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In this episode, Anthony's character Rael is mobbing down a canal trying to reach and hopefully capture the assassin/bomber that did the terrible deeds. He gets hurt, then helped, then makes it just in time to see some real crazy business go down.
Mechanics in this episode:
Vitality starts out at 3X your Water stat. Rael took a bunch of damage, dropping him to -8. For each amount below zero equivalent to your Water Stat, the character takes on a Wound. Most NPCs have only 1, while most players start with 2 (Warriors, Monks, and Guardians get 3). If you take a wound, you're at minus 3 to all actions (per wound). Once you take a wound you're Fading, which means you could pass out at any time. Every 2 rounds you need to roll a Water check to avoid falling unconscious (bad news if you're hanging from a rope above a raging river). If you get an Epic or higher success, you're back in the game (no further need for Water checks).
If you do pass out, it will take 3 successful Water checks to come back. Every three rolls the Loremaster will roll a check to see if you take another wound. If you receive another wound you are effectively dead, unless a priest or other healer gets to you in time (Like Miracle Max in Princess Bride).
Stay in touch y'all!
Email us at: [email protected] (Re: Shattered Worlds)
Tweet us: @EIAPodcast
Like us on Facebook: Shattered Worlds RPG
and listen to our other show, Everything is Awesome with Jeff & KC
By Jeff Richardson4.9
1313 ratings
In this episode, Anthony's character Rael is mobbing down a canal trying to reach and hopefully capture the assassin/bomber that did the terrible deeds. He gets hurt, then helped, then makes it just in time to see some real crazy business go down.
Mechanics in this episode:
Vitality starts out at 3X your Water stat. Rael took a bunch of damage, dropping him to -8. For each amount below zero equivalent to your Water Stat, the character takes on a Wound. Most NPCs have only 1, while most players start with 2 (Warriors, Monks, and Guardians get 3). If you take a wound, you're at minus 3 to all actions (per wound). Once you take a wound you're Fading, which means you could pass out at any time. Every 2 rounds you need to roll a Water check to avoid falling unconscious (bad news if you're hanging from a rope above a raging river). If you get an Epic or higher success, you're back in the game (no further need for Water checks).
If you do pass out, it will take 3 successful Water checks to come back. Every three rolls the Loremaster will roll a check to see if you take another wound. If you receive another wound you are effectively dead, unless a priest or other healer gets to you in time (Like Miracle Max in Princess Bride).
Stay in touch y'all!
Email us at: [email protected] (Re: Shattered Worlds)
Tweet us: @EIAPodcast
Like us on Facebook: Shattered Worlds RPG
and listen to our other show, Everything is Awesome with Jeff & KC