Jump to content
D6 Online 3.0

Green Dragon

  • Content count

  • Joined

  • Last visited

Community Reputation

0 Neutral

About Green Dragon

  • Rank
    Member: Rank 3 ( 90% )
  1. Cyberhands

    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?
  2. Aka and Coar

    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, while baser Aka are driven merely by selfishness. Coar in its lowest form is about destruction; but it is also about the group. Exemplars guide the group to use each member to the fullest and best achieve the goals of the group. Pure Communism is a form of Coar. Thoughts or suggestions appreciated.
  3. Hrockt Weapons Upgrade

    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.
  4. Magic and the Net

    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 Lightning (Net Attack:Fire - I'm assuming that means Fire Combat). And I had a thought. Technomancers gain an option, rather than the normal skills when computing their Net Values, they may use their Magic skills. Net Attack - Apportation for ranges, Alteration of Conjuration for melee. The attack is a Fireball, Lightning Bolt, or other known or Spellchipped spell. Net Defense - most likely Alt. Their Defense is a Earth Shield or other protective spell. Net Find and Track - Divination Net Stealth and Manipulation - most probably Alt. The technomancer may use a number of spell chips equal to their tools limit, which must be jacked into themselves or the deck (extra jack slots cost $100 each). They must use chips, to bring the spell components into VX reality. Each spell constitutes a 'program', and its benefit is determined by the data size occupied. i.e. a Conjured Fireball might be Onslaught 5(4) or a Mystic Shield as Armor 3(2). The spells still function mechanically like a normal program, but the technomancer looks different from a standard decker, and has the option of using their best skills instead of melee weapons, dodge, or stealth.
  5. Hrockt Weapons Upgrade

    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. anything created by Jakatt prayers). But that would also mean Monitor Kinetic Armor would be exempt.
  6. Spell Shield vs Impressed Spells

    Thanks. I will definitely use at least one of those suggestions.
  7. 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, because the spell was already cast. Suggested fix) When Spell Shield or Ward Arcana is activated, any such spells are affected thusly: the DN modifier is subtracted from the bonus number generated when releasing the spell. If this results in a negative number, the spell fails, with the usual results. Side note: I notice that these both only affect the Difficulty. So these prayers would not affect a Mathematics/Astronomy total, or Backlash for standard spells.
  8. Green Dragon's Cosmbooks

    I just uploaded maps for North and South America, Aysle and Marketplace. https://greendragontorg.wordpress.com/
  9. Green Dragon's Cosmbooks

    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/
  10. Sith Branches help

    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)
  11. Sith Branches help

    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 within the branches. FWIW I'd consider Palpatine to be a Sorcerer (analogous to a Consular Diplomat), Vader, Maul, and Dooku to be Warriors, And The Emperor's Hands (Mara Jade for instance) either Warriors or Inquisitors. Alchemists is probably a Sorcerer Branch, reflecting the Sith who make "magic" weapons or Armor, create Rakghouls, etc. Darth Maladi would be one of these. Official texts give Assassin as a Inquisitor branch (and Hand could fit in as an alternate form of that branch). So I need a Sith analogue to the Jedi Sage/Scholar/Lore Keeper and/or Diplomat/Ambassador and a Investigator/Watchman analogue. Can anyone suggest something that might fit within the pre-existing material?
  12. Judge Master Maneuver (Martial Arts)

