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Zit

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Posts posted by Zit

  1. many years ago a French guy invented food boxes with 2 compartments containing some chemical stuff. You just had to fold it, it broke the separation between these two compartments and both products mixed and reacted together, producing enough heat to warm up the food at about 70° (Joerg can probably give some details as a chemister). Get your warm cassoulet in space ! It had to be invented by a French. But I'm not sure it has been at last implemented.

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  2.  

    16 minutes ago, Lloyd Dupont said:

    As a French person (In Australia)

    Bienvenue au club France. I didn't either have any clue about Go Nagai.

    1 hour ago, RosenMcStern said:

    Some scenarios are possible, probably even some free goodies.

    This would be a minimum if you want the series to live. And I believe that scenarios would also help understanding how to roleplay this game. I see it well as a tactical battle game, but I hardly imagine how does a rpg scenario for it look like, and may not be the only one. A Quickstart may be useful.

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  3. You can get some ideas from the Balastor's Barack or other supplements :

    (spoiler)

    A bag full of inflamable liquid hanging on the ceiling on which an ignite spell is cast (somebody must be able to cast the spell).

    A cockatrice behind a curtain / door / whatever an adventurer would have to remove, or simply hidden in a dark corner
     

    But also...

    The flaming guardian in Griffin Mountain.

    Latrines or any other place infested with disease spitrits (spirits are typical RQ guardians).

    Hornets nests belonging to a Gorakiki initiate

    A bag holding a one or several whirlwishes with the treasure (or ripping off when opening something)

    Undead can trigger traps, like pushing a rock, opening a valve, etc.

     

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  4. Great move. I'm just wodering about the name, which works more like that of a generic system. Do you intend to keep it or do you want to find a more explicit (and salable) one ? Idealy, you should know what the game is about just by seeing the name.

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  5. 3 hours ago, Joerg said:

    a beast or other such monster...

    ...are living being, in contrary to a zombie which is animated flesh. So I find both interpretations acceptable. But of course you can simply have the zombi swallow a coin holding the ghost, for instance.

     

    2 hours ago, Bill the barbarian said:

    Oh how it warms the cockles of my hearts to see the resurrect spell being used on this puppy... Cheers, Zit!

    It is indeed an original and enjoyable way to use the spell (which not everybody knows), that's fine. I like it. Turn Undead, Free ghost... there are other spells to counter undead, so I don't see any problem here. Oh, but wait, the zombi was created more than a week ago... Run, Bill ! 😨

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  6. A ghost is bound (or attached if you prefer) to a place or an object and is of course able of spirit combat -or am I stuck to RQ2 rules ? Not using the spirit or the body of a sacrificial victim would be a waste 😛. A ghost-zombi could make at least an surprizing foe.

  7. Is that possible to sacrifice a sentient creature, make a ghost of its spirit and a zombi of its body, bind the ghost to the body and create this way an undead creature able of both and simultaneous physical and mental attacks ?

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  8. On 10/27/2019 at 3:17 PM, soltakss said:

    You cast the spell on an arrow, then fire the arrow separately.

    If you have enough Strike Ranks, you can cast Multimissile and then shoot in the same round. At least, that's how it used to be, when you could do 2 things in a round (2 of Attack/Parry/Spellcast), the rule might have changed, but that's how I'd play it.

    I always played (RQ2 rules) that since Multimissile is labelled as temporal, it lasts for 10 MR, so you have 10MR to shoot your missile and get the Multimissile effect. We however never thought about the fact that the missile could be reused and probably be multiplied again as long as it is shot during the said 10MR, which makes it possible for a target to shoot it back against his atttacker and makes the spell somehow uncertain - unless the missile is broken or unusable in some way.

  9. 11 hours ago, Lloyd Dupont said:

    I guess, in that case though, a potion of resist damage could be a good common item.. but, by 1 use we mean 1 fight, not 1 attack.. I realise...

    It shall follow the rules for powers, that is, it expires at the end of the next combat or conflict in adventure time. But this is the default rule, I don't see why you should not decide that a partiular object works only for one attack !

  10. In the Action section, some sentences are repeated and some are cut.

    It looks like you can do two actions in one round, but not more than one main action . You should explain it clearly somewhere (or did I miss it because fo these red corrections ?). I would rewrite the 1st paragraph (no "you'll usually do..." but simply clearly say what is feasible or not).

    Target reaction : "the defender must declare the first defence before the attack is made." but in Mulriple Reactiosn "must declare that the character is defending against all attacks as soon as he or she rolls the first defence for that round" (that is after the attack roll).

    Why did you give up the plain 1d6 damage ?

  11. I may steal a couple of them for the Horse Nomad supplement !

     

    2 hours ago, soltakss said:

    Thinking of my 200 years old Dark Elf wizard only knowing like 10 spells annoyed me a bit. Instead of grouping multiple spell in one slot (somehow arbitrarily)

    The Elf, has probably a very high skill level as well, so I'm not sure a tweak is necessary here.

    BTW, according to the rules, one can imprive skills above 100 only by 1% each tiem, since you always roll under the current skill with a d100. Wouldn't it be fair to consider the imrovement roll as a success for rolls from 96 to 100 ?

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  12. I'm vry serious ! It is much fun to find a way to use your abilities, and players are sometimes very imaginative. It is one of the aim of Conflicts. And it reserves some surprises to the Narrator as well.

  13. What is he looking for ? What does he like ? What is he missing ? Does he need something to increase his powers ? What would make the PCs more convincing (a stunt, a power, a feature, an artefact, a knowledge, a positive consequence...).

    I imagined during a game shamans trying to convince a powerful desert spirit. The PCs used sing (spirits like songs), acting (replay the mythic feats of the spirit), the support of an ancestral dead hero they managed to free (to show how serious they are), a sacrificed horse (to feed the spirit), a regional knowledge (to help finding the right words) and of course Persuade.

    Some quests in a previous adventure may bring positive consequences (make allies, eliminate ennemy of the necromancer, some secret knowledge showing the necromancer's weaknesses, an item he's been looking for, the grave of his old lover, a secret language to talk with him, a genealogy allowing him to find forgotten dead...).

    You may find some ideas, but even better, have your players find ideas.

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