1. |
You use your Self-Control to resist going into a Frenzy. When you use Self-Control, you can never roll more dice than you currently have as a rating in your Blood Pool. Quite simply, the hungrier you are, the less easily can you resist. |
2. |
When a hero leaves a cult, he loses his piety relationship and all magic gained from that deity. If he later recants and returns, he starts over as if he were a new worshipper. In some cases, the hero may return with his relationship and magic intact, but this is rare and subject to the deity's (and narrator's) whim. |
3. |
Knights are primarily rural dwellers, and the city simultaneously lures and repels. Landholding provides long-term security and support, but noblemen still need the luxuries provided by cities. Knights dislike cities because they are close, dirty, and full of unrefined commoners who hide behind their urban citizenship to taunt the nobles. |
4. |
Grogs are the henchmen of the covenant, and can be guards, servants, messengers, cooks, carpenters or individuals of any mundane profession. Essentially, they include all the people who keep the covenant going but are not central to the saga. Each player makes several grogs, but once created, all grogs are played in common by the troupe. |
5. |
Surrounding your stories and your campaign is a squirming mass of carmine power. It is not simply the muscle structure of the game; it is the celestial force that you, yourself, as the Hollyhock God will use to bend the World of the Ash to your will. |
6. |
Every person in the 'Verse is unique. Even identical twins have different personalities. And just because folk are in the same line of work doesn't mean that they're cut from the same cloth. Take two doctors, both in the top three percent of the same prestigious school on the Core. One doctor might be soft-spoken, fussy about his clothes, and fiercely loyal to a crazy sister. The other could be barrel-chested, brash, and hides a drinking problem. While their medical capabilities are much the same, they are two very different folk. |
7. |
The true gods are not the gods of humanity. Somewhere in the heart of the space-time the conceptual weight of the cosmic principles grows so dense that they take material form and the rudiments of identity. We call them the Outer Gods. They have no real personality or agenda - only urges. [...] You may speak to them all you want, but they do not speak back. Yet sometimes they come when you call. |
8. |
Night Speech is the language of the Bats. This speech can only be heard by those with Keen Ears (or Bats). Anyone who can hear the speech can learn to understand it, only Bats can speak it though. |
9. |
These are the five Xia Virtues that all righteous heroes in the Wulin revere. If you achieve these, the common folk and any other martial artists nearby will pass on tales of your greatness - and the Wulin Sage will mark you for future monitoring to see if you are worthy of higher Rank. |
10. |
The most perplexing problem facing paranaturalists is the existence of several paraspecies of vertebrates that have three pairs of limbs, with one pair typically forming a set of wings. Most familiar of these are western dragons and griffins. The presence of six limbs violates long-standing theories of vertebrate evolution, and no satisfactory explanation yet exists. Even the normally garrulous and opiniated great dragon (his classification) Dunkelzhan refuses to address the issue. |
no subject
Date: 2007-01-13 08:38 am (UTC)Hmm, well 10 is definitely Shadowrun (but from which edition? or is the same text more or less in all versions?), which used to be published by FASA, but I know it's someone else now. Just can't remember who it is without cheating.
Likewise, 4 is definitely Ars Magica. The 3rd edition was published by White Wolf, which was a change from previous editions, whose publisher I can't recall. The 4th edition was published by Atlas I think.
1 would be from Vampire: The Masquerade, published by White Wolf. Was there ever any sinister relation between White Wolf and Wizards of the Coast? Is there any dark and mysterious significance behind the common theme of Noun: The Othernoun games?
I'm guessing 3 is Pendragon published by … um, I can't remember.
Even more of a guess, is 2 Rune Quest? If it were, then it would have to have been published by Chaosium, right?
I don't know what 9 is, but I'm thinking I really ought to find out.
Lastly, 7: Things That Man Should Wot Not Of and all that. Hmm. So little experience here, but I'll take a stab in the dark and say Call of Cthulhu (did I spell that right? I hope not!).
no subject
Date: 2007-01-18 04:52 am (UTC)1. Vampire The Masquerade [First Edition] (White Wolf)
2. HeroQuest (Issaries)
3. Pendragon [The Great Pendragon Campaign] (Arhaus)
4. Ars Magica [Fourth Edition] (Atlas Games)
5. Nobilis [First Edition] (Pharos Press)
6. Serenity RPG (Margaret Weiss Productions)
7. Call of Cthulhu d20 (Wizards of the Coast/Chaosium)
8. Ironclaw (Sanguine Games)
9. Weapons of the Gods (Eos Press)
10. Shadowrun [Second Edition] (FASA)
I accepted any company that might have published the game (such as Chaosium for [1]) or any similiar game (such as Hero Wars and Runequest for [2]). And I accepted "Firefly" for "Serenity." Universal are much more generous when it comes to licencing their product, which is why there was no mention of the series in the game.
I'll mini-review later.