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Lying Cat

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  1. I've been spending a fair old while working through an RP setting and as I'm partially awake at the moment I figured I'd drop a recommendation here on the forum because the game absolutely deserves recognition because of the incredible quality of the work. The game is called Degenesis and it follows the struggle of humanity in the centuries after the apocalypse happened. The other thing that's worth noting is that they make all the PDFs completely free on their site. Well. you need to sign up, but it's a good trade. The game is set approximately 500 years after Earth was struck by a swarm of asteroids; none as big as the one that wiped out the dinosaurs, but large enough to effectively destroy society as we know it and push humankind back into barbarism, individuals completely fucked and groups doing everything they can to survive, banding into clans. So far so awful, but it was only after the dust had started to settle when the actual true horror started to become known. The Asteroids were carrying a payload - a substance called The Primer, the stuff of raw evolution - breaking down our DNA and sending some of us in a completely different evolutionary path. Homo Sapiens soon found itself locked in an existential struggle with Homo Degenesis, similar to us in some ways, but utterly alien on the inside. Worse, the Primer bonded with fungal structures and began to creep into the ecosystem of the ruined planet causing what is referred to as The Sepsis, strange landscapes where life mutates out of control and the spores that drift out across Europe causing infections. You'll never mutate yourself, you're more likely to just die from the fungal infestations, but the children of the infected are more likely to be Homo Degenesis than they are to be human. The game is set in Europe and the northern coast of Africa only - Nobody has been able to reach America, Asia or Russia - and if they have they've never returned. But ships bearing strange markings not associated with the known world occasionally wash up. There may be other people, other cultures out there. The problems don't end there though - from beneath the Earth, the locked and hidden bunkers of the mysterious Recombination Group unlock and the Sleepers rise from cryostasis, in possession of the miracle technologies from before the end occurred. They move with a purpose, infiltrating communities, killing their leaders and imprinting their own views on society, seemingly able to shackle people into mimetic chains through their words alone. The first emerged after 100 years, and they had the number 100 tattoo'd on their upper arms. Then came the 200's after another century has passed. Each generation filtering out into the world to play a different part in somebody's ineffable master plan. They were the best of the best before, and their blood - thick with nanotechnology - makes them more than human. Beyond even the Sleepers stand the Marauders, worshipped as gods by the tribes. They annihilate communities with a gesture. Impregnable metal doors leading deep into the mountains open in their presence. Some call them "The Sleepers who never Slept", and time tears as them. Seemingly held together by technology bolted to their forms and pus-drenched bandages, they gift some with ancient secrets, while others feel their seemingly endless fury. In the centre of all of this, humanity does what it does best. It factionalises. It seeks profit - and potentially to survive as well. Player Characters 90% of humans are in clans, and the remaining 10% are organised into what is known as "The Cults", groups of people who come together with a singular purpose to achieve something in the world, and both are absolutely playable - The Sleepers are not as the truth of Project Tannhauser remains mysterious, and they are in effect pretty overpowered. They remain as antagonists. There are a large number of cults for the players to follow, from the effectively fascist Spitalians, the Chroniclers who are seeking to piece the past back together and ultimately bring the internet back online, through to the Judges who are basically the 2000AD Judges in cowboy outfits. One of the issues with the game is that everything is in such massive, overwhelming detail in the fluff that it's pointless to try and describe it all in the scope of an internet post. If you're interested in seeing more of the clans, their website has it all HERE. The game isn't strictly about survival in the wasteland; indeed, it surprised me by being much more of a conspiracy based game where the group seeks to uncover and unravel the mysteries of the world, battle and hold back the Homo Degenesis and try to make some money along the way. While there are rules for starvation and the like, they're themed to the places the game is set in. Borca (roughly Germany) is mostly spore free, and has a relatively high level of civilization with much if it reaching the industrial era. Franka on the other hand (France) is a warzone between humanity and the disease carrying swarm - the insects acting ever more intelligently, cutting off routes through the world, isolating and devouring communities. The tone of the game ranges from desperate survival through to relatively metropolitan conspiracy and mystery stories. The Books The books are lovely and the production values are off the chart as far as I'm concerned. So much is explored in depth, the new nations of Europe through the delicate political