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Nero Grimes

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Everything posted by Nero Grimes

  1. Just here to bellyache. The Unplug Group has gone from Mini Six to Qwik Six back to Sketch. My last hurrah has become a wind down. Democracy is a terrible thing. The upside is both the new players have shown interest in FUDGE on the Fly, something I'd love to run before it give up again.
  2. If I lean to the Celtic-centric Wayfarer's Song setting, Runic magic will be an option.
  3. I have a translated spell list for Arabian Adventures, explain the classic D&D spell list in terms of this mechanic. If only I can remember where it is. Charms, Alchemy, and Herbalism cover a lot of gaps.
  4. Is using Enochian magic any more sinful than Demonic magic? Angels and Demons are the same thing. The tools for both magicks are the same, summon, bind ,ward, banish, and invoke. Danse invokes a boon from angels; angels were once God's goon squad, what if you need to make a stronger case in a time of need? Like jinn, angels can perform wondrous deeds simply by their physical nature. Jinn were formed from smokeless fire. Angels were formed from pure light. Man was formed from the clay of the Earth, which might explain why they are resistant to esoteric magicks. I
  5. Danse Macabre Wayfarer's Song http://www.mythopoeticgames.com/games.htm
  6. Let's see if this works I've clean up the folder, these are the four files I used the most. Tons of material left. I'll add more as I edit through it. Uncounted Worlds has stress, as opposed to fright, rules I was hoping to adapt. Now that I think of it I could have parked these files at the WEG-D6 Yahoo Group. But then I wouldn't have had to figure out the Drive app on my tablet.
  7. Have to take another run at Drive. Attempting a link experiment at another thread.
  8. I probably copied the wrong link. try the front door. https://groups.yahoo.com/neo/groups/flashing_blades/
  9. For what it's worth, I've loaded my links and files to the Flashing Blades Yahoo Group Lots of good pickings.
  10. I've put everything else aside for the final lap. I should be compiling all this for posterity. Most of it is a straight from the whole cloth build, using the established spell list can be tricky. I have a highly subjective take on spell difficulties. If a spell is group friendly or game useful it is much easier to cast/use. If it is vitally important or loaded with tons of personal glory, it much harder to cast/use. An example is when a mage wants to cast Light, a not specifically offensive spell, to stun a monster, the spell itself has a TN, which can translate into a combat neg
  11. I've put everything else aside for the final lap. I should be compiling all this for posterity. Most of it is a straight from the whole cloth build, using the established spell list can be tricky. I have a highly subjective take on spell difficulties. If a spell is group friendly or game useful it is much easier to cast/use. If it is vitally important of loaded with tons of personal glory, it much harder to cast/use. An example is when a mage wants to cast Light to stun a monster, the spell itself has a TN as well as a combat roll, while simply casting the spell to light a room is
  12. Technically I can't sell it. We bought as a parting gift for Andy; in our searches we found Labyrinth Lord, and he liked that better.
  13. I guess this is as good a place as any to announce that I will, once again, quit dice chucking Labor Day. It's been tens years since I've gamed in a regular group. LLD6 is going to see me out. My only complaint is I don't know what to do with my copy of the Rules Cyclopedia.
  14. If I may. Using Mini Six Running mostly one-offs has me modifying spell use. Spells are Wit skills and Wit is boosted by Fatigue. A die of Fatigue is taken by removing a pip from Strength, thus the penalty is immediate. The boost lasts for the single spell casting. Character points or Hero points can restore Strength *after* the combat/contest. I haven't used it for anything else but I think the trade off could work increasing Soak or another variation of Extra Effort.
  15. Using Fatigue to power psychic abilities. As an alternative to draining Might, psychic fatigue can reduce Charisma, at the same 3 to 1 ratio. Or if the game uses Body Points, use those. Or take it as a damage roll penalty. I'll have to crunch the numbers on these.
  16. Reading through the material, psychic abilities are based on Willpower/Resolve, i. e. Charisma, rather than Wit. Which should make the Attribute dice harder to divvy up. I think Mesmerism is a separate skill. Or an aspect of Empathy. Summoning, binding, warding, banishing, or invoking spirits is part of Medium. Summoning, binding, warding, banishing, or invoking demons is part of the Arcane Knowledge perk. Charms work: Amulets are 'always on', Talismans are use specific.
  17. Either I restrict characters to one skill or divide the skills into groups and allow one group per character or restrict the usefulness of the groups. I'm giving Telepathy and Telekinesis a pass for now. Spiritual Group: Astral Projection and Medium. Mental Group: Empathy, Far Sensing, and Psychometry. Physical Group: Healing, Protection, and Strike. The primary groups skills are at attribute level, the secondary at -1D, the tertiary at -2D. That seems steep, better than not having them at all.
  18. Psychic Skills (taken from chapter 13 of D6 Adventure) Astral Projection Empathy Telepathy Far Sensing Medium Healing Protection Strike Telekinesis Psychometry
  19. Ok. Psychic powers only. And for the most part taken from chapter 13 of D6 Adventure. Maybe ritual magic. I will use the abridged Fatigue rules to power the psychic abilities.
  20. Joe Average Zombie Fighter? Stats for an average guy who now has to fight the undead. Maybe not spend all the points at creation, so each encounter will be part of the learning curve.
  21. Hey. I'm nursing a supernatural pulp setting along. Cthulhu powered down or Raiders powered up. My input is to lift heavily from the super groovy Into The Shadows by Craig "Pandemonium" Griswold. I still use the PDFs, I'm not sure if the link is still good.
  22. The tyranny of zombie mathematics is best summed up by Spike in Fool for Love. SPIKE And we just keep coming. Like a wave of roaches, and here you are doing a minute waltz, trying to stomp us all. But you can kill a hundred. A thousand. A thousand thousand and the armies of Hell besides. But all we need... SPIKE ...Is for one of us, just one, sooner or later, to have the thing we all are hoping for. BUFFY And that would be what? SPIKE (whisper) One. Good. Day
  23. Back from the dead. or undead. With Marty and Quinn away for the summer, the group has been playing three handed games. We dropped Sketch in favor of Risus and 5X5. mostly dungeon crawls and supernatural pulp. In honor of Fear the Walking Dead, we've gone from Highway from Hell to the urban setting Hot Child in the City. I'm happy to say that Mini Six is the mechanic of choice. Crunchy combat is a fan favorite. The hastily assemble encounter tables need reworking - outside of that - only a few major questions remain unanswered. They didn't like that it was 'learn as you go' for c
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