Fierce Folk

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Falenthal
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Re: Fierce Folk

Post by Falenthal » Sun Apr 10, 2016 6:58 pm

The usual outcome for this should be that the Balrog is able to do some Edges and the Dunleding eventually fails his Protection tests; or that the Dunleding becomes Miserable and turns to be the servant of the Balrog.

In this playtest, are the Hope points reduced by some amount to represent the time spend adventuring to gain those 100XP? That will make the Dunleding Miserable faster still.

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Indur Dawndeath
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Re: Fierce Folk

Post by Indur Dawndeath » Sun Apr 10, 2016 9:31 pm

Even a Torment, That would give him Shadow x 2 Endurance damage, Can be converted to just another point of Shadow!
But Seriously I would not allow him to use this ability, if he were at Shadow = Max Hope
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Glorelendil
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Re: Fierce Folk

Post by Glorelendil » Mon Apr 11, 2016 1:13 am

So the real question here is: if the Balrog seizes a Companion, and another Companion disarms the Balrog, does he drop the first Companion?
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Terisonen
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Re: Fierce Folk

Post by Terisonen » Mon Apr 11, 2016 8:32 am

Just seeing a Balrog is not worth a Corruption Point?
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Falenthal
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Re: Fierce Folk

Post by Falenthal » Mon Apr 11, 2016 8:58 am

Glorelendil wrote:So the real question here is: if the Balrog seizes a Companion, and another Companion disarms the Balrog, does he drop the first Companion?
Should check if the mechanics support this, but common sense tells me that:

If Seized by some kind of object (giant-sized whip, spider's web, net,...), then the Companion is still Seized. That's only important if the battle isn't over and there are still enemies present.

If Seized by a creature (wolf's bite, tentacles, hypnotic gaze of some kind,...), then the Companion inmediatly ceases to be Seized.

Bordeline situations might arise, of course. That's why we need a human Lore-master always present when running RPGs, and can't rely on computers doing so. ;)

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Rocmistro
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Re: Fierce Folk

Post by Rocmistro » Wed Apr 13, 2016 8:19 pm

I'd probably rule that the seized person stops being seized in either case. If there was a lingering affect (like ropes, chains, spider webs, a balrog's whip), I would probably impose a continuation of the seized condition, but treat it as "moderately" or "severely" hindered until they make an athletics test to completely remove themselves from the snare.
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Southron
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Re: Fierce Folk

Post by Southron » Thu Jul 07, 2016 9:13 am

Indur Dawndeath wrote:
But Seriously I would not allow him to use this ability, if he were at Shadow = Max Hope
If I am reading this as the PC could use fierce folk until his shadow= his max hope that seems like a reasonable limit.

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Re: Fierce Folk

Post by bluejay » Thu Jul 07, 2016 10:50 am

If the Balrog's flaming 'aura' is represented in a similar way to dragons' firebreathing ability defined in Erebor then it would be generating insane piercing blows every round so that would take care of this.

Certainly you could try a Dunlending vs a Dragon (of each different kind) to see whether he ended up surviving particularly long. The way I see it the chances for piercing blows gets very high. It's still an insanely powerful ability though. I'd almost prefer (both mechanically and narratively) that the Dunlending effectively 'escapes' the combat in some way taking the Shadow point but no damage.
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Yepesnopes
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Re: Fierce Folk

Post by Yepesnopes » Fri Jul 08, 2016 9:39 am

bluejay wrote:Certainly you could try a Dunlending vs a Dragon (of each different kind) to see whether he ended up surviving particularly long.
That makes more sense to me, as stats have appeared now in the Erebor supplement. It may as well be that your Balrog is nothing more than an over-sized Troll and then it is totally fine how Fierce folk works.

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Re: Fierce Folk

Post by Angelalex242 » Fri Jul 08, 2016 7:51 pm

As the dunlending keeps using this...

Balrog: I can show you the Eye...the power of Mordor is much stronger, tell me human, when did you last let your Shadow decide...

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