balance of the cults. I find my expectations regularly subverted, and when I initially thought that the Chroniclers were going to be a post-apocalyptic version of the Adeptus Mechanicus, I was wrong. They see technology for what it is, not something to worship and are on the whole a bunch of sneaky manipulative fucks who have used their position and technology to abuse society into something that benefits them rather than anyone else. The Judges are just a slightly lower-lying Mega City One construct? On the surface until it gets properly into the history, the factions and the bureaucracy of the organisation and how the strict adherence to their laws has utterly failed them on several important occasions. The whole thing is split into two books, the fluff and the rules (ignoring all other sourcebooks), and it's presented almost as written fiction. Hundreds of pages and not a single table in sight - and if the system has something that lets it down it's that it's just too dense and coherently presented. There's no real elevator pitch for the game, and I don't think I could get a pick up group for the game and explain exactly how it works quickly enough before they moved on to something a little less enormous. And it's a shame, because the background and setting for this game are absolutely stunning. Mechanisms Degenesis is a D6 game, and it turns the dice into a duel-resource thing. The GM sets a difficulty for the task and you roll dice equal to your ability and skill - 4+ are successes, 6+ is a success and a 'Trigger', which allow you to spend them to activate certain abilities and bonus effects (while keeping the success). A good example of this is medicine and healthcare. You have a health tracks for both Flesh Wounds and Trauma - flesh wounds are easy to treat with successes, but repairing the more damaging trauma faster than just waiting for it to heal on it's own needs the Triggers spent on it. ... other than that, the system is mostly as you'd expect, weapons do damage, armour reduces damage and a whole heap of stuff in between to help manage infections, hunger, mental breakdown and addiction to drugs, including the most dangerous drug out there, Burn, which is created from the spores of the Sepsis - you can risk infection to rapidly recover your Ego track, which is vital in a fight. Combat is dangerous and deadly and should be a last resort or well considered by he group. The world is a rough place and the players will be people who accept that guns will occasionally be pointed in their faces as part of a negotiation, even if the trigger rarely gets pulled. --- All in all, for a system which gives away it's PDFs for free, I simply cannot recommend Degensis enough if you're looking for a world so solidly realised that I feel like I could throw on a backpack and travel there. It showcases the best and worst than humanity has to offer in a setting where we're almost sort-of back on our feet after life on the planet almost ended and with layers upon layers of deepening conspiracies and horror for those who wish to explore the dark history of planet since the Eshaton. I can't imagine running it for a group that wasn't completely on board. I often struggle to get people to read two sides of A4 when it comes to setting background, without trying to compress the sheer, terrifying amount of amazingly written fluff into the heads of people who might just want to go and smack some monsters. I mean, fuck - the central city of the world, Justitian has a source book that is approaching 700 pages. For that one city. It's crazy.
  2. I just wanted to say that this is an exceptionally lovely game, and that people should pick it up. I thought that Rapture was okay, but the atmosphere in this one is pretty much a cut above that. Double plus good. Obviously short, but sensibly priced for what it is.
  3. I still don't know if I'll be able to play my Steam levels on Epic, or if I need to just wait a year for exclusivity to expire. I've concluded that I'm just going to wait until release and then see what the Internet has discovered.
  4. Hopefully every boss character will be completely invulnerable, forcing you to rely on environmental kills.
  5. Very sorry @Welrain, not had this in my head this weekend. Yes, you are innif you would still like to play. Will post up about dates tomorrow! edit - I'm going to create a PM group, rather than keep jumping this to the top.
  6. I was very hyped for this until I saw the price tag. I'll wait.
  7. A bit more about Dustin? Dustin is very much the amateur occultist, and it all started a couple of years back when when you were feeling a little thirsty on shift, and grabbed a carbonated beverage off the shelves. You didn't recognise the brand but the taste was simply incredible. Every bubble was like a galaxy exploding on your tongue. The drink of dreams. But you only got to drink half of it. Midway through it was snatched from your hand by the tentacle of... Something, which poured the rest of the drink into one of it's many mouths, burped in your face contemptuously and slinked off back into the depths of the store. The best description you have for it is "Fat Slender Man". You see it from time to time, and it seems to work to thwart you. You've already told your colleagues on the night shift, but none of them could say for sure that they've seen it. But since you drank that beverage, you've just had this ability with the Exostock. Finding it, ubderstanding it. I'll write more about Ann when I get home. Ann is... Well, nobody knows this, but she's not human. Not at all.
