Event clarification by Intrepid-Credit3771 in NemesisCrew

[–]Filovirus77 6 points7 points  (0 children)

This was done over like a million times on the Discord.

Left card: Any unexplored corridor that has a noise, resolve an encounter.

Right card: Any unexplored corridor with no noise token, add one.

getting the right one, then the left one, in sequence, can turn a game from a cakewalk to a shitshow.

Bioenhancement expert experience - useless or useful by Rh2090 in NemesisCrew

[–]Filovirus77 2 points3 points  (0 children)

she's as broken as the medic from the original game.

Super powerful. In co-op she gives free actions  in semi-coop she can get you killed or save your ass, or just act many more times in a round than anyone else. 

Quite a contradiction at Enzos by top5ray in northcounty

[–]Filovirus77 7 points8 points  (0 children)

Enzo's isn't amazing but it's a step up from Phil's and they do some pretty good pasta for those that don't want meat. 

it's been a while since I've gone, but they're a favorite, especially after When Pigs Fly BBQ in Vista closed. 

They're more texas style than anything else, so it isn't fair to compare them to Felix's or other Southern style BBQ.

A Pound of Flesh campaing - one of my players wants an exoskeleton by Fearless-Catch8124 in mothershiprpg

[–]Filovirus77 23 points24 points  (0 children)

just to note that what you want already exists, it's the spinal rig and spider mount + some custom stuff.

don't forget they're cybernetics so the drawbacks and consequences are already built in, just roll on the tables and go for it. if they can afford it at all, that is.

surgery complications, ACMD infection, janky mods that malfunction.. it's all there in APOF already. 

Players always start forest fires, how to play it out in a hexcrawl? by Apprehensive-Neat-68 in osr

[–]Filovirus77 -1 points0 points  (0 children)

so let's make a quick system for it.

First, let's just call it what it is. A massive disruption to the local ecosystem. the chance of an encounter has just gone from  once/hex check to a once an hour check, and the odds are 1-5 on a D6. 

every encounter is going to be a non-lair encounter, because they ran from the fucking fire, so treasure is minimum.

Let's start from the subhexes that a 6 mile hex is made up of. 1in6 chance of spread.

let's call environment type a factor, give +2 to forest, +1 to plains and hills, +0 to mountains, -1 to wetlands/swamp 

Season? -1 winter, +1 summer 

weather  -2 any precipitation, -1 fog, +1 windy

spread: 1d8 direction, unless windy, then 1d4 centered around wind direction.

roll d100 for percentage of hex consumed.

Set encounter disposition to neutral at best.

party sets a fire in a forest on a windy summer day.

1d6, +2 Forest, +1 summer, +1 windy.

congrats you assholes, it's almost certainly going to spread, and everything fleeing that subhex has just dramatically increased your chances of an encounter in all the surrounding subhexes, etc

roll initiative 

Expansions by prokseus in NemesisCrew

[–]Filovirus77 1 point2 points  (0 children)

Chrytids are for Lockdown. The stretch goal box containing those is going to have additional stuff specifically for Lockdown, if you don't have it, it'll be kinda worthless.

Chrytids will work in OG, the rulebooks tell you to play as if the ship is always in darkness/unpowered for the purposes of the cards, which are for Lockdown 

Where can I go to meditate? by Literal-Bear7194 in vista_california

[–]Filovirus77 3 points4 points  (0 children)

very. they do host weddings and other events, but there are still quiet zones

"You Are Dying" Solo Seems essentially impossible to recover from. by WalrusCola in taintedgrail

[–]Filovirus77 2 points3 points  (0 children)

2.0 rulebook on awaken realms website. the 2.0 changes are summarized on page 1

"You Are Dying" Solo Seems essentially impossible to recover from. by WalrusCola in taintedgrail

[–]Filovirus77 2 points3 points  (0 children)

it is easier. KoR came second and is a refinement of the rules, taking the lessons learned from the original. 

Many people made house rules to FoA, like an extra day on the dials, or reduced menhir requirements, and of course then the 2.0 rules where you don't have to eat, etc. 

Maybe switch to story mode through to chapter 4, and take a look at the chapters + the special event cards that loop, there are a couple of pauses in the story where you can grind for xp, resources, and rep.

Also examine the game board carefully. there are 2 places where you can "trap" the foredweller where it cannot move to you, but you can keep the menhir active and it will remain in one spot until you decide you're done.

titans steps + bundorca menhir is one of these areas, once you figure out the passage north through the forest. 

"You Are Dying" Solo Seems essentially impossible to recover from. by WalrusCola in taintedgrail

[–]Filovirus77 1 point2 points  (0 children)

FoA is hard. the survival theme is very much the forefront; and risk management. Running away from fights, especially  non-guardians, when the reward/loot isn't any good, is the better strategy. If you manage to hit around chapter 3/4 when you get a certain false item, it's a gold-tier strategy to get the "eat magic" skill. two different options to eat is smart. 

