Which, I point out, has been successfully preserved! We can do it, if we get the fascist oilgarchs out of the way.
Read (manga): Tetragrammaton Labyrinth vol 3 (Ei Itou): This one I had not read, so it’s okay that I don’t remember it. Meg’s alarming backstory, then back to the present for massive demon attack, but some secondary characters have been promoted to PCs.
Played (Changeling the Lost): Berkeley 94. While everyone was talking last session, Everett was doing metalworking for his feelings. Melting things is apparently very therapeutic. Later, the group met up with Red and Badger at a coffeeshop to talk about fetches. Apparently Red and her fetch harass each other on Usenet. This reminds Theo to try to get a computer. Since she needs a job, having received the “thanks for your submission, expect a reply in 1d6+6 months” response to her stories, her brilliant plan is to get a job at a sketchy computer repair shop. Siddy also plans to go visit Sir Hiss again, since he may know King Mark’s backstory. Thessaly didn’t do much because her player fell asleep in lovely weather listening to cicadas.
Written (game design): 400:
If the wound die (plus hit margin, minus armor/toughness) isn’t
enough for a wound but kind of close, maybe it does a point of harm,
which stacks up and adds to any later wound die rolls? If it gets
to half the size of the wound die (so 5?) then it counts as fatigue
and if it gets to the full size (10) it’s a wound. Obviously we
could get complicated to let attacks add more than one harm, but
meh. Either it’s 1 wound or it’s 1 harm or it’s nothing. Take out
some blood to make cool red shades to protect from the gaze attack?
1 harm. Get some green slime on you? 1 harm per round. (Later I
may regret this.)
Let’s not get into psychic harm at this point. Psychic fatigue and
wounds are enough.
Does blood magic need more limitation beyond using your own blood?
Probably not if we set the costs appropriately.
Prophets are limited by the randomness of what happens when they try to
do the thing, and also by the horribleness of bad rolls. Unlike other
magical limitations, this could affect the whole party: biting snails
inside everybody’s armor! They also have some Psyche slots taken up,
though whether by mental problems or divine connections is probably not
answerable. Either way, if you somehow get rid of one, you stop
channeling that aspect of your god.
There should be some way for a prophet to eventually evolve into a more
controlled form of wizard, similar to a FTW but probably in a slightly
new paradigm, like foreign FTWs.
If we don’t have Harmony, what limits are there on the basic pushing that any
touched can do? Do we skip straight to psychic fatigue? That’s probably
fine for untrained usage like that, but martial arts and psychic powers
are like trained, specialized pushing so they shouldn’t be that
debilitating per use? Although, how bad is a slot of psychic fatigue?
Especially if you only get it when you blow a roll?