  8. God dammit. Should have done a poll. This is how it's looking from what I can tell. ... because we've got a specific preference for Monday from Hiero and we can field a full group for it, I suggest we shoot for that - and I think we should schedule for Monday 18th, just so I've got time to work on the details and get character information over to you, y'know - the usual stuff. This does mean that Aluco can't play sadly - but if this is actually successful, I'll probably run more "mundane but something's up" scenarios in future, as I like them. So. If that's a go (speak now or forever hold your peace), did anyone like the look of any of the characters. Genders can be switched easily enough if that's something you're fussed about.
  9. Oh man. I proceeded through this exact series of emotional hallways too.
  10. What sorcery is this? You ask the impossible. It's more that I have 1&2 on Steam and because I'm impatient, I'll be buying 3 on Epic!
  11. I'm still very confused about how importing Hitman 1 and 2 to take advantage of the new engine is going to work. I have 1&2 on Steam, and they're showing up on my IOI account, but other than that I can't seem to find any information at all as to how this works.
  12. Monday is looking hopeful then. For those of you who don't mind Trello, I have started assembling the cast of NPCs (store regulars, other departments etc) here. Only the people with pictures have anything up about them at the moment.
  13. Also, just to explain how Unknown Armies works a bit as I realise most people won't have played it, it's actually a pretty lightweight system which doesn't bog itself down too heavily when it comes to specific knowledge. At it's core it's a D100 game so you've got a skill level and you're looking to roll a number under than on a D100, taking into account any modifiers the GM might apply. There are 3 core elements that basically make up your character: - Relationships Meters and skills Identity ... I'll just talk about them quickly here. Relationships Unknown Armies is a social game, and is about cultivating relationships with people. These stats won't come up too much in a one-shot but basically these are people you can rely on, and your dice rolls for success with them become dependant on the quality of your relationship rather than the skill. Even if you're shit at making connections to people, that won't matter with your mentor if you have a strong bond. Each pre-genned character has one Relationship pre-formed, and you'll be able to define two more if you wish. Meters and Skills Your core skills and your sanity are balled up into one area in this game and while it's a little weird, it's great. Here's an image in the spoiler of the section on your character sheet, which might help getting your head around it. Unknown Armies stipulates that there are basically 5 ways that people can be "vulnerable". Helplessness - A sense of control is crucial for feelings of safety - even if that control is all smoke an mirrors. When you lose the ability to understand how to control a situation around you, the sense of powerlessness can strip away your ability to hold yourself together. Freddy Kruger would attack this first! Isolation - A subtle danger - isolation corrodes your sanity by denying you input. Without the opinions of others, you can lose the ability to be able to judge yourself. Self - This is guilt and self loathing. It's conflict between you and what you believe, and this sort of stress damages your ability to believe at all. If you find out in one horrifying moment that your actions mean you're not the person you thought you were, then this can rise very quickly. Unnatural - You know how you feel when you try to comprehend an infinite thing too long? That's Unnatural. This is the Cthulhu one - where if you're exposed to the universe not working the way you believed, it can start to drive you crazy. Violence - The game assumes that people have an instinctive revulsion towards violence. It's stressful to hurt others, to see others hurt, or to be hurt. ... All of this pretty much makes perfect sense, right? We want to be safe and stable, we don't want to be exposed to these deeply unpleasant things. You see those Failure boxes? You can only withstand so many mental shocks before you become numb and then insane. Each time you fail one of these checks, you your hollow out a little - and eventually you're gone. It's not pretty, and the roads back are very hard. It also means that you can have a character who is mostly unphased by violence, but starts