![]() ![]() There's usually some scheme for companions to get points and choose perks. If they die, it's on the jumper to fix that or live with the loss.Ħ. Companions don't automatically resurrect. It's been a mixed bag for jumpers in practice, sometimes good and sometimes bad.ĥ. No quitting, the jumper has to tell them this before they join. Once a companion joins, they're in it for the long haul. Another brought along all nine Sailor Senshi from Sailor Moon while a third recruited a Danmachi deity and attached familia.Ĥ. For example, one jumper who had a teaching role at Hogwarts invited the named Hogwarts staff along after establishing close friendships there. There has to be some sort of bond or connection. There's no limit to the number of companions but Jump-chan will usually insist on some manner of reasonable sanity. (Charisma perks have a special toggle for these situations if needed, in case they go far enough to qualify.) They don't have to believe the jumper, only agree to come with them freely.ģ. No undue manipulation, mind control or whatever. They have to be told the basic information and choose to come along of their own free will. Ignore the standard rules for them, including anything in jump docs.Ģ. I've never been happy with the companion rules as written, but as of now this is how I roll.ġ. I might switch the 400 and 600-point ones depending on feedback., and there's almost certainly more I can do but I think that for now, this is good.īeen feeling this out for a long time. I'm not 100% happy with the new Rebel Perks, however. I've also expanded the notes section to clarify that the lack of fidelity to hard game mechanics means that having one perk that does something regarding game mechanics did not mean it invalidated something else.\ as well as how I'm handling damage reduction regarding materials from other settings Honestly, the concept fits a little too well with how the book describes the typical drowish attitude toward romantic love. It no longer makes you immune to, and in fact explicitly says it does not make you immune to, divine magic in general but I did add conceptual bullshit to the list of things it protects you from: So you're safe from direct divine power/intervention, reality warping, and conceptual bullshit.Īnd at the suggestion of a commentator, I added an "a drow is Yandere For you" drawback, since. I also tweaked the immunity half of Betraying the Betrayer. ![]() I also removed the explicit mention of alignment from the Flesh Herder's description. ![]() I did this mostly because of an expressed disappointment with explicitly evil companions(even Neutral Mountebanks are pretty nasty) and partially becuase I couldn't think of scenarios for the other origin companions. The Betrayed Heiress is no longer the discounted Scoundrel companion, replaced by the Fiendish Rouge-an Albino Drow Mountebank-though is still available as an undiscounted companion. worst case scenario doubling the origin perks should counterbalance the perk-heavy general perk section. ![]() I tried to focus on proactiveness with most of the new perks, so hopefully, that adds a little bit more of the "bite" that was missing. didn't end up changing as much as I thought I would but I did make a handful of adjustments to a couple of perks based on feedback.Ĭhanges: In addition to the new perk and new drawback I previewed here already, I've swapped Mastery and Enduring, expanded the Origin perk lines so that they now have two perks of each tier, reworded a couple of perks to either be more clear on what it does or in how it fits with typical drow society. ![]()
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