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rg56538

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  1. The points stand regardless of the names applied to features. "Relentless" or "Unrelenting" is pretty self explanatory.
  2. Actually if the zombie were grappling with a PC with "bodybuilder" I would be inclined to give the zombie a negative die for that. The extra strength would make it easier for the PC to hold the zombie at bay, thus making it harder for the zombie to make a successful attack. Bodybuilder would not help if the PC were the target of a rifle or pistol shot though. A: Just because you are fit doesnt mean you are good at fighting, B: wrestling with a zombie would never be a good idea lol. A bite is a bite is a bite, regardless of a six pack and putting on a gun show,
  3. Since features are basically made on the fly, if i roll a zombie with Relentless or Unrelenting then that is what they have. The book only gives examples to work by. Majority of features are not going to be listed in the book.
  4. I have to agree that it seems that features would only impact the the amount of dice for the person possessing those features. For the zombie the "horrifying" and "unrelenting" features would add positive dice to the zombie's actions. The same way if a PC had a "body builder" feature wouldn't add negative dice to the zombies attack.
  5. Merc is correct I remembered the wording wrong.
  6. Is the map a bit glitchy for anyone else? (icons etc..)
  7. The negative stress only happens once a tier has been filled. As per your example 7 stress "hits" 3 hits in the first tier leaving 4 stress left to add to the second well, filling the first tier then adds - 1 to the stress being added so it is 3 stress added to the 2nd tier filling it up. So the next time that PC is attacked or gains stress - 2 will be deducted from the totals from that point forth till that stress is converted to a trauma. Tier 1 filled = -1 Tier 2 filled = -2 Tier 3 filled = death with a chance to be revived.
  8. So pose a question in a new thread or contact FFG directly and ask them the question. Otherwise, in my case I view features as being relative to the situation. They may be positives for the one character, but negatives for an opposing character. Again, the mutability of this system supports uses like this which is again why I am enjoying it so much. I find that comment a bit snarky... It has been discussed before in a round about way in other posts. But one "explaintion" leads to another question without a definitive answer. I posted my comment as a "I agree" comment that this needs further discussion. I for one am more interested in what other people have to say then FFG...
  9. This has been covered in a couple other posts. But the general idea is to have a outline of goals, buildings, people, motivations etc.. and use them as needed. Have major event planned and pop them in there when it seems ideal.
  10. I bolded and underlined the part that concerns me. Have we ever determined that and NPC having Positive Features can use them to give a PC negative dice? This seems wrong to me. It seems like the zombies Positive features of Unrelenting and Horrifying would only apply to giving THEM positive dice on a roll, not giving a PC negative dice. I could be wrong and this may just end up being something that each GM needs to determine, but it just seems off to me. Let's say I'm "Crack Shot". Does that mean that an NPC trying to dive for cover while I'm shooting at them take a negative die for my positive feature? See what I mean? I think this is an important question to have answered.
  11. Yeah I had to write an outline "If A happens then B happens" etc... in general terms, I also made plans for several different building they could go to (like the local gun and ammo store etc..).
  12. Ease of healing is based on the situation and GM desertion. When you recover stress all is wiped from that track, meaning if the track reached lvl 2 you have a lvl 2 trauma not a lvl1 and lvl 2 trauma etc etc... So in that category you would have only one trauma, unless the player rested and reset that stress track before and now has 2 traumas. Say a lvl 1 trauma and a lvl 2 trauma. Well the players get a chance to rest and the player with 2 traumas needs one day of rest to get rid of the lvl 1 and 1 week for the 2 lvl. If the healing is not disrupted for 1 week than they both are removed as traumas. But that is also when you can have some fun as a GM and make something heal badly for whatever reason and suddenly that player now has a negative feature . For example a badly healed broken leg (had to run from zombies while it was splinted or something along those lines). Now the player has a limp.
  13. Someone posted a bit ago some tables to help roll quick NPC's.
  14. It is a urban myth that nails and hair keep on growing. It only seems like they keep on growing because the skin surrounding them is drying up etc.. and pulling back from the nail bed for example.
  15. Since you specifically mentioned my Career Skills mechanic (which lets you gain one of 3 benefits with "pre-set" actions) I suppose this is specifically directed at me. Thanks for the mention? As one of those people who like to add new and "complicated" mechanics, allow me to help she's some light on this subject. This, this, and this.
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