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Green Dragon

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  1. The previews for the Living Land have revealed that the book will include a section on Merretika/The Land Below. This has me thinking, might there be a related realm/cosm section in each realm book? (Note: I am assuming the books will include sections on the home cosm - Takta Ker, Aysle, Magna Verita, Khem, Tharkold, [Gokuraku? Marketplace? whatever the new name will be], Gaea.) My theories: Cyberpapacy - The GodNet. This seems almost certain to me, since it is a needed section in any event. Nile Empire - Terra. In the realm preview video, it was promised that Rocket Ran
  2. A friend was building a character recently, and was looking at Cyberhands (Tharkold list). The hands, like all cyberlimbs offer a Strength bonus. It occurs to me, wouldn't cyberhands make more sense to be Dexterity bonus? Or is it required that a STR+3 arm have a STR+3 hand in order to have a STR+3 grip?
  3. The three alignments of the Space Gods were confusing and contradictory. Example: According to the Clerics SB greed is an aspect of Coar, as it is of the Nameless One and a passion. But according to the Space Gods Realmbook it is a selfish trait and an aspect of Aka - as evidenced by the fact that servants of the Kanawa Corporation, compelled by the Law of Profit, are Aka. I am seeking to revise Aka and Coar (Zinatt as the middle ground seems all right as is) for my Star Sphere Cosmbook. I want to define Aka is self over all, with it's exemplars being masters of mental pursuits, w
  4. Edit: On further consideration, perhaps only ignore 5 adds of armor. I considered the consequences of Simple Spear plus Heightened Strength. Also, the weapon might need to qualify as Blessed, granting benefits versus certain supernatural creatures.
  5. The GodNet SB states that magic can be used in the GodNet. But each skill counts as one 'tool' from the limit imposed by your Mind value on the Push Table. And the Effect Values are limited to the relevant skill's base attribute (+5 because the book forgot to take into account the Law of Heretical Magic). Miracles are not limited. And in Tharkold, it specifies that Pain Weapons (which exist physically not virtually) can also be used in the Grid at full effect. But no rules for magic or miracles in Tharkold SB. Now I was looking at the Gatekeeper program, which hurls bolts of Lightnin
  6. I was contemplating the Jakatt spears and clubs. These are Axiom 22 (or thereabouts) prayers. For that, they do not require Focus, and are very easy. But, they are pass/fail. And spears and clubs aren't much use against medieval or modern+ armor. Of course, the rules limit the effectiveness of contradictory armor. But, spend 1P or have a talisman and you can ignore that. So, my proposal is, on a Good or better success, the weapon gains the Armor Defeating Attack property (as the Horror power, i.e. ignore up to 10 adds armor). I'd considered a qualifier about living armor (i.e. anyt
  7. Thanks. I will definitely use at least one of those suggestions.
  8. Spell Shield and Ward Arcana increase the difficulty of using a spell against the cleric and his allies. But what about spells that were already cast before the miracle is invoked? example 1) Mage has an Impressed Conjured Fireball. The spell was already successfully cast at the time it was impressed. So Even on a Spectacular success (DN+9 for SS, DN+20 for WA) neither of these miracles will affect the spell when it is released. example 2) Mage casts Lightning (which produces 4 bolts usable over 4 rounds). The next round the Cleric puts up the defense. Too late, does nothing, b
  9. I just uploaded maps for North and South America, Aysle and Marketplace. https://greendragontorg.wordpress.com/
  10. While the site was down, Apeiros suggested I start a blog to post these. I'm not sure if they are any easier to read, but I have several up there. http://ww.greendragontorg.wordpress.com/
  11. So I made a decision on my own - for those interested: Sorcerers - Alchemists (practitioners of Sith Alchemy) and Tyrant (excel at deception and mental manipulation - Palpatine) Warriors - Marauders (finesse fighters - Dooku) and Juggernauts (physical powerhouses - Vader) Inquisitors - Assassin/Hand (name says it - Mara Jade) and Shadow/Eye (excel at stealth and observation)
  12. Many sources divide the Jedi into three branches, which I have linked to the three force skills. Consulars (Diplomats, Healers, Scholars) - Alter Guardians (Weapon Masters, Aces, Lightsaber Instructors) - Control Sentinels (Detectives, Scouts, Spies) - Sense But according to the Old Republic game and Wookieepedia, the Sith are only divided into Warriors (Juggernauts and Marauders) and Inquisitors (Sorcerers and Assassins). I had previously set up the Sith to parallel the Jedi Consulars = Sorcerers Guardians = Warriors Sentinels = Inquisitors I need to come up with specialties wi
  13. Ah, thanks. Heading over there for a look see now. Update: I compared it to Thunder Kick (also costs 1P, and does STR+6, Knockdown, Knockback, and Normal Surprise). And combined your modification with a slightly changed Weakness Probe: Judge: this maneuver allows a martial artist to determine just how skilled his opponent is in combat. As in the weakness probe, the martial artist must spend a round studying her opponent (no actions other than dodge are allowed in this round). At the end of the round, the martial artist generates a Perception plus Martial Arts adds total against a di
  14. By the book: Spend 1P, roll as per Weakness Probe (Minor Maneuver) Learn: The Difficulty of the skill check he just rolled - i.e. the target's skill value. Really? For a Possibility, they don't get anything else? Not even the benefits of Weakness Probe? At best - if using House Rules, such as mine, where the character has 1 Maneuver per Add, AND Initiative is based on AGI (DEX in standard) not the cards, the user can determine Skill Adds, and thus know how many maneuvers the target has. I would suggest that either the P cost be removed. Or the Maneuver give an Improved version of
  15. Still don't feel like this really did Bloodshadows justice. But I think the cast of characters was an improvement. I gotta admit, Noir is not my strong suit. I'd love to know what others think.
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