Jerris Sewer Crocodiles

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Mataxes
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Jerris Sewer Crocodiles

Post by Mataxes » Fri Sep 01, 2017 1:25 pm

New blog post up today, featuring the game stats for the crocodiles encountered under the streets of Jerris during the scenario I wrote for this year's GenCon. It's another example of what can be done with masks -- in this case, there are multiple masks applied to the base crocodile from the GM Guide.

http://fasagames.com/2017/09/01/getting ... the-swing/
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Calamrin
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Re: Jerris Sewer Crocodiles

Post by Calamrin » Sat Sep 02, 2017 6:48 am

First time ive seen masks...they look like a fast easy way for GMs to modify encounters and make them individual, without having to spend hours creating them

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Re: Jerris Sewer Crocodiles

Post by Mataxes » Sat Sep 02, 2017 2:19 pm

Calamrin wrote:
Sat Sep 02, 2017 6:48 am
First time ive seen masks...they look like a fast easy way for GMs to modify encounters and make them individual, without having to spend hours creating them
That's the goal. Both of the creatures in the post are based off the crocodile from the GM Guide.

Masks provide a way to make some easy modifications (based on size, for example, making a creature "small" or "huge" among others), but hopefully a guide to what degree of change bumps creatures up or down in terms of their relative (approximate) challenge level.
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Indragnir
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Re: Jerris Sewer Crocodiles

Post by Indragnir » Sun Sep 03, 2017 7:03 pm

Really like Masks. We know Companion will include all higher Circle information, Creatures and Masks, Enchanting and Knacks if I'm not mistaken.
Something more? (like Named Horrors?)

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Re: Jerris Sewer Crocodiles

Post by Mataxes » Sun Sep 03, 2017 8:55 pm

Named Horrors, yes. Airship and Riverboat rules as well.
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Indragnir
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Re: Jerris Sewer Crocodiles

Post by Indragnir » Thu Sep 07, 2017 8:16 am

So book maybe over 300 pages?

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Re: Jerris Sewer Crocodiles

Post by Mataxes » Thu Sep 07, 2017 1:09 pm

Almost certainly.
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