to go to pieces when they feel like they've got no backup. But you're not TOTALLY vulnerable to them. Because you know what? You can harden the fuck up, snowflake - facts don't care about your feelings and all that. You can see that two skills are attached to each meter. and each meter has 9 dots. Lets look at Unnatural specifically. So you can probably see that by having a score of 60 in Notice, you have a score of 20 in Secrecy, and Vice Versa. In theory, your character untouched will be at the top of the "Notice" side of things. You are curious about the world, you see things. Nothing has hurt you. If some strange thing happens to you and you fail your stress check, instead of ticking off the box, you can choose to Harden Up. Hardening up means you fill in dots equal to the level of the stress (between 1 and 10). So with a completely clean slate, your Notice is 60% and your Secrecy is 20%. Mark off the first box and your Notice is now 55% and the Secrecy is 25%. Once you mark off that level 1 box, you'll never be phased by Level 1 Unnatural stressors again. You've just accepted it and it can't hurt you any more. Of course, in a longer game, there's only so many psychological calluses that can form before something starts to go wrong with you as a person, but this is a one-shot so there not need to worry about it too much. I know what you're thinking - "Lying Cat, these skills are incredibly vague, and it's a bit hard for me if I wanted to be an introverted Private Investigator - wouldn't that mean I needed high Notice and high Secrecy? Well, yes. This brings us on to the last section. And probably the most fun. Identities Your Identity or Identities are who you are. If you were making characters, you would have 120% of points to spend on as many identities as you like, but the more you have the weaker they'll be. These completely override your skills and they can be absolutely anything at all. It's totally freeform, you just need to be able to justify it in conversation. So you might say "I am a Private Investigator, of course I can Notice Clues at a Crime Scene". And since you probably put 60% into Private Investigator, that means you're not rolling your useless score of 20% on the Meter, you're rolling 60% because that's who you are. Private Investigator is a pretty simple example. One of the pre-genned characters has an identity of "I'm not going to take this shit any more", so you can start to think about what this might substitute for in the world of a shelf stacker. These identities are only vaguely defined in terms of stats, and are about roleplaying. In a longer term game, these Identities improve whenever you fail a roll with them - after all, you get better by picking yourself up and trying again. --- So that's the core of it. The strangest part is not being able to define your core skills specifically as they're slightly out of your hands because of your stress levels, but the Identities heap a whole bunch of control and flexibility right back to you, and let you be properly creative with it.
  14. Well that's five people interested, whoop! Now we've just got to work out a day of the week when everyone can play. I'm fairly flexible but can't do Tuesdays, and since Dr. Shark has said he can't do that, Saturdays or Thursdays - that leaves: - Mondays Wednesday Friday Sunday ... anyone else got any definite no's? If we can get a day sorted out, I'll go away for a week or so to get everyone briefed on characters and to just ensure I know where all the trolleys are around the place.
  15. They could just release them now. It didn't matter last time that they had nothing to sell - why not just take the next logical step and release without the designs being finalised.
  16. Man, EVE is the best video game that I just couldn't get to grips with. If CCP refund people, it's really going to undermine this titanic battle and the impact it has on the universe.
  17. Well, yeah - the whole timing aspect is a whole other demon to slay. And yep, Greg Stolze and John Tynes were both involved in at least one edition of Delta Green. In some ways, I've had the feeling that Unknown Armies is sort of the dumping ground for ideas too weird to go into a Cthulhu-based game. I especially loved Third Edition of this game, bringing in stuff like a monster that's ability to hurt you is tied to how abstract and pretentious your character concept is. If you're just a plumber or something the worst it can do kick your wallet away from you if you drop it, or knock a picture off the wall if it gets into your house.
