The Ritualist path reduces the xp cost for gaining/upgrading rituals, if you first tattoo the essence of the ritual...

The Ritualist path reduces the xp cost for gaining/upgrading rituals, if you first tattoo the essence of the ritual onto your skin. Does this mean to pick one ritual and tattoo it, or can you tattoo more than one?

Also, it looks like the second ability for the Storyweaver path allows the PC and allies to choose +1 spirit or +1 momentum with the relax option while making camp, while typically relax only gives +1 spirit. So is the value here being able to double up on momentum boosts when desired?

Comments

  1. Ritualist: as many as you want! This asset offers a way to reduce expenses for purchase and upgrade of ritual assets for Mystic characters. Just envision the cool/unsettling/unknowable tattoo you add for each ritual.

    Storyweaver: the +1 momentum is mostly there to make it beneficial for characters whose spirit track is already at +5. And, yes, it would add to any momentum boosts you otherwise receive during that move.

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  2. Awesome. And how would you count bonuses when multiple assets might apply? For example, a PC with ranger and archer sneaks up on an enemy through the woods and prepares an ambush to secure an advantage. This seems like it would trigger ranger ability 1 (using woodcraft to secure an advantage), ranger ability 2 (hiding or sneaking in the forest to secure an advantage), and archer ability 1 (taking a moment to aim). Does the player pick one to use, or do they all apply?

    My inclination is to say they'd all apply, since gaining +3 to the roll and +2 momentum on a hit would be fun and the ambush scenario wouldn't be used used super often. And the bonuses are just for the first roll, in any case.

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  3. Let those bonuses stack, as long as it's well supported in the fiction. It rewards players who want to emulate an archetype with a narrower focus.

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  4. Ok, great. Thank you! Your comments are really helping me get a better picture for how to run the game.

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  5. Sure thing! I will caveat my answer a bit after a more careful read of your question (sorry!).

    For the Ranger asset, the 1st and 2nd ability aren't intended to both support sneaking/hiding in the woods. The 1st ability originally just supported Gather Information but it felt a bit weak, so I unintentionally created some overlap. Woodcraft is probably too broad a term and I should think about narrowing it down. But, really it fits the archetype if a player has invested in the default ability and upgrade, so even though it's not intentional (by me) I think it works fine extrapolating it as you have said.

    I'm not at my desktop at the moment so can't check the incoming revised version of the Ranger asset (now called Wildblood to make it a bit more thematic), but there might be some language changes that distinguish the 1st and 2nd abilities a bit better.

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  6. For what it's worth, I don't think it's too powerful as is. It makes the ranger amazing at sneak attacks in the woods, but that's just the first round. It's a nice niche, probably fun for the players, and won't come into play in further rounds of combat, or against any reinforcements etc.

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