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plantedbypiggies

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About plantedbypiggies

  • Rank
    Junior Member
  • Birthday 05/01/1983

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  • Location
    Just north of DC. I.E., prime real estate for a nuclear attack.

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  • Interests
    RPGs, Euro games, playing guitar, reading science fiction and fantasy, watching tv, making music

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  • Occupation
    Paper pusher

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    http://gplus.to/plantedbypiggies
  1. Mini-Six Horror Campaign combat

    Interesting stuff, guys. Thanks for the help. The multiple attack stuff is sparking some ideas in my mind. And I like the idea of the reanimation. That will be hard to pull off, though, because the group decided early-on that there would be a moratorium on zombie-style undead. We did say yes to robo-cop style cyborgs, though, so there's a possibility of an experiment going wrong. :rolleyes: I do want to make it clear, I'm not completely against boosting the stats. In fact, I did monkey around some with that. Here's a telekinetic stat block that I was considering, using a 18 attribute, 12 skill build. Any suggestions would be welcome. TELEKINETIC: Description: A human/jaguar hybrid found in the South American rain forests. The virus has given this creature the genetic ability to move things with his mind. Attributes: Might 5D, Agility 4D, Wit 6D, Charm 3D Skills: Brawling 7D, Spear 6D, Dodge 6D, Stealth 5D+2 Throwing 5D, Search 6D+1, Beast Ride 3D+2 Static: Dodge 21, Block 18, Parry 16, Soak Perks/Complications: Telekinetic: You can move stuff with your mind. Make a Wits roll and treat it like a Lift skill. People resist using Might. Teeth and Claws: When fighting close-range, NPC can add +1D to damage when successful with brawling due to natural weaponry. No Pain, No Gain: To access esoteric abilities, the NPC must spill his own blood. It can take a full round of action or be combined with another action at a -1D penalty. Gear: Spear (Might+2D) Sword (Might+2D+2), Heavy Hide Armor (+6)
  2. Mini-Six Horror Campaign combat

    I'm GMing a new Mini-Six campaign for my group. They wanted a horror game set in a post-apocalyptic world, so we homebrewed a world where a nanite plague spread rampantly through flora and fauna, combining attributes of them with humanity and opening up previously unknown abilities such as telekinesis and ESP. While the majority of people were infected by this disease, a minority of people were able to escape to space stations. The campaign is taking place several hundred years after the virus outbreak. The premise is that they're a group of soldiers and academics on the second attempt to establish a new base camp for humanity. The first party was lost in unknown circumstances when they tried to land in a South American rain forest. I decided to have them face a group of human/jaguar hybrids with a telekinetic leader, but it wasn't horrific enough. The combat was just too easy for my characters. I had decided to use basic Mini Six barbarians as the model, but they were just too weak against the party. I think this is because I've let the party take science fiction style plasma weapons while the Jaguars had just swords and spears. One of my first thoughts was to increase the stats for these mooks, to give them a better set of static stats, but I'm not sure that is necessarily what's needed. Do you all have some suggestions that could help with this?
  3. What have you been watching lately?

    I just got home from a marathon of Liam Neeson movies that a friend hosted. Back to back, we watched The Grey, Rob Roy, Darkman, Taken, & The A-Team. I had never seen any of these films, so it was pretty cool to catch up on them all at once. The Grey and Rob Roy were a bit slower paced, but ok. I actually liked Rob Roy a lot, but it's not really a movie to see with a large, chatty group. For me, Darkman was the most entertaining. I do think the crowd factored into it because of the MST3K effect. Needless to say, my brain is full of Neeson. Other than that, most of my viewing has been focused on Fullmetal Alchemist: Brotherhood. I watched (and own) the original anime, but I think this one is better because it's sticking closer to the actual source material. i'd definitely recommend it.
  4. Are you a Steampunk Fan?

    I searched your blog and found this post that gives a description of your world. A possibility is the underground rivers. You could have a kind of steamboat bathysphere/submersible thing going on. All the comfort of a floating hotel that has a paddle, but completely enclosed. I'm kind of curious, though. The planet is described as being very low on resources. Is all the "steam" power going to come from compression, or will there be actual steam generation? I guess what I'm asking is will you have a majority of your engines be steam turbines or will they be water turbines? Such low plant life and no fossil fuels would make it hard to find burnable material necessary to produce enough steam to power an industrial revolution level of technology.
  5. Are you a Steampunk Fan?

    I'm a pretty big fan of the steampunk genre. For a steampunk western, it'd be pretty cool to see what a steampunk Mississippi river boat would be like.
  6. I don't know if you guys are still doing this type of thing, but I'd certainly be interested.
  7. So what's up with people?

    I'm in the same boat as Shiftkitty. I just recently joined because I'm interested in the OpenD6 movement, but I'm still waiting moderator approval. I wasn't sure if I can post yet, but I'm giving this a try anyway. One reason I'm into Open D6 is because I'm a relatively new tabletop gamer. I was introduced to several systems in short order, including D&D 4 and Pathfinder, and was excited about the idea of being able to tell interactive stories. The rules froze me up, though. My friends who introduced me to D6 are playing Star Wars, and I enjoyed it because the rules were so de-emphasized compared to those other systems. We were playing a couple weeks ago and I thought, "I can do this!" And I thought I'd give story creation and GMing a try. I was really excited to find the Open D6 core books, then even more excited to find the Mini Six barebones pdf. Something that's lightweight and easily arbitrated is great for someone like me who's looking to GM but doesn't want to be a huge rules master. In addition to the magazine, one thing I would suggest to encourage is the idea of actual play podcasts as a way to promote the system. I love listening to these things. I would hazard to say that 95% of my knowledge of systems comes from listening to people play through games. I know that's true with my knowledge of D&D (thanks to Critical Hit).
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