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Everything posted by caul

  1. If you have 10 in an area mouthy, why would they NOT hook up? I had probably 2 or 3 Horrifying Abominations chasing my group when I ran they game, and they did the pertinent thing and ran...
  2. Survival should be your only concern in this game. Even a protracted one. That is my feeling anyway.
  3. Adding negative dice is as simple as adding positive dice. Not difficult, no environmental issues = 0 negative dice Then build up from there on a 1 for 1 basis. You are trying to pick a new lock (-) in the dark (-) with shoddy tools not meant for the job (-) and a horrifying zombie is stalking you and will attack if you don't get the door open (-) Easy.
  4. Um...WoD doggies would tear humans apart. Or are you statting them up as PCs?
  5. The upside is that if they have a duffel full of heavy textbooks, they also have a large improvised weapon
  6. Don't shake a stick at those heavy improvised weapons. I had a player pummel a zombie near to death with a satchel of heavy RPG books...
  7. In my first session the group didn't actually "kill" any of the Infected (Under the Skin). They hogtied the first one they ran into (Me ) with a handy extension cord, fled the shop we were playing in, began looting a nearby Dollar General, saw a Horrifying Abomination coming for them, ran, went to a Lowe's, grabbed some equipment, saw 2 or 3 Infected, ran...and that's where we ended for the night. They also ran off a possible NPC friendly by creeping him out to much with their discussion on how to "kill zombies" and which weapons would be best.
  8. I've said it in another post, and I'll say it again here. If you want a TPK, run Under the Skin as is. 10 Infected = Horrifying Abomination? I had one up and following the players from the start of them game (easily 10 people Infected and joining in the busy game shop we were running in).
  9. I'll be honest I don't see the point. Let them carry as many textbooks as they realistically can (means less other supplies) and give them the (+) die when they make use of the information in the book. I don't think it needs to be more complicated than that.
  10. All negative dice do is apply stress if any remain. Thus if you roll some 6s on the negative dice, you kinda do want to roll some postive 6s as well. In this game I would rather fail a roll with no stress I think than succeed all the time with stress.
  11. I was also trying to keep the focus on The End of the World as, you know, we are in it's forums, and not WoDs.
  12. My point was that you are decidedly NOT mortal in Changeling. So while horror, dread, despair and such are present, you are still a super powered murder hobo. What I love about The End of the World, and I can't wait until Wednesday to run it, is that you are just Joe Schmoe...and you will die, likely running, possibly screaming...
  13. A six is not a critical failure. And actually, though you may not succeed at the task, rolling a positive six still has the benefit of cancelling a negative six, thereby reducing the amount of stress you must endure.
  14. Night of the Meteor => Night of the Comet (1984)
  15. I'll try to run this one with All is One only needing 10, but I feel that 100+ will be better and less TWK.
  16. Changeling, while excellent, will not quite capture the horror, despair, dread, and euphoria of being a mere mortal lost in the fairy realm. I would posit that you absolutely can use The End of the World for this, possibly with more ideas to be mined from Wrath of the Gods which that book comes out (which I believe is the next release).
  17. I'll but running a game next Wed. but I gotta say I love what I've read so far. For those mentioning skill based systems, I suggest you think of Features like skills. For those mentioning not enough build points, I would consider thinking of a 3 as average, so it makes sense that you'll have several 2s and maybe one 4, as very few people in the world are truly average. Also, if people are having trouble with succeeding, I would warrant that they are not getting enough adds from Features, equipment, assistance, and the environment. That is where things really start to add up. I'm intrigued at the idea of a GM screen. What would go on it? More art on the inside? I don't see myself ever using a screen with this game...
  18. I'll be running "Pandemic" with very little mods. Everyone will start as themselves, but if they die, will have to pick up an NPC that they run into or rescue. I'm intrigued by everyone using Google Maps, minis, and boards and such, but I think I'll just keep it basic and use a convenience store map of the area and no figs or battle maps. I like the idea of a physical map as well since they will be able to mark on it, draw out routes, X off searched areas, and such.
  19. My biggest concern about "Under the Skin" is the All is One ability that infested creatures have. It only takes 10 to form a Horrifying Abomination? This is the most deadly scenario by far out of those in the book.
  20. I'll be honest I'm not really sure why people need a master list of features. I think the beauty of this game is that you don't need master lists of anything. Just make it up. I realize of course that not everyone likes that kind of openness, but I for one am reveling in it. Also consider that Features can also be seen as "Skills" in a way, thus I can be Stealthy (+) or a Physicist (+) and so on... If you are playing yourself, I shouldn't think it would be difficult to come up with positive and negative features in all categories. When it comes to making traditional (read: not you) characters, let your imagination run wild, the system can handle it.
  21. So I was just wondering how you all handle this? My current thought is to keep it simple and just have the player (or group if they want to work together) make a Logic test to find what they are looking for, rather than use a bunch of random tables. So for example: Tom and Jerry are in a convenience store looking for bottled water. They are working together, and Tom has the higher Logic (4), they both have flashlights, and Tom is Observant (+) so he is going to roll 4 positive dice. The store has been well picked over though, so there are 2 negative dice. If he succeeds, they find bottled water. If they succeed with multiple dice, they find even more water, or something else beneficial. If they succeed with doubles on remaining positive dice, they find something even more beneficial, like a gun. If any negative dice remain, Tom takes Mental stress in the form of frustration. If you are looking for something that doesn't make sense in the environment you are in, the GM can increase the number of negative dice applied, or simply say there is nothing of the kind present. Thoughts?
  22. I hate to disagree with everyone, but I think one of the great things about FFG WFRP is that it gets away from maps. I understand what one poster said about A Time to Mourn from TGS, but I realized as I was reading it that I like that there isn't a map. Without maps, exploration is speed of plot, and I can adjust descriptions and location cards as need be. The lack of maps creates tension with the players, and I as a GM, love any tension that they suffer. My personal opinion of course.
  23. Thanks for the info. I think I'll check out Sigmar's Heirs.
  24. Anyone have or can point me to a good source of information about Kemperbad. I plan to begin my campaign here.
  25. One of my players want's to specialize in Coordination (Dodge) and Weapon Skill (Parry) and has suggested that due to the specializations when he performs those actions he adds one to the attacker's dice pool. This seems powerful to me, but I can understand the trade off of one [W] for one . I'm just worried about the power of this. Thoughts?
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