The 196B fails at life!
Sep. 18th, 2006 11:14 pmI built a third solar, a Dawn Caste this time. Not so much smashy smashy as "Look at me! I'm fast and I ignore penalties to my defense!". She is also half Zenith, what with such high Resistance and Survival. It should be good!
I'm still having trouble adapting to second ed. I keep forgetting exactly how to use the new abilities and wrapping my head around Intimacies is giving me a run for my money. I miss the old nature system, but I can see the advantages to this one. Social combat stats are useful and seem to really cut back on the endless die rolling, but it still feels a little disorienting. Give me a few sessions. Just give me a few sessions and a lot of redundant questions posed to my fellow players. I always ask redundant questions. You gotta repeat stuff to me over and over again before I learn anything. I must say, though, I find the charms section much neater with all the die adders, auto-successes and all of that safely tucked away with the Excellencies.
We very briefly started Misha's chronicle, which consisted of Hugh's Aja being sneaky (and quite good at it too, but the plot arc demanded that even charm use could not completely overrule it all), cryptic letters ("Why are you here?" indeed!), Mitchell flirting with my character (apparently, we're picking up where we left off with the DragonBlooded game), some Realm-affiliated troups bursting into the bar we were all at (Five Solars walk into a bar...) and a dog look-alike lighting up auras around us all with a single howl. This wasn't a problem for most of the patrons, but the five of us started glowing gold. Hello, we're Anathema, how are you? Misha apologized to be railroading us, but I have faith in him to lead it to an interesting place.
I'm still having trouble adapting to second ed. I keep forgetting exactly how to use the new abilities and wrapping my head around Intimacies is giving me a run for my money. I miss the old nature system, but I can see the advantages to this one. Social combat stats are useful and seem to really cut back on the endless die rolling, but it still feels a little disorienting. Give me a few sessions. Just give me a few sessions and a lot of redundant questions posed to my fellow players. I always ask redundant questions. You gotta repeat stuff to me over and over again before I learn anything. I must say, though, I find the charms section much neater with all the die adders, auto-successes and all of that safely tucked away with the Excellencies.
We very briefly started Misha's chronicle, which consisted of Hugh's Aja being sneaky (and quite good at it too, but the plot arc demanded that even charm use could not completely overrule it all), cryptic letters ("Why are you here?" indeed!), Mitchell flirting with my character (apparently, we're picking up where we left off with the DragonBlooded game), some Realm-affiliated troups bursting into the bar we were all at (Five Solars walk into a bar...) and a dog look-alike lighting up auras around us all with a single howl. This wasn't a problem for most of the patrons, but the five of us started glowing gold. Hello, we're Anathema, how are you? Misha apologized to be railroading us, but I have faith in him to lead it to an interesting place.