,
Visits: 4,256
|
|
coffmeister (4/27/2007) Here are some questions I thought of earlier: Question: 1a) Can you gain Will in downtime? 1b) Is 6 the all time ceiling for Will for PC's? 1 c) Which skills do you have to choose at ch. Creation or "lose the option on taking later" or is this all FOIP?You will have individual options of skill gains. Will ponts are amongst them. 6 is not the maximum ceiling after character generation. coffmeister (4/27/2007)[hr]Question 2): Can you “cross train” magic? i.e. is my dream of the sensible Summoner who has ward spells from Enchantment and Evokers repellent handy a potential reality or a pipe dream?
Yes coffmeister (4/27/2007) 2b) Can all casters lend each other magic or do they have to be of the same discipline?
Contribution to spells requires knowledge of the same type of magic. coffmeister (4/27/2007) Question 3): With “Cause Disease” can it work in a similar way to the “poisons” example on pg 68, e.g if an “unconscious character” has a spell of Cause Disease cast on them and then Heal, does one have to give the player a Disease card at once, or would it be permissible to contact a ref after the fact and ask them to pass it on?That is perfectly fine. As for the rest Pete, there are specific lore sheets given out to each player who takes each different type of magic, your answers will appear there.
|
|
|
|
|
Wag
      
Group: Basic Members
Last Login: Yesterday @ 9:22 PM
Posts: 1,305,
Visits: 3,712
|
|
Hate to be awkward, but could we have an answer to Question 6? It's not specifically relevant to any particular creature subtype or school of magic and the rules for Sense Enchantment *are* a little unclear.
Also, the section on Lumber is a bit fuzzy. It seems to suggest that someone with Basic Construction could use it to build a shelter, but Basic Construction suggests that it can be used to build a variety of buildings. I'm hoping that's the case, as we're planning on bringing a fair amount along ;>
Am I right in thinking that the basic path is 1 Measure Lumber + Basic Construction -> Shelter for 4 people for 1DT?
PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 10:40 PM
Posts: 1,595,
Visits: 4,256
|
|
| Yes sorry Chalcier on reflection I can answer both 6 and 7, so sorry for that too Pete. Sense Enchantment has no restriction on its amount of use. In the skill description it states "object or location" no reference is made to people. The sections on Downtime are a little generic as a far more informed guide will be available at the event. The lore sheets for each skill will also give more information on what you can do with your stuff. I can assure you, Basic Construction is essential to the downtime campaign and it has a whole skill tree attached. You will have several starting options - but the only one in open knowledge is the shelter's that are described.
|
|
|
|
|
Wag
      
Group: Basic Members
Last Login: Yesterday @ 9:22 PM
Posts: 1,305,
Visits: 3,712
|
|
Allen Stroud (4/27/2007) Sense Enchantment has no restriction on its amount of use. In the skill description it states "object or location" no reference is made to people.
Thank you. I was expecting the second answer, and the first is possibly worth mentioning in the skill description.
The sections on Downtime are a little generic as a far more informed guide will be available at the event. The lore sheets for each skill will also give more information on what you can do with your stuff. I can assure you, Basic Construction is essential to the downtime campaign and it has a whole skill tree attached. You will have several starting options - but the only one in open knowledge is the shelter's that are described.
Good to know.
Just thought I should explain myself a bit - basically, "hardy, self-reliant colonists" is a difficult group concept to build when you're not entirely sure what some of the skills do, and (not being Argen) we can't all afford the character points for Survival .
I have a sneaking suspicion that I might have to exercise some initial concept control over my player group to keep it workable as a concept, particularly with the limitations on food and shelter. We can have some more Unique Snowflakes later, when we can feed 'em
PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
|
|
|
|
|
Overlord
      
Group: Administrators
Last Login: Yesterday @ 10:40 PM
Posts: 1,595,
Visits: 4,256
|
|
chalicier (4/27/2007)
[quote][b] Just thought I should explain myself a bit - basically, "hardy, self-reliant colonists" is a difficult group concept to build when you're not entirely sure what some of the skills do, and (not being Argen) we can't all afford the character points for Survival  . I have a sneaking suspicion that I might have to exercise some initial concept control over my player group to keep it workable as a concept, particularly with the limitations on food and shelter. We can have some more Unique Snowflakes later, when we can feed 'em  Very wise, I smell the maelstrom in you . I guess the slight fuzziness over downtime is also owing to the scale of the game. I am very aware that Eos is eminently scaleable in terms of its rules and I don't want to expect it to be too small or large until the acid test of the first event is out of the way. I have a rough figure of the player base I would like to have in mind and I want the downtime to reflect this. However, if I don't achieve those numbers I also want to ensure that the players who do decide to play the game aren't compromised by the scale of the campaign. The key paragraph on downtime is the following on page 73. "The focus of the downtime rules for Eos is designed to be to provide a function for role-playing at events. At no stage will downtime become essential to your game, unless you make it so." I'm aware of a lot of players who love downtime and a lot who hate it, particularly when it gets overly complex. I want to strike a balance where possible so players who just pay to play can still get a good experience from the event. EDIT - I can also confirm you are correct with your maths...
|
|
|
|
|
Wag
      
Group: Basic Members
Last Login: Yesterday @ 9:22 PM
Posts: 1,305,
Visits: 3,712
|
|
Allen Stroud (4/27/2007)
Very wise, I smell the maelstrom in you  .
Now there's a mutant power 
I have a rough figure of the player base I would like to have in mind and I want the downtime to reflect this. However, if I don't achieve those numbers I also want to ensure that the players who do decide to play the game aren't compromised by the scale of the campaign.
Avoiding the Oddyssesssy problem - huge game - enough players = smegged.
I fully intend on interfacing with the Downtime system. To be honest I don't really see how you can not in a concept like this - in a game with rules that degrade characters who don't maintain a specific level of upkeep, how can you successfully balance not having to interface with the DT? It works for PD as there is no specific level of upkeep required for a Maelstrom character - how does this work when you have to arrange food and shelter in order to have character advancement?
PD - Brother Farael of the Ordo Dictum Dominus
EOS - Some Raggard Scum, previously Some Arimin Scum
6P - System creator (now retired), Andrei Treune of Clan Suner (for the moment)
RL - Will Robinson
|
|
|
|
|
and Minimeister
      
Group: Basic Members
Last Login: Sunday, April 06, 2008 8:31 AM
Posts: 960,
Visits: 1,402
|
|
chalicier (4/27/2007) how does this work when you have to arrange food and shelter in order to have character advancement?
With great levels of thinkin' and plottin'. I'm hoping to avoid the whole "colonial" game AGAIN, because if I wanted to worry that much about resource management i'd play star wars galaxies. Hmmm... Actually...
There is only overconfidence and terror.
|
|
| |