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Swords of The Serpentine - Hardcover Role Playing Game Book, Pelgrane Press

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Social Combat in Swords of the Serpentine– Kevin Kulp explains the robust and fun social combat systems in Swords of the Serpentine that let you defeat a foe without laying a finger on them. Felonious Intent represents the hivemind’s ability to watch or remember an individual from multiple angles over an extended time, and to draw conclusions based on their past behavior Quests tend to be small, personal, and centered around self-interest and small groups instead of saving a nation or the world. Gear: Loincloth, well-honed sword, stolen dagger, rope and grappling hook that need only survive this one adventure, empty coin purse, empty skin of wine, empty belly, but a full and endless supply of disdain for the soft and the civilized. Standard Scurrilous Rumors represents your fungal hivemind’s link to sources of gossip from multiple locations throughout the city

There are various tables that help to define the scope and range of magical effects, and how much those effects cost in corruption. In addition, if a Sorcerer dies, they can spend all their remaining corruption in a Death Curse, and treat this curse as if it had been cast using more corruption than the Sorcerer expended upon their death. Why GUMSHOE for Swords & Sorcery?– Kevin Kulp on the match of system to setting in Swords of the Serpentine. After all that? You might have fun skimming the blog posts here at https://pelgranepress.com/category/products/swords-of-the-serpentine/; there you’ll find a number of free SotS resources for the game. Also head to the free SotS tools (including a hero generator and adversary generator) by contributing author Matt Breen, found at http://monstar.co.nz/matt/sotstools/

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Defenses – Health: Health Threshold 4, Armor 2 (chain, assuming he’s bothering to wear a shirt at all), Health 10 Special Abilities: Infection, Hivemind, Monstrous Ability (cost 3), Regenerate (half of health damage inflicted), Strength, Summoning (cost 3 – other Drowned)

Created by the disease wetlung, the Drowned are humans who can be puppeteered and possessed by Colony, an underwater fungal hivemind somewhere beneath the city. They can instantly communicate with each other when Colony wishes and use this hivemind communication to focus on and efficiently eliminate one enemy at a time. The Drowned seek to put themselves in positions of influence and power, all the better to promote the fungal intelligence’s inscrutable plans. I’m talking a lot about the skills and crunchy bits, but it’s worth noting that these are arguably all a bit secondary to defining a character compared to the big three: Adjectives, Drives and Gear. The way that the city's structure and story is woven into the setting and gameplay is illustrated by the Adversaries section. Each major faction in the city is detailed with an army list of commanders and minions, fully statted, so that any run-in with the City Watch or the Church of Denari can be immediately fleshed out with a complete cast of opponents. The corollary is that this is not a wilderness setting: the whole world where Eversink resides is detailed, with plenty of hints as to where you can take your characters for wilderness hex-crawling, but the action is clearly geared to Eversink itself. The spirit of the setting is closer to Early Renaissance with fireballs replacing firearms than medieval knights and castles, although there is some guidance for recreating Eversink as a steampunk setting if you want to shift the technological development needle. Out-of-the-box Eversink is such a rich and stimulating setting, though, that I doubt too many people will bother. In fact, I expect that, as with many Pelgrane products, gamers who aren't enamoured of Gumshoe will buy the book anyway for the superlative setting detail. You round the bend past the lower fort and there she is: the great city of Eversink, sprawled out on scores of islands across the sheltered water. Her jeweled and crystal turrets are reflected in a shimmering bay full of hundreds of brightly colored boats. Architecture from a dozen eras towers above a tangle of grand plazas and narrow canals. Temples to her goddess rise above the mansions and tenements, calling her people to prayer. She may be ancient and corrupt, slowly and inexorably swallowed by an endless bog; but she’s alive in a way most cities aren’t. She’s a melding of faith and stone and wood and water – and mud – that’s unique in all the world. It’s worth calling out that magic is an investigative ability, and it’s explicitly more potent than any other. This is because it comes with the cost of corruption — every time you use magic, you either corrupt the world or yourself, and it accrues. Magic is nasty, and I love it, but I also understand why they included optional rules for less potent but also less horrific options.Whenever Smaug’s roving eye, seeking for him in the shadows, flashed across him, he trembled, and an unaccountable desire seized hold of him to rush out and reveal himself and tell all the truth to Smaug. In fact he was in grievous danger of coming under the dragon-spell… However, that’s not the extent of the split. Allegiances are another kind of investigative ability, representing relationships and social connections. They work like investigative abilities — you can get information from a friend, after all — and you can spend pool to call in favors. If you are familiar with the Gumshoe system, a lot of this will feel familiar. If you are familiar with TimeWatch, it’s really familiar. But there are some quirks unique to this version of the system. In general, here are the basics: Your characters will discover leads that, if followed, propel them headlong into danger and forbidden knowledge. A lead might point the way to sunken treasure, jungle ruins, the missing key to a sorcerous trap, or the true identity of a notorious murderer. The GUMSHOE game mechanics ensure that you’ll always notice leads if you look for them. It’s up to you to choose which one you’ll follow into whatever perils lie ahead, in hopes of fortune, glory, justice, or just staying alive another day.

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