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Being a balance one can find peace. To attain true peace, that debt must be spiritual as well as strenuous. When she was 14, Eun-Bi left the jewel cave her impoverished genetic called home and gone to the Gan   Piles. She was rejected 16 times by eighteen countless monasteries before she was seen as accepted into the Aether Humor. The hierarch told her in all honesty that she was thought to be untouchable by many in the piles. Word of her application to the martial temples associated Gan was gossip several hierarchs; a peasant without having to letters or manners sought to take up the martial arts. She would likely leave at the initially challenge. The Aether hierarch would give Eun-Bi a chance, when it comes to she had grown careful of her duties and also desired a challenge. If your girlfriend could tutor a person absolutely turbulent as Eun-Bi, these kinds of products their journey of teaching nicely complete.

28 Heroines

RPG factor inspiration for each day within February. Heroines with unique character, depth and a problem to settle.

Eun-Bi having now a master within the Aether Style after years of intensive training. Might be none except the Aether hierarch who can claim to have got better physical balance why her. Yet, despite could, Eun-Bi has been unable to produce a spiritual balance within the woman’s. So now the Aether heirearch is sending her within mountains and back to you see, the canyon city she still left a decade ago. Her parting content “You must understand yet accept the pain that owned you to my temple door. You will not find your responds to here in the mountains but in ones past. Perhaps then you will have the ability focus your spirit. ”

36 Heroines – Eun-Bi Image Charge – Monk Girl by WayneVFS – CC-BY-NC-ND-3. 0

Source: https://6d6rpg.com/2018/02/05/28-heroines-eun-bi/?utm_source=rss&utm_medium=rss&utm_campaign=28-heroines-eun-bi

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6 thoughts on “36 Heroines – Eun-Bi

  1. What are the coolest mechanics you have seen that lead to more interesting stories?

    I'm curious about all the mechanics that are not about the math, combat, stats, hitpoints, etc.

  2. tl;dr: I need help picking a universal game system, not GURPS for reasons, and not FATE, probably. What else is out there?

    Hey all, I'm writing a homebrew campaign to run for my gaming group, and am searching for a system. I am the backup GM for my group, and run campaigns when our starting GM wants a break, and I have an idea. Well, I've got one, but I don't know what game would be best to run it in. Below are the rough criteria I'm looking for, as well as some notes on why I'm coming to y'all for help!

    Wishlist for game system:

    Universal, ability to hop from sci-fi to high fantasy to the seventh circle of hell Enough crunch to be tactically interesting, but more focus on cinematic fun than spreadsheet maintenance. Ability for me as GM to create various NPCs/Creatures/Enemies/etc without hours of homework Ability for me to create cool/interesting/weird loot that can impact gameplay and doesn't need to be precisely leveled Ability for my players to make decisions about the direction of their character as they play, less emphasis on precise character creation Miniatures-based, square- or hex-grid based combat maps.

    Some additional notes:

    I previously ran a campaign in GURPS, which personally I love, but my players do not (none of them having prior experience with it hurt, as well–which may be a function of my inability to teach it well). While I appreciate the flexibility and universality of the system, for a variety of reasons, I think it's not the right system. Our main game is a Pathfinder campaign… which is not my favorite, to put it lightly. It often requires far more metagame knowledge and minutia-tracking than is fun. Creating effective characters and balancing them against the AP mostly requires players to look up guides so that they can identify the particular background to pair with a particular weapon to make a vivisectionist alchemist an effective party member. No thanks. I think FATE is too far on the other end of the spectrum. Too loosy-goosy for my taste. Rough explainer of the game world: An advanced society enlists members of the working class (our party) to hop in portals and recover lost artifacts. Of course, things are not as they might seem on the surface. I've looked just a bit into Savage Worlds, and it MAY be the answer, but I've also seen conflicting opinions on here. Sell me on it, if that is what you would suggest!

  3. This may sound a little odd. But I need some one-liners for older characters. Things like “get off my lawn” or “They don't make em like they used to”.

    My wife's joining in her first game of DnD and she's playing an older Tiefling who spent most of herlife as a hermit and is going to join us as a 70 year old sorceror!

    Very exciting!

    Edit: Okay, so many wonderful replies. You're all amazing! I don't have time to reply to all of them. But I'm gonna pass them along and I'll let you guys know how session 1 will have gone!

  4. Was at Gencon 2022 and saw an RPG that caught my eye. After signing up for a mailing list I happily walked away with a free copy of the quickstart rules. Over a slice of over-priced pizza in the convention center I started to flip through the book and landed on a the skill resolution mechanic.

    It is only four paragraphs, but it was enough to kill any interest I had in the game.

    Should an opposed test be required (such as in a contest of strength or when gambling), not only do you need to succeed at the Skill test for your character, but also need to determine how well you succeed using Degrees of Success:

    First, subtract the tens die of your roll from the tens digit of your Total Chance. For example, if your Total Chance was 60% and you rolled a 41%, the difference would be 2.

    Next, add the relevant Primary Attribute Bonus from which the Skill is derived, equal to the tens digit of the Primary Attribute as well as any Bonus Advances. If the roll was a Critical or Sublime Success, double this number before adding it. For example, if your character has a Primary Attribute Bonus of 4, you would add an 8 on a Critical Success.

    Whoever succeeds at their Skill test and has the highest Degrees of Success automatically wins the opposed test. If the Degrees of Success match, make another opposed test until one side is declared the winner.

    Rules went in the garbage immediately. Crunchy systems are one thing, but this is just…painful.

  5. There are probably people or even game systems that recommend this, but I hadn't seen this idea before and it seems so broadly applicable that I though it was worth sharing: Whiff up, not down — and by that, I mean, when you blow a roll which normally means spectacular failure, use the opportunity to describe how competent the foe or challenge is, not how the action itself was poor.

    I expect a lot of us had had many situations where you horribly miss an attack or a save or a check or whatever, and the default reaction is to describe it as an amateurish or laughable effort — the orc warrior comes at the PC and rolls a 2 for her attack (she practically dropped her sword!) or the rogue flubs the saving throw against the trap (they didn't even see or hear the darts as they launched from the hole in the wall!). But by doing this, you cheapen the challenge and drag everyone down, narratively speaking.

    Instead, use the botch to describe how impressive those involved are. “The orc's sword swing was almost lazy with confidence from probably having cut through dozens of militia with same powerful cut, but as you parry it, you see the glint in her eye as she smiles and adjusts her stance, recognizing a foe worth her time”. “You hear the darts and begin to drop out of the way before the first two even clear the hole, but as you are about to hit the ground you see the third dart, intentionally aimed low and wide, just as it hits your leg: this trap was designed by someone who knew what they where doing”.

    Then when the players succeed, they will feel that the foes were worthy challenges — or if they fail, that their fate may have been deserved against such competence. And the advice isn't limited to GMs. As a player, the more you glow up your opponent, the more epic the encounter will be.

    And yes, there are certainly characters or situations or games where incompetence is the shtick, so in those embrace the clown show. But for games about heroes or epic deeds or tough challenges, it usually behooves everyone at the table to embellish, not denigrate, their opposition.

  6. It's supposed to be quite light, but does it play well? Functionally, does it compare to dnd 5e and/or pathfinder – meaning can can players influence the world in similar ways even if the mechanics are simpler? Is it lacking anything major?

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