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spaceratcatcher

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  1. The mechanics should feel familiar for players of the Star Wars Roleplaying lines, as End of the World uses a very narrative system featuring both positive and negative dice added to a pool. Tests can inflict Stress on a character even in the case of a success. It's a much lighter system, with only two types of dice (both six-sided), and no extensive skill or talent system.
  2. Traumas heal over time, whereas features are (generally) something permanent. So, if the dodgy right knee is the result of a recent injury and is expected to heal, you would list it as a trauma when making your character, and would remove it during play after enough time passes (assuming you survive long enough!). If it's something you've had for years and don't expect to go away anytime soon, it could be a feature. In any case, you can absolutely start the game with a trauma, if you choose (page 23). That's my take, anyway!
  3. I would think the Corrosive quality is just what the plague doctor ordered. You could simply increase its value as the power grows/awakens. And be sure to check out the Daemon Weapon rules in Enemies Beyond or even the Legacy Weapon rules in Tome of Blood! (Shameless plugs.)
  4. As a GM, I would probably allow it in most situations, as long as the bodyguard could conceivably push/tackle the other character out of the way. Although, I might rule that they both end up prone after.
  5. It is, in my opinion, always ultimately the GM's call on what abilities an NPC has, regardless of what a book says. If you feel a character should have a certain Talent, give it to them! Even if it doesn't match the authors' original vision of the character or their fighting style, what's important is that it fits your interpretation and how you plan to run the character/combat in your game.
  6. Fellowship is listed as an alternate Characteristic for Commerce (table on page 99). Presumably it could apply in many of the small-scale transactions Acolytes make, as opposed to evaluating items, negotiating major trade deals, or examining years' worth of business documents, all of which would better suit Intelligence.
  7. Just wanted to pop my head in and mention there's an erratum for this talent in the latest version of the FAQ.
  8. As it's a new system, and this is just my understanding of it, a single hit only translates in a single wound, then you roll on the correct wound effect table. Mooks have 2.wounds. As Manchu pointed out earlier,the max you can roll on the correct table is a stun, and this is taking tearing into account. A roll of a natural 10 on any damage die causes Righteous Fury, which results in a Critical Wound so long as any Damage gets past Defence. Novice and Elite NPCs are instantly killed or incapacitated if they receive a Critical Wound. The third category, Master, follows the same rules as PCs. Novices also do not use the Wound Effect tables, but simply die or become incapacitated after receiving two normal Wounds (and again, after receiving a single Critical Wound). Novices also cannot cause Righteous Fury. So, any time a PC rolls a 10 on a damage die (a requisite for maximum damage) when attacking a mook (including both Novices and the more dangerous Elites), it instantly kills/incapacitates the target. If you don't cause Righteous Fury against a Novice, it means a glancing hit, flesh wound, etc., and a second successful hit is necessary to put them down.
  9. That's not the point though. The point is to distill the system down to the very most basic act you can do with it and see if it behaves in a logical manner. Shooting someone in the head with a large caliber armor peircing round should do a lot more than: "The edge nicks the target's temple, causing pain to shoot through his skull, forcing him to fight through the agony to find his balance. The target suffers Blood Loss (1) and is Dazed for 1 round." when rolling max damage. Stop and look at this from the average player's view: Shooting a mook in the head and rolling max damage only stuns them. Well, actually, rolling maximum damage (a natural 10) against a Novice or Elite NPC kills or incapacitates them (as long as the damage is enough to bypass their Defence), regardless of the weapon used. Unlike in first edition, there is no test to confirm Righteous Fury, so it's actually easier to one-shot mooks. Also, Novice NPCs don't use hit locations, although a GM could of course describe it as a bolt round blowing apart the NPC's head, or whatever. Edit: And with Tearing, Bolt Pistols are going to one-shot their fair share of NPCs.
  10. Leaving aside the unnecessary hostility and personal insult of your comment, first edition had plenty of random tables. So that seems like an odd thing to complain about.
  11. Here's another thread on the same topic, which might be helpful. It includes a response (#7) from one of the book's writers: http://community.fantasyflightgames.com/index.php?/topic/71045-necron-weapons/
  12. AlphariusOmegon7 said: Spacerat, I wouldn't nerf them that much. No1 is right - Necron weapons should be hilariously good. Just not gamebreaking (which is what they are currently). Dispersion Shield I agree - it should barely be a weapon, its primary trait being its very good special ability. Hyperphase sword 1d10+7R, keeping everything else the same, maybe increasing pen by 1. Void Blade 1d10+5R, +1 pen, everything else the same. And Warscythe…I'm still working on that. bogi, in ToF it gives rules for PCs getting their filthy little mitts on necron weapons, saying that some don't phase out, or you grab it from the dude and run. I think that with the numerous Qualities attached to these weapons and the high SB of the Necrons wielding them, the stats I posted above should be sufficiently scary. I guess it depends on how much you (dis)like your players. :-) Finding Necron weapons that won't phase out could very well be the basis of an adventure.
  13. I was also a little shocked by the Damage values on some of the Necron melee weapons, which is funny, because I wrote the Necron section for Tome of Fate. Let me preface this by saying that I do not speak for FFG, and this is in no way an official answer, but simply my own opinion. That said, if I were to include Necrons in my Black Crusade campaign, I would modify the weapons like so: Dispersion Shield: 1d10 I Hyperphase Sword: 1d10+6 E Rod of Covenant (Melee): 1d10+6 E Void Blade: 1d10 R Warscythe: 2d10+6 E I would leave the Pen values and Qualities as-is.
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