And I'm back. Time to read the Nevernever chapter.
I've got high hopes for this one, because I really like the Nevernever as a setting. My players will confirm; my games tend to end up there an awful lot.
Why is Butters saying he used to be a monster? Is it an "arrow to the knee" joke?
The other notes are pretty funny, I'm liking the tone here.
This Faerie Bargain campaign looks interesting.
"we are cheese upon the sauce and dough of creation"...I like Peregrine, I think she and I would get along.
Huh, I've been mispronouncing demesne. I think I'll stick with my way.
I like the PCs for Faerie Bargain quite a bit. Interesting personalities, strong relationships, and solid stats. My only real complaint is that Emily's Saboteur stunt seems to do nothing. I might also restrict Leave No One Behind to maneuvers and blocks, and give Ian some Fists/Might, but whatever.
I like the themes and threats, too. And the advice for wilderness play looks like good stuff, though I disagree with the comment about micromanaging supplies being boring.
Missing space in "But that doesn’t mean you can’t use Resources to make a declaration about what youalready have." Might not be much point in mentioning it now, but oh well.
The Magical Geographic Society and Underground Railroad game ideas sound like a lot of fun.
Windsnap's Catch should only be worth +1, since he only has 2 Refresh of Toughness to attach it to.
Is that an evil beaver-man? I should write stats for that.
The episodic campaign advice reminds me a lot of admiralducksauce's Highway to Hell game. I wonder if that's still going on? And that reminds me, is Undertown still going?
Saul's Catch shouldn't be worth +2, since he's only got 2 Refresh of Toughness. And also because it doesn't give him any weakness that Item of Power doesn't already give him.
Stat quibbles aside, I like the scrapyard scenario.
Argh, they're allowing mental attacks with evocation. Why? Why? Why?
I like the approach to "plot device" characters here. The mountain and the tree have good reasons not to have full character sheets and the things they can do are spelled out clearly enough for play.
Huh. They're interrupting each other in the notes. How's that even possible? You can't really interrupt text...
Why do so many of these NPCs have stunts from Your Story? The whole message of that chapter was "don't stick to these, make up your own stunts".
Then again, making up stunts has its perils. Home Defence probably shouldn't give +2.
That threshold-revocation trick would probably make a good Power. Would need something a little extra to be worth a Refresh, though.
Maybe I should take back my praise for their handling of "plot device" characters. The Tarantula definitely deserves a sheet. It's exactly the kind of monster that I'd want for a big fight scene.
I think there's a typo in the stats of its brood. Their stunt says says that they make Great Endurance rolls to spin webs, but they only have Good Endurance. Maybe there's a +1 bonus from the stunt that's not explicitly mentioned?
And that's an iffy use of "Human" Form, if you ask me. If you can't change back, that Power doesn't belong on your sheet. And why's their total Refresh cost unknown? Their Powers are right there.
The Piasa also deserves a proper sheet, but if they wanna stick to an outline and conserve space I see no problem with that. Though I do kinda wish they'd stop using the term "plot device", it's getting on my nerves.
Seems to me that the existence of this book breaks the pact with the Piasa. Tom's Crossing might not be happy with Paranet once this comes out.
Entropy as an evocation element, huh? I like it.
"an old woman who isn't much use in a fight"? She can toss out accuracy 6 weapon 6 attacks without breaking a sweat! (Which means her rote is underpowered, incidentally.) And with a defensive item, she could be pretty durable...
Control probably shouldn't be bolded in Auntie Ten's Thaumaturgy specializations.
It would be very easy to turn a "Safe Place" hobo sign into a "Dangerous Place" sign into a "The Shit Has Hit The Fan" sign. Wouldn't be so easy to change the sign back. Wonder if that's intentional...
Kinda tragic how lame the demon's Breath Weapon is. Makes me glad I use Natural Weaponry.
Blah, Demonic Co-Pilot.
Some odd bolding in Vincent Garrow's specializations. Also, his statblock seems to think that he has a Crafting strength of 5. He doesn't, though.
Vasiliki's statblock is off in a number of ways. No Lore skill, odd bolding in the specializations, no space between (Seelie Magic) and [-2], no mental toughness Catch, no comma between the Evocation specializations.
"You want to see a mad scientist, Borden? Keep it up!" is a great line. I should use it sometime, though it's debatable whether statisticians are actually scientists.
Why does the axe-wielding madman in the bunny suit have Great Empathy?
The Jersey Devil's Supernatural Strength should cost 4.
Turns out Evil Hat doesn't let Strength apply to Breath Weapon. It's starting to seem like they always interpret ambiguous rules in the way that makes the game less balanced. I mean, did Breath Weapon really need to be worse? Especially when you already have Claws and Fists > Weapons...
Man, that Cursed Car statblock is a mess. 4 Refresh of Powers, +2 rebate...-4 final cost? And why does it give Claws and Hulking Size? Why would driving an evil car turn you into a giant with claws? Because the car is big and dangerous, and therefore its driver should also be big and dangerous?
Okay, that's enough complaining. It might not be obvious, but I actually really liked the Urban Legends section. And the chapter overall, actually. I think this one has displaced the Russia chapter as my favourite.