    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 difficulty number equal to the target's unarmed combat or martial arts skill values (if the target has neither of those skills, use his Agility instead). If the attempt to judge is successful, on a minimal success the martial artist learns the relevant skill value of his opponent, and – if the target possesses Martial Arts, which style (if the style is one he could be aware of – one from an alien cosm would not be recognizable by name). For each additional level of success the martial artist knows one maneuver the target knows. On a Superior or better, this includes the highest maneuver. The martial artist may make a Scholar:Martial Arts check to recall the full details of the style (as a separate action). Additionally, the martial artist gains the benefits of Weakness Probe (+1 to action value and +1 to damage value (+3 for a Strike), but this bonus lasts for one round per level of success. Each use of judge costs one Possibility. I also made some changes to the Tokyo Martial Arts Styles, making them Marketplace Styles that were imported. This explains a Aikuchi being named after a type of scabbard, but being a Bow Style - the names don't have to make sense to Core Earthers, since they evolved on Marketplace. Also included are a few alternate corporate ninja styles. Aikuchi A combat style that favors ranged combat, and keen eyesight, as well as brutal close combat. 1. Felling The Oak 2. Palm Strike 3. Stone Fist 4. Hip Toss 5. Spring Attack 6. Whirling Attack 7. Bow Master 8. Eye Of The Hawk Requirements: Practitioners must learn acrobatics, find and meditation. Kongorikishi (Ombestu Kickboxing) Practiced by the native peoples of Ombetsu for centuries prior to the rise of the megacorps, Kongorikishi is a combat style focused on leaps and kicks. 1. Spinning Kick 2. Leaping Kick 3. Sacrifice Kick 4. Kick Disarm 5. Sweeping Kick 6. Knife Hand 7. Jump 8. Cyclone Attack Requirements: practitioners must learn acrobatics and long jumping. Mikami A style that originated on Sebat, Mikami is said to have been taught to the first masters by the spirits themselves. 1. Entangle 2. Ki Punch 3. Missile Dodge 4. Stunning Attack 5. Dagger Dance 6. Missile Master 7. Healing 8. Power Shout Requirements: Originally, this style was only taught to the faithful, today it only requires practitioners to learn meditation. Ninjitsu There are as many styles of “Ninjitsu” as there are Ninja Clans. The style depicted in the Nippon-Tech Realmbook is an amalgam of various Core Earth clans styles. What follows are the five major styles employed by the Corporate Ninja of Marketplace. Asuga Ninjitsu A slight variation on Earth Ninjitsu, with more emphasis on offense over deception. 1. Block/Strike 2. Lightning Fist 3. Sacrifice Kick 4. Fade 5. Stone Fist 6. Invisibility 7. Weapon Master 8. Power Shout Requirements: as Ninjitsu Kubaicho Ninjitsu As an entertainment and news megacorp, Kubaicho relies on agents who can get information, pictures, etc. that no one else has. This allows them to remain number one in the industry – and provides useful blackmail. Their style is little changed, but focuses more on observation than combat. 1. Block/Strike 2. Lightning Fist 3. Stunning Attack 4. Weakness Probe 5. Felling the Oak 6. Invisibility 7. Bow Master 8. Eye of the Hawk Requirements: as Ninjitsu, plus Find. Many Kubaicho ninja master the use of the Compound Bow, and employ armor-piercing, or HEAP (High-Explosive Armor-Piercing) arrows. Improved Compound Bow T24 STR+7/25 R3-10/100/250 Laser Sight (TH+1) 30cr/Y8350 /$250 HEAP Arrows +9/27, Armor -3, Cost +2 Misaki Ninjitsu Misaki ninja rely less on offensive ability and more on subtlety and misdirection. Some assume identities close to a target for months before making their move. Like Kubaicho, Misaki also uses corporate ninja for espionage over assassination. 1. Block/Strike 2. Spring Attack 3. Stunning Attack 4. Feint 5. Felling the Oak 6. Detect Lie 7. Weapon Master 8. True Invisibility Requirements: as Ninjitsu, plus Disguise. Shori Ninjitsu Shori ninja strike hard and strike fast, concerning themselves with stealth only as a last resort. 1. Block/Strike 2. Instant Up 3. Stunning Attack 4. Heart Punch 5. Felling the Oak 6. Whirlwind Attack 7. Weapon Master 8. True Invisibility Requirements: as Ninjitsu Ursan Ninjitsu One of the oldest styles still in use on Marketplace, Ursan Style was originally known as Mikoto during the ancient wars. Arguably Ursan has the deadliest ninja in the cosm – one more reason for their rise to the top. 1. Block/Strike 2. Weakness Probe 3. Lightning Fist 4. Drop Kick 5. Dragon Flight 6. Sword Master 7. Invisibility 8. Death Touch Requirements: As Ninjitsu. Sokanto Popular among Ronin, Sokanto is another good CQB style. 1. Shoulder Throw 2. Ki Punch 3. Serpent's Coils 4. Fade 5. Heart Punch 6. Resist Damage 7. Spirit Shout 8. Judge Requirements: practitioners must learn deduction and meditation.
  13. 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 Weakness Probe in addition to the Target's skill (bonus to attack or defense - either a fixed value for the duration of this combat, or a single use level of success bonus). Or that the check act as a sort of Scholar:Martial Arts, and reveal what Maneuvers the target knows. Or some combination thereof. Has anyone else made a modification to Judge? Side note: I looked at the Tokyo MA Styles again. None of them exist real world, and all the names are nonsensical. They should all have prerequisites/requirements (at least one, most two, and some 3). And none have any setting context. They exist to contain at least one maneuver from the new maneuvers in that book. Has anyone done anything to change this? I'm thinking the nonsense names could suggest Marketplace origins, but haven't looked closely enough to supply Requirements.
  14. Green Dragon's Cosmbooks

    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.
  15. Green Dragon's Cosmbooks

