Tuesday, May 25, 2010

Channel Link

There have always been a number of questions about how we play the cards that are in The Dragon Storm RPG. As everyone knows the rules themselves make your GM the ultimate judge of the game, not us. Your GM has the authority to overrule anything said here.

In our games the Channel Link bonus of +1 WIS only is added when there is an active link. This represents the Link provider to access some of the experiences of the participants. It also opens the link to the dangers of Tap the Link and Blast the Link in trade for the bonus.

The card itself has no time required rituals for forming a Link nor any indications of the rituals used. These we left open to the interpretation of the players and GM's. Since we lean towards role-playing we need one hour of ceremonies to set up the link. Each player determines the ceremony their character needs to perform to activate the link. We let them describe it.

Channel Link itself is a Universal Boon and is available to even those ugly scum who we call Pylos Necromancers, you know the ones, they want to drain all shape shifters. This gives the Necro access to all of the Channel cards. I use this much less than I should because I am too lazy as a GM to keep track of this correctly. It is also a dangerous power to give to the bad guys.

The card itself also gives only one way the Link can be disrupted. Blast the Link adds another. Blast the Link also sets a precedence that outside powers can break a Link. In our games the GM's have a number of different ways a Link goes down. Some of these actually become the source of adventures trying to eliminate whatever is messing up links in an area. We use Link breaks as hooks for stories etc. However, where the characters have trouble with Links, so do the Necros!





-- Post From My iPad

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