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[Aynbath] Shadowdark powered Dark Fantasy Adventure launching mid February
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<blockquote data-quote="ain_soph" data-source="post: 9852798" data-attributes="member: 7050970"><p>Here are some rules changes unique to the project:</p><p></p><p>+ <strong>Runic Insights:</strong> This is our leveling up system that replaces treasure for experience. Characters gain deeper insights into their Bindrunes by experiencing Powerful Spirits, Mystical Nature, Mortal Conflicts, or Other Events dictated by the GM. Some of these categories provide more insights than others, and the Other Events category can include anything from moments of significant character development or finding mystical treasures.</p><p></p><p>+ <strong>Spirit & Mortal Phases:</strong> This is our replacement for the adventure phase and downtime. The Spirit Phase takes place in the Forests of the Horned God, where players gain Runic Insights. In the Mortal Phase, special encounter prompts are given to the players reflecting how the society of Aynbath forces the players to do something. When this prompt is dealt with, the GM will roll a Fate die vs the player's Destiny die, determining what unexpected impacts the player's might have on the prompt.</p><p></p><p>+ <strong>Mystic Nature:</strong> There are three kinds of mystical nature that effect the game. Seasons (based off solstice and equinox) apply one rule to the whole world; Skies (appearing when powerful spirits are encountered) add a new rule for that encounter; Spectacles are something akin to stat blocks that can produce other encounters or challenges for the players.</p><p></p><p>+ <strong>Burning Lubją:</strong> Lubją, proto-germanic for special leaves like sage, replace torches in this game and serve as a 10 minute timer. When the Lubją burns out, the shadow falls, increasing damage to all parties until Lubją is reignited. Lubją is only ignited during the Spirit phase.</p><p></p><p>+ <strong>Mysticisms:</strong> These basically replace spells and traits. You gain Mysticisms from various sources, but you can only be under the effect of a number of mysticisms equal to your level. You choose the mysticisms you can access when you go change phases or if you spend a rest to do so.</p><p></p><p>These are all streamlined ideas that allow you to play a new kind of Shadowdark themed heavily around the pagan mysticism we've based Aynbath on! Feel free to ask any questions about this stuff.</p></blockquote><p></p>
[QUOTE="ain_soph, post: 9852798, member: 7050970"] Here are some rules changes unique to the project: + [B]Runic Insights:[/B] This is our leveling up system that replaces treasure for experience. Characters gain deeper insights into their Bindrunes by experiencing Powerful Spirits, Mystical Nature, Mortal Conflicts, or Other Events dictated by the GM. Some of these categories provide more insights than others, and the Other Events category can include anything from moments of significant character development or finding mystical treasures. + [B]Spirit & Mortal Phases:[/B] This is our replacement for the adventure phase and downtime. The Spirit Phase takes place in the Forests of the Horned God, where players gain Runic Insights. In the Mortal Phase, special encounter prompts are given to the players reflecting how the society of Aynbath forces the players to do something. When this prompt is dealt with, the GM will roll a Fate die vs the player's Destiny die, determining what unexpected impacts the player's might have on the prompt. + [B]Mystic Nature:[/B] There are three kinds of mystical nature that effect the game. Seasons (based off solstice and equinox) apply one rule to the whole world; Skies (appearing when powerful spirits are encountered) add a new rule for that encounter; Spectacles are something akin to stat blocks that can produce other encounters or challenges for the players. + [B]Burning Lubją:[/B] Lubją, proto-germanic for special leaves like sage, replace torches in this game and serve as a 10 minute timer. When the Lubją burns out, the shadow falls, increasing damage to all parties until Lubją is reignited. Lubją is only ignited during the Spirit phase. + [B]Mysticisms:[/B] These basically replace spells and traits. You gain Mysticisms from various sources, but you can only be under the effect of a number of mysticisms equal to your level. You choose the mysticisms you can access when you go change phases or if you spend a rest to do so. These are all streamlined ideas that allow you to play a new kind of Shadowdark themed heavily around the pagan mysticism we've based Aynbath on! Feel free to ask any questions about this stuff. [/QUOTE]
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[Aynbath] Shadowdark powered Dark Fantasy Adventure launching mid February
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