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by ACodispo » Sat Feb 23, 2008 3:17 pm
Are the rules for rituals, wellsprings, and items similar to those in the Blue Rose Companion?
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ACodispo
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by Dragonspawn » Sat Feb 23, 2008 7:50 pm
ACodispo wrote:Are the rules for rituals, wellsprings, and items similar to those in the Blue Rose Companion?
Rituals and wellsprings yes (though there are a bunch of new rituals not found in the Blue Rose Companion).
Supernatural items, no.
Matthew E. Kaiser
Freelance Writer

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Dragonspawn
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by committed hero » Sun Feb 24, 2008 11:31 am
How do rituals work - with standard power rolls (since an adept must know the underlying power) or Knoweldge (Supernatural) rolls? If the former, what are the Knowledge Difficulties for - learning them?
The only thing I thought was strange in the rules is the interplay for a few feats and powers (notably alchemical and divinatory actions). Some of these require skills, some require feats, and some require powers as prereqs. There seemed to be little logic as to which actions allowed for skill rolls and which might provide power rolls. For example, why have a Prophecy skill when the Visions power can serve just as well? It probably would have been better not to introduce any new skills and present the options they provide (along with several feats that do the same thing) as powers - unless the author had some specific ideas in mind?
Great book, regardless.
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committed hero
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by Kommando » Sun Feb 24, 2008 1:10 pm
Ninasie wrote:One of the Adept Variants is "Superhero"
Would anyone be so kind as to summarize this variant?
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by Witchblade » Mon Feb 25, 2008 7:09 am
Sure; the superhero role is intended for those who wish to play games involving characters that typically have access to a variety of supernatural powers. Think of it as Mutants & Masterminds Lite. If you want details; I'm not sure I can provide those legally.
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by committed hero » Mon Feb 25, 2008 4:50 pm
The Drain Ability power has a prereq of "Drain Energy," but this is neither a power nor a feat. Is it the "Drain Vitality" power from the main book?
Plus, is this Ability damage or permanent drain?
Last edited by committed hero on Mon Feb 25, 2008 4:53 pm, edited 1 time in total.
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committed hero
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by Dragonspawn » Mon Feb 25, 2008 4:52 pm
committed hero wrote:The Drain Ability power has a prereq of "Drain Energy," but this is neither a power nor a feat. Is it the "Drain Vitality" power from the main book?
That is correct. It should be "Drain Vitality," not "Drain Energy." 
Matthew E. Kaiser
Freelance Writer

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Dragonspawn
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by ketjak » Mon Feb 25, 2008 11:27 pm
Kommando wrote:Ninasie wrote:One of the Adept Variants is "Superhero"
Would anyone be so kind as to summarize this variant?
Through the miracle of the OGL v1.0a we can freely post this open game content:
Superhero
Combat Progression: Fast (as warrior): 4 pts
Skill Progression: 2 + Int: 0.5 pts
Save Progression: One Good, Two Normal: 0 points
Power Progression: Fast (as adept), Narrow (access to about 12 powers): 1 point
Flaw (Slow Feat Progression): Only gains one feat every odd level: 0.5 pt bonus
Feat Access: Pick one group (Martial, Expert, or Adept): 0 pts
Core Ability: Relentless
Edit: Thanks, ACodispo. Although I think we're safe doing this (I think next time I'll create my own version using the same rules), I'll cover me, the mods, and the board owners by reproducing the OGL in really small type. That keeps it from being obnoxious unless you're reading this on a mobile browser; if you want to read it, copy and past into a text editor. A link would be even better, and probably qualify as reproduction:
THIS LICENSE IS APPROVED FOR GENERAL USE. PERMISSION TO DISTRIBUTE THIS LICENSE IS MADE BY WIZARDS OF THE COAST!
OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc. True20 Adept’s Handbook Copyright 2008 Green Ronin Publishing, LLC.
Edit 2: Now in compliance by quoting copyright for the Adepts Handbook.
Et voila.
Last edited by ketjak on Tue Feb 26, 2008 10:11 pm, edited 2 times in total.
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by ACodispo » Tue Feb 26, 2008 5:30 am
ketjak wrote:Through the miracle of the OGL v1.0a we can freely post this open game content:
Only if you include the text of the OGL in your post (according to article 10 of the OGL).
