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TheOneTrueJames

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A member registered Jan 26, 2021 · View creator page →

Recent community posts

This is wonderful! But please provide the option to export as transparent background high res PNGs! We beg you!

Also, the Sarai-Tu are fantastic. 

I really enjoy the magic system, and I'm excited to see where this goes!

I'd recommend changing the name of the stat "skill." That could get confusing around the table, since at least a non-zero number of players will refer to stats as "skills" too.

Making Beasthood and Insight opposed stats is a beautiful touch.

Making essentially all combat checks opposed rolls is a really interesting mechanic that I'd love to see expanded on. Stamina Points also work really well with this system. I would recommend that parrying and dodging also require SP. Players then have to make an interesting decision: do they use all of their points on their turn, or do they leave one or two SP in reserve to defend themselves before control returns to them and their SP regenerates. That is also pretty similar to how From Soft's games handle stamina, albeit in real time.

I'd personally give stealth a little more crunch. I like what you have with the different types of being noticed by monsters. 

Unless I missed it, what happens upon player character death?

This is really shaping up well, and you could easily make a non-Bloodbourne version of this game into something standalone. I'm excited to see the next draft.

I really enjoy seeing a non-dismissive, positive representation of tribal culture. The mechanics and lore tied into the tribes are strong. Given all of that, I'd like to see the tribes be more knowledgeable about the temples than they appear to let on (and while I don't know the specifics of the Uplifts setting, they possibly built or played a role in the constructions of their temples as well).

Using the hunter club and the resorts as endless villain and plot generators is beautiful, and ties into the focus and tone perfectly.