Fun idea! Could be used to force a character hiatus to allow the world to move on for a bit. Maybe after finishing a game series you want to continue playing in the world and with the same pc's, this could be an opportunity to sort of reset the game a year later. The players gain benefits and the dm can storytell all the changes that happened during that year to refresh what is happening in the world to create new conflicts "a year later." Go to Comment
Much has been already said. Strolen found a good application there, but it is still awkward for common use.
But I don't see this as a finished item... more like a prototype, the first successful version, a beta if you will. Maybe, one day will come a more manageable product, or simply a less powerful draught, that can be taken more times. Wouldn't it be easier to take one dose, and spend a week or few training to get a part of that bonus, with much smaller risk? Go to Comment
I suppose it depends on how long the downtime is for a group; if it's a group where they do things like taking a year of downtime for the mage to study and research new spells, the various characters using their wealth to improve where they live (perhaps building or repairing a keep or fortress, which is usually popular in a fantasy game), and so on... Then there's no real conflict; the party takes the downtime and does their thing, and in the gap the character takes the draught and trains to master the enhancement it bestows. Go to Comment
Oh, hey, that's a cool idea for using it. I like that; the party is given the Draught as a reward, or perhaps has it forced on them as part of a deal, and then get the downtime training... Hmm. It has potential, there. Go to Comment
I've had plenty of PCs with enemies who can take the downtime for that. Usually I've spent it fortifying the base of operations that I use; taking the time to be better equipped to handle combat against foes less-equipped for it is easily as justifiable. The *real* drawback, to me, is the inability to change your course of action midstream; if you declare that you're attacking the front-line orc, you're attacking the front-line orc, even if some bigger hazard is approaching, until your next initiative turns up and your mind catches up with your body. Go to Comment
You're right, likely; someone well in harmony with their body would likely be able to adapt a little more easily. The person with the easiest time, if you ask me, would be someone ready to train who has never had any kind of kinesthetic training at all. With nothing to tear down in regards to their perceptions of the self, they'd be able to build from the ground up right away.
It is, indeed, a permanent change. As Siren noted to me, it's basically Wired Reflexes In A Bottle, only without a nerve shunt or spell-switch to shut it off when you don't want to be amplified. I also agree that there is likely to be a long-term mental strain due to the differential between the speed of the mind and the augmented speed of the body... Go to Comment
Good description, but the application of the draught leaves alot to be desired. The penalty for using the draught IMHO completely offsets any bonus a PC could gain from it. Learning to use the enhanced abilities, at least a year in training, would require a long downtime for said character to master, removing them from a game unless the entire party takes a year long hiatus. I can feasibly see two actual applications of this draught, the first being the basic lesson of Kids, don't do drugs, and the second being a way to pump up a previously defeated foe as a shortcut to raising the NPC's level. Go to Comment
I would think that those already in great harmony with their bodies - trained martial artists, for example, might be able to adapt to the changes faster.
I'm not bothered by the time required - one can easily adjust the time to match the benefit.
It is far more dangerous then a potion of haste - it appears to be a permanent change. Personally, I think that even once trained, there is bound to be mental strain that will cause long term issues.
I've never even *heard* of that series, though that's likely more the fact that I never watch TV and only rarely see movies more than any obscurity of the show in question.
Thanks; I saw a lack of modern entires to the Quest, and then what with it being OhGodHundred Hours in the morning, this bubbled up from a memory of a story I once read about a gun that kept pointing at the person who had murdered the gun's owner before eventually going off and killing him. Go to Comment
The gun demands respect, as a thing unique to the world. And as a weapon of Vengeance, it made sense that it could claim vengeance when not given the respect it deserves. Glad you appreciated it. Go to Comment
I rather suspect that at least some of the people hunted down by each of Nightfall's wielders will feel that they were innocent, in some way, to whatever wrong the wielder desires vengeance for. I think that if each and every victim knew they were guilty and deserved this particular fate, Nightfall might let the wielder live - but then what of those who knew the victims, if they felt wronged by having the victims taken from them? It loops back to the need for vengeance, and so the legacy of self-destructive revenge continues... Go to Comment
This is a great item. It could be used for a Pulps or Supers game (SuperHeroes/ anti-heroes/ and so on). It works for a modern horror game, if the wrong person is touched by it. It is a total Urban Fantasy piece, magic touching the modern day. It just works.
I would throw all these freetexts on it, just so people could find it. Go to Comment
I think that there we find 'modern' magical items so rarely here is that because the items are familiar and close to us, and being near, they are not things of legend, the way we expect magics to be. Go to Comment