Luckily, maybe, the U.S. Copyright Office seems to imply that game system details such as you posted, even including terms of the system, are not subject to copyright. Only the "particular manner of an author’s expression in literary, artistic, or musical form." I don't really know whether any of the text in the above block would be considered "particular [...] expression." Copyright law is scary.
Anyway...
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ACodispo
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by Kommando » Tue Feb 26, 2008 9:46 am
ketjak wrote:Lots of stuff with tiny letters
Thanks, though it more than answers my questions. When playing with the point buy system, I worked out that building the Superhero from the adept would be the more logical choice. Of course, that would be in a system where I end up tossing out the regular power system and use M+M Ultimate Power along with optional fatigue rules from the Masterminds Manual to create a Hybrid. Seems kind of interesting how they managed this one without reference to their flagship game. I may yet pick it up at some point (I usually wait for the print copies since I like to hold books).
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Kommando
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by ACodispo » Tue Feb 26, 2008 3:29 pm
ketjak, I must congratulate you on the smallest OGL ever, and also remind myself never to sign a legal agreement with you if there are funny looking dotted lines near the bottom of the page.
</tangent>
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ACodispo
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by ketjak » Tue Feb 26, 2008 3:53 pm
Those funny-looking lines are just borders. Pay them no mind.
However, I am out of compliance - I need to include the AH copyright notice to fully comply. When I edt it tonight I'll see if I can make the BBS can take font size=.5 
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ketjak
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by Web Warlock » Sun Mar 02, 2008 5:16 pm
Been playing around with this book now for a while and it is worth every penny.
Tim
The Other Side"Tá an chumhacht agaibh. Cosnaímis mé, a Chosantóirí na hÉireann!" - Ghosts of Albion: Blight
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Web Warlock
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by The Shadow » Wed Mar 05, 2008 11:53 am
I got this book yesterday and have been impressed. It has definitely given me some ideas for some variant adepts I'd been stalled on. The rituals, wellsprings, and foci will definitely see use! (Though as someone else said, I'm tempted to tweak the foci somewhat.) The runes are a bit too "realistic" for my taste - I'd have preferred something more generic - but are still a useful addition.
Many fun ideas in the Supernatural Philosophies. I particularly like the Drawback for Illusionist, though I think they need a heftier Perk to balance it out.
On the gripping hand, there are some oddnesses. Tireless and Relentless seem like utterly useless core abilities, since one can already spend Conviction to eliminate Fatigue. Am I missing something here?
The powers are a mixed bag. Some are welcome patches to obvious holes in the power list. Others are grab-bags I can only describe as quirky. (Glamour, for example.) Others are manifestly overpowered (Mana Blast is just plain better than Elemental Blast; Mana Shield is a complete no-brainer. Time Shaping should be split into several powers. I'm very skeptical about Deflection vs. Combat Sense - and do they stack?). Others are much too weak - why are Fasting and Vigil separate powers? (And why not simply uses of Body Control?) Synchronicity is an example of a power that will either derail the Narrator's entire plot or else be window dressing.
(Also note Celestial Shaping, cribbed from Caliphate Nights, references a CN mechanic, Complications, that doesn't exist in base True20!)
For me, it just goes to show that True20 is *crying out* for an effects-based power system. We need a way to put building blocks together to create powers in such a way that we can feel confident the results are reasonably well balanced. (Perfection in this regard is not possible - but we can do better.) M&M is the obvious place to look here (and the best powers in the book rifle the M&M power list) though multiple tweaks will be needed to fit True20. I've been ruminating on this for some time now.
P.S. Is there any way to cut a Wellspring Master off from their wellspring? This seems like an obvious thing to try to do.
"All right, I am not the Shadow. You have nothing at all to worry about. Except, oh, wait, I'm pointing a gun at you."
--The Shadow
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The Shadow
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by iwatt » Wed Mar 05, 2008 12:16 pm
The Shadow wrote:For me, it just goes to show that True20 is *crying out* for an effects-based power system. We need a way to put building blocks together to create powers in such a way that we can feel confident the results are reasonably well balanced. (Perfection in this regard is not possible - but we can do better.) M&M is the obvious place to look here (and the best powers in the book rifle the M&M power list) though multiple tweaks will be needed to fit True20. I've been ruminating on this for some time now.
I started giving this a rty, and it was.... hard. Hard in as I've already got a full-time job, 
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