  18. I'm thinking about running a one-shot RPG which could become a short series of games if everyone is interested in it. So I'm posting up here to see if there's anyone interested in the setting. System: Unknown Armies Players Required: 5 Pre-Gen'd characters: Yes Time Period: Modern Day --- The setting? The group are all employees of a the Allan's Universal Mart, but everyone calls it All-Mart - it's a Costco-esque organisation with a couple of stores spread out across Alabama and perhaps one or two in Mississippi and Georgia. I'm sure you already know the type; it's a cavernous warehouse, a vast, echoing and poorly lit barn crammed with... stuff. Everything under one roof, from root vegetables, to mobile phones - from lawn flamingos to fake beards. Tractors to tiki heads. All crammed onto industrial shelving, and for such low, low prices you'd think they'd literally gone mad to offer such bargains. But there's more here than just bargains. You see, amongst all the drums of baconaise and Three Wolf Moon adult sized pyjamas you'll find genuine items of occult power. They look exactly like everyday items, but they're always weirdly wrong and bristling with arcane potential. The employees call this stuff Exostock and the running theory is that they're deliveries from a parallel universe. Some of this stuff is pretty harmless and just things that shouldn't exist - Coke Ultra is a lot like our Coke, but just tastes a bit different. Products with maps to head offices in towns that don't exist - that sort of thing. Some of it is a lot worse and potentially dangerous. The Players The players will take the roll of night-shift employees at the All-Mart. You likely didn't see yourself working here for as long as you have been, and honestly there's a good chance that you just don't give a fuck any more. But unfortunately head office is going to be performing an inspection in the morning and the place needs to be spotless. The town you live in (glorious Wellspring, Alabama) has seen better times economically and if you lose this one - well, who knows when you're going to get another. Pre-Gen'd characters are: - Tori Hill - The leader-by-default of the group, as you're the Shift Champion. Whether you realise it or not, you're also one of the living embodiments of The Captain, that primal aspect of the human condition which manifests in brilliant leadership, concern for your crew and Never Leaving A Man Behind. You are likely the only one who really gives a shit. Mike Shaw - You're a Military Vet who believes in the Power of Destiny, and Destiny sort of believes in you too because you're sort of like a magic 8-ball when it comes to correctly guessing the answers to the problem at hand. Don't go thinking you're reliable or anything, though. Besides, you were in a war, you lost a leg from just below the knee. You've seen some shit. Ann Paddington - A hard-working employee who is not all that she appears to be. You live in a caravan in the All-Mart Parking Lot. Darby Carter - A rebellious former anthropology student with a chip on her shoulder. You're only working here to suss out what happened to a course-mate who was last seen (alive) in the store. Was last seen dead with runes carved all over his body and an All-Mart Value Brand steak knife buried in her sternum a mile away from the store. Police ruled it suicide. You disagree. Dustin Druthers - A big, balding, broad-shouldered guy with a sixth sense for the Exostock utility. What the fuck is Exostock? Nobody really knows what the Exostock is, but for the most part it's not great and poorly handled can cause serious issues for people, or for those around them. You know that Stephen King story Needful Things? Well, think about it like this - the corner store that was run by a sinister individual who tailored the items sold to personally corrupt and destroy people ironically was eventually put out of business by a large, out-of-town shopping barn that sells Chinese-knock off versions of the strange stuff, mixed in with mostly normal things. It's indiscriminate, impersonal and can range from mild-inconvenience to weapons of (spiritual) mass destruction. The players will already be aware of the Exostock at the start of the game. The Game The story will take place over the course of a single night, before the big store inspection in the morning and the players will need to deal with co-workers from other departments, including your hated nemesis Helen Lafferty from night-shift groceries who seems hell-bent on blaming you all for anything and everything that's gone wrong in the place. You'll also need to contend with the strange people who choose to shop in a place like this after midnight and the drifting presence of Mervin Glazer, who's department is unclear and who's apparently aimless nocturnal peregrinations may conceal a darker purpose. Also, where have all the Trollies gone? Essentially, this is some way from the Heroic World offered by D&D, and the players are going to need to strike a balance between trying to keep their jobs and surviving the events of the night. The vast, vast majority of the sessions is going to be set in an American retail-barn, with possible trips to the desert that is the parking lot, and maybe even out back to deliveries. As you're not going to be jetting from place to place, this really does sort of hinge on the players talking to one another and roleplaying around the scenario - as a GM, I can feed you strange events, but it's up to you to make the most of them, and interact with the supporting cast. If you end up spending the entire sessions getting one up on Helen-fucking-Lafferty, then so be it. But really, this is something you need to dive into head first, and just revel in the strangeness of it all. Couple of things to note: - The game can be deadly. If you punch somebody and crit then they're dead. There's always the outside chance that you hit somebody in the wrong place, or they had a "pre-existing medical condition". Similarly, if somebody gets shot (it's possible, All-Mart sells guns and fuck knows who'll be in at 2 in the morning, and it's America, and it's Alabama), then the chance of fatality is very high. Remember that ultimately you're store workers. Firearms are scary as fuck. The system is really easy to use, it's percentile based. A couple of the characters (Ann, I'm looking at you) have some "quirks", but I'll go through those with the player. Unknown Armies is a creative game. Low on Stats, broad on skill categories - with an emphasis on social stuff and the relationships you develop with one another. The above is a bit tricky in a one-shot, but I think the key thing to remember is that as a group you are (if not "friends") a team accustomed to working with one another. Play off that. As a GM, I'm usually pretty happy for players to just write stuff in to make the game interesting in terms of their backgrounds and the town is being kept generally vague so you have lots of space to pull stuff out of your collective asses. --- So, any interest in a game like this? Anyone like any particular characters? Any questions about the setting?