    Oathbreaker-Order Elijah Atteberry – Preacher for the Cult of He Who Is Called I Am, a Pro-Magic sect of Christianity based in North Las Vegas, just outside Paradise. He has lead his church for decades, guiding the faithful through the invasions of Yakuza and Tharkoldu. The existence of other realities has forced Elijah to re-examine the bible. He has reconsidered old, deeply held beliefs – and has deemed that magic must have been a part of God's plan. With the arrival of Nolava, and neighbors that many believe have always lived here, Elijah believes that God has called him to spread the Word to the people of Nolava. He has even found new believers. And since Divine power does not flow naturally in the realm, he has been fortunate indeed, that many Vitomancers have joined his flock. The Cult also runs the only Bloodline in the city. Elijah asks for blood donations from the congregation, as well as the few homeless that have avoided being press-ganged (he pays them with food, shelter, and when he can a little cash from the offering plates). There are those that resent this. Those who feel the undead should be eradicated. And those among the undead who feel that the bloodline is demeaning – that vampires should hunt for their food. Elijah, and his church are not formally aligned with Order, though they serve the cause in their own way. Malachai Sokolof – The head of Illusion Studios, now based in Henderson. The studio makes Conjurevids, as well as performances for the crystal sets. (The Core Earth natives in the city have taken to calling it “DM Radio”, DM for Divination Magic). Malachai locks his stars into long-term contracts. Though paid almost meagerly by the standards of the cosm, they are also given nice houses, cars, clothes, and other luxuries. All of which belong to the studio, and if an actor wants to quit – they must relinquish all these perks, and pay for the months or years they have been using them for free. Needless to say, his stars don't quit lightly, and those in the know fear being fired. Malachai is nominally an agent of Akar. However, he has refused to answer the call from Colonel Harlan-Fletcher or Prelate Cyrilla. His efforts could easily have turned the tide, preventing Beraie from taking control of the city. Instead he opted to not to take either side. But his news broadcasts, and editorials did limit the riots and revolution to removal of government officials, and some property damage. And once it was over, most of the general public went back to worrying about paying the mortgage. Order Police Chief Kendall Malloy – A Las Vegas native, Kendall has transformed to Nolava reality. To maintain the police force he has had to implement changes. In lieu of taxation, he has persuaded community leaders to finance the police directly. He has also gained assistance from Core Earth government officials outside the realm, since his force serves as a resistance. He has also begun employing Forensic Mages, and purchasing runeslugs and other arcane tools. While the police are becoming an organized resistance, Kendall's personal life has suffered. His son, Patrick, has dropped out of school, and has been spending time in the company of known Beriae cultists. Colonel Yorick Eban Harlan-Fletcher – Descended from ancient Eaton Nobility. He truly believes that he is destined to lead, and that if he can rally the city, he can make everything right, and return Khufal to its proper place on Marl. He is a good leader, and skilled at both administration and strategy. But his arrogance makes it hard for anyone not born in Grand Eaton to find common cause with him. Though facing the middle age spread, Yorick is still a muscular man, who insists on keeping his attire and person immaculately groomed. Though he has been forced to put away his uniforms for secrecy, he still wears crisp, well tailored suits. Yorick has tried to rally the Yakuza, Syndicate, and Police under his leadership – but while they respect his experience, the leaders of the other factions refuse to give him direct command of their own people. Prelate Cyrilla Tamsyn – Another Grand Eaton expatriate. The local head of the Order of Akar, and direct subordinate to the Pontifex. She was also nearly killed multiple times during the revolt. Even now, Benjamin Ajam's pack are hunting for her. Having suffered such a humiliating defeat, followed by the cities' transformation, Cyrilla is suffering from depression. And her faith has been shattered. Unaligned Imram Abujamal – This industrialist is aged and sick. Despite his vast fortune, he is dying. And desperation has lead to a plan. First he hired Private Detective Toni Blaise to follow his young, third wife. Blaise proved his wife was cheating on him, and he then implicated Blaise in his wife's death. With her dead, Imram has no heirs – except the one he intends to create. He has learned that Rais Hussan has an artifact in his vault. One which can transfer a person's soul into a new body. He plans to force a group to steal it – inviting Hussan's wrath. And then use the artifact to take over a chosen, young, healthy, body. Lou Nichols - A small, scraggly-haired man in his early thirties. He runs a pawnshop on the edge of Sun City. A pawnshop that serves as a front for scavengers in the district, as well as a variety of black market sales. Lou is also a wererat, which makes a great many potential customers leery if they find out. Pascal Zacharias – This Shipping Magnate appears to all eyes to be a legitimate businessman. Except nothing about him is true. Firstly, he isn't human. He is a Gris, born Psishaj Zhatsoghoz, using a Facade spell. He began as a street pusher, and worked his way up to bootlegging Tarik liquor. With the transmigration, he lost most of his fleet. He has invested in smaller ships to bring goods in along the Colorado River, and has hired technomancers to invent a device used by Core Earthers – the airplane.