Skyrock wrote:
Races:
Lacks Half-Vistani.
They're in there. They're just called "humans." One of my big setting goals with this version of the world was demystifying the Vistani, getting rid of the casual way they're referred to by an ethnic slur, and making it so they're less "superhumans who can do basically anything, even break the rules of the setting" and more "another tribe or ethnic group that happens to be thought of as mysterious because of their way of life." Half-Vistani are no more a different race than half-Falkovnians or half-Mordentish.
Skyrock wrote:
Skills:
- Guts – As for any horror game, this skill from previous editions should be re-added. Resisting horrors shouldn't be a freebie in such games, but there should also be the player option to harden yourself beyond the ability limit.
Take the Brave Edge. Even the Deadlands settings don't use Guts anymore. Deadlands Reloaded is the only one of the line that does; neither Hell on Earth or Noir use it, and they're both still horror settings. Personally, I think it's unfair to put a surcharge on being brave in a horror game unless being a coward or being
especially brave is a specific part of your character concept. But if you like Guts, you can add it back in and nothing will break.
Skyrock wrote:
- Socialize – I don’t see the point of it. Understanding etiquette is covered by Common Knowledge. Charming people is covered by Persuasion. Gambling is covered by, well, Gambling. (Although the latter is so irrelevant in most games that is better to cut it out and replace it with simple Smarts checks.)
Socialize is there to put gambling, playing polite games, and musical talent together in a category. I don't like Gambling as a separate skill outside of a western or noir style game, where "being a gambler" is a big part of the lore. In a Gothic adventure setting, "being good at music and art" is much more of an important facet of the genre, but most people who are good at that also know how to play polite card games, so it's all linked together/
Skyrock wrote:
Flaws:
- Cursed would probably better better in RL work as a flexible detriment, with the standard effect just being the default.
Probably. Consider the form of it here as an example. You can build a curse using the Dark Powers rules later in the book if you like.
Skyrock wrote:
- Iron Allergy requires to keep track of which wound has been caused by what, something that is very alien to the SW rules and adds bookkeeping. (The only exception I know of are trolls, and their wounds rarely need tracking beyond a fight.)
Not really? I mean, it only asks you to keep track of "did you take a wound from an iron or steel weapon during the golden hour?" If it asked you to keep track of it for long-term natural healing, that would be one thing, but it only asks you to worry about it for an in-game hour, which in my experience is usually a couple of out-of-game minutes.
Skyrock wrote:
Edges
- Dart Cloud: RoF 3 would mean nine projectiles per round. I have used similar edges for Chanbara games with SW, but for RL it seems a bit over the top.
I don't know where you're getting that. RoF 3 means "three projectiles per round." How are you getting that out to 9 attacks?
Skyrock wrote:
- Chosen of Ezra / Herald of the Dawn – I wouldn’t tie it too closely to particular religions. Turn Undead is too much of a staple of all clerics to tie it so heavily to a single splat. The way to go to define religion in SW is the deity's code, powers (banned powers, unique powers, trappings), and possibly professional edges to reflect unique orders and the like.
Consider it a means of distinguishing the religions in the version of the setting as I'm presenting it. "Turn undead" is only a common power for D&D-style clerics, and it's never really made sense for a lot of the religions. It's a big deal that clerics of Ezra can repulse monsters, so I made that their schtick. Just keep in mind that this is also a version of the setting where clerical magic is literally just another form of sorcery, not something granted by a god.
Skyrock wrote:
- Reputation – Be very, VERY wary of allowing Charisma penalties to be inverted to bonuses. Charisma penalties are both extremely easy and extremely cheap to stack and can turn ToWs into a cheap stunlock option. (Fatale is similar, but stacking actual Charisma bonuses is much more expensive and requires a lot of dedication at character creation, as most Charisma-enhancing edges are background edges. A Very Attractive Noble character won’t have room for other background edges and will face a hard beginning until she can get to the necessary rank for Fatale.)
Considering the new way Shaken works, I wouldn't worry too much about it.
De Montour wrote:Reputation is a straight lift from DLR iirc. It's very much situational. Try using those negative bonuses to get you in to the Duchess' Ball and see where that gets you.
Not quite a straight lift--the prerequisites and wording are different. In particular, I made the Rank requirement lower and made it more explicitly Intimidation-required.