  19. The fact that your players are coming up with solutions is amazing, though - remember that the game grinding a halt doesn't mean a good time for anyone unless you're a just a dickhead adversarial GM. I often find that the players getting creative just ends up with quality (or alternatively "quality") content just writing itself. I'm thinking about running a forum one shot, which is going to hinge on players getting "creative" as I (like much of the country) am in Tier 4, and it would be nice to do something.
  20. Honestly, it might well be better this way if you manage to sidestep all the "why can't I be a Katana-Vampire, I found this homebrew and it's clearly balanced?" questions, and the endless trips (or attempted trips) to every brothel in the game world, where the GM attempts to force exciting RP opportunities on either a player of the sex they're attracted too IRL or failing that, the closest player who looks uncomfortable with the whole thing.
  21. I've managed to finish the prologue now, and I think this is absolutely superb. You get rewards in each stage depending on 1. Fulfilling the objective and 2. Fulfilling the objective quickly. I've rapidly discovered that there's absolutely no way to hit the turn limits after the first or second fight without getting the enemy to do the heavy lifting for you. Guys with guns are pretty much your best friend as they'll be doing 10 points of damage to whatever they shoot and because they're absolute idiots, they'll be pulling the trigger if there's a target in front of them every turn, no matter who it is. It lulls you into a false sense of security to begin with with enemies only having 25 hit points to begin with, but by the time you're close to the end and the maps have bad dudes like Chonks on there with a massive 60 hit points, and buffing all allied with 4 armour every turn it means that there's just too much beef for you to chew through all on your own. Because of this, movement seems to be absolutely key, and especially moves which allow you to shift the enemies about. Part of this is because some enemies have auto-attacks which are sort of like attacks of opportunity. So if you do anything in the square in front of a bouncer (including moving into it) they'll push you back a square and do you 4 points of damage. This leads to situations where I can push somebody from behind into the bouncers square (the push does 4 damage), the bouncer pushes them right back to me (another 4), so I can then kick them which is a 6 damage move, knocking them back next to the bouncer who will then just punch them as normal (another 8 points), because all the enemies are dumb and will attack if they can attack. And I'm pretty sure that's going to be pretty much a bog standard sequence. I've struggled to use the left and right roundhouses effectively which move your target one way or the other (respectively), because they never seem to pop into hand when they'd be helpful, but that could well be because I've only really just started with this and am just building crap decks.
  23. Man, I even posted in that thread. Whoops. I'll zap this one.
  24. Merging into existing thread! Once again, I couldn't see a thread for this, but there's a chance it might have been mentioned in another thread. Basically, we're back into the realm of building your deck of cards as you fight progressively harder encounters, which all of course occur in a tight space. The prologue is currently available to play (for free) on Steam, and I understand that there's also a way to get to it on the Xbox as well. While I know a lot of people are probably absolutely sick up to the back teeth of this card game thing, I really like this one and I reckon it's worth having a look at. Visually it feels very inspired by SuperHot, but the minimalist graphics really do allow you to keep track of a whole bunch of things going on all at once - and it definitely has shades of Into The Breach where it's simply not possible to blitz your way through the game, rather you need to manoeuvre and ideally put the enemies into positions where they'll just be smacking themselves. Like Into the Breach you'll know at the beginning of your turn exactly what everyone is planning on doing and the order in which they'll do their thing, so it's basically a puzzle to maximise the hurt on your opposition whilst ducking and diving around every bullet and tire iron being aimed at your head. There's two currencies in the game, Focus which is the usual "pay for cards" system that you'll see in every game like this, but you also have Momentum. Each successful strike builds your momentum by one, and every time you move, it drops a bit - and it persists between turns. Certain cards require a certain level of Momentum to play and other moves do their damage+Momentum so you can work your way through into knocking somebody out in a single punch. All in all, it feels good to play, it's very very satisfying when you manage to push people into the path of gunfire from their own team and while the basic decks seem pretty simple, I'm already getting cards with stuns, damage reduction debuffs and the like. Anyway - I'd give it a go if any of this sounds even vaguely interesting, as I mentioned, the Prologue is free!
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