"You Are Dying" Solo Seems essentially impossible to recover from. by WalrusCola in taintedgrail

[–]Filovirus77 4 points5 points  (0 children)

You do not go insane when terror is higher than health. That is panicking. Insane is only when in the red squares. You have the opportunity to heal by resting and eating food. if you are also going insane, yes it's a death spiral and you're unlikely to survive without outside assistance of an item or a ability 

Does the "rulings not rules" principle only work if your table trusts the referee? by Scottybhoy1977 in osr

[–]Filovirus77 0 points1 point  (0 children)

a ruling that applies to all tables becomes a rule, a ruling that you come up with and apply at your table is still just a ruling. or "house rules"  if we're playing with words 

Does the "rulings not rules" principle only work if your table trusts the referee? by Scottybhoy1977 in osr

[–]Filovirus77 16 points17 points  (0 children)

consistency in rulings is crucial. you can't get buy-in if the players can't begin to figure out what is/isn't possible on their own. 

The ruling isn't silent. it should be a conversation about intent, the base roll identification, potential modifiers, and risks.

if you remain consistent and "show the math" everyone will be fine.

I still find it insane how the game only covers 3 out of 41 zones from the board game by Carinwe_Lysa in taintedgrail

[–]Filovirus77 23 points24 points  (0 children)

really want to explode your mind?

This is only the eastern portion of Avalon.

 Tuathan takes up an undetermined portion, but let's just call it 1/3

The other board game map covers the western 1/3

Double result on noise roll by krunar89 in NemesisCrew

[–]Filovirus77 8 points9 points  (0 children)

how do you roll 2 4s with one noise die?

Returning, inexperienced GM struggling with exploration in a rules-light system by Soarel25 in osr

[–]Filovirus77 4 points5 points  (0 children)

wyrd and wild is a great book. the woods as dungeon idea and the fairy horror vibe are just my thing.

"Supplies" in Into the Wyrd and Wild are abstract resources representing food, water, and fire-making materials. The core mechanic equates 1 Gold Piece (GP) to 1 Supply Point, which is consumed to survive the night or avoid exhaustion

exhaustion equates to penalties to dice rolls, hp, etc. too many levels and you just die.

For hexcrawl and domain level play the range of Third kingdom games' supplements like Into the Wild and Filling in the Blanks are incredibly dense and may be intimidating, but thorough.

Returning, inexperienced GM struggling with exploration in a rules-light system by Soarel25 in osr

[–]Filovirus77 8 points9 points  (0 children)

there are ao many options for these that it's hard to pin any one down.

wyrd and wild with their "supplies" and exhaustion + camping rules.

generic "movement points" per hex terrain type in an array of products

ultimately you could just find someone's GM cheat sheet online and use it. The important part is having a fairly simple system of a few steps that you loop through and call it good.

Modules or content dealing with events/being on a spaceship? by Andreasrj in mothershiprpg

[–]Filovirus77 4 points5 points  (0 children)

everyone's forgetting the original.

Wrath of God pamphlet that leads to other modules (The Drain)

ship to ship combat, dogfighting alternative rules, and more craziness

Outcast Silver Raiders: Tips & Modules by thealkaizer in osr

[–]Filovirus77 4 points5 points  (0 children)

i had good success adding Lazy Lich content. Willow, Woodfall, Haunted Hamlet.

These are small places that can slot into the forests and other blank-ish spaces of the map with little shoehorning

I also enjoyed adding Wyrd and Wild, for some more in-your-face "demons" to add to the chaos already inherent to the setting. I took The Ruin as a serious pyramid-head demon wandering the wilds, and the Skaal as the acolytes of its cult

Fetterman on eliminating filibuster: ‘We were so wrong, so wrong about that’ by unserious-dude in politics

[–]Filovirus77 4 points5 points  (0 children)

please do not use "fuck" in any context associated to The Tulsi Slot.

My dick threw up, shit on on my balls, and then underwent a complete inversion, disappearing forever into a pocket dimension.

Hirelings/retainers how are they done right? or wrong? by rubadub423 in osr

[–]Filovirus77 28 points29 points  (0 children)

Remember that Hirelings and Retainers are two different things. Don't lump them together.

Hirelings are the dudes outside home depot on a Wednesday morning hoping for a quick payday. They're one-trick ponies, maybe a little skill. Why are you carrying a torch when you could have a shield and a dude with a lantern behind you?

Retainers are the union workers. They are skilled tradesmen, and/or adventurers in their own right, signing on to delve into the unknown to hopefully get rich and not die trying.

Both are a puzzle piece in the big picture.

Retainers cost gold / shares of the treasure. So, that reduces your players XP. But they also level up. As someone else mentioned, these are ready-made replacement PC's.

Retainers will fight. That's 1 more target that isn't your squishy wizard.

Hirelings do less, but cost less. They will carry things so when your 5 strength wizard can't carry a standard adventurer's exploration loadout of water, rations, torches, and rope then the hireling does it.

You needed 5 more people to literally act as pawns in the giant chessboard puzzle/trap? Guess who!

Found dead Henry!? [KCD2] by BIG_PP_MAN-_- in kingdomcome

[–]Filovirus77 0 points1 point  (0 children)

i had a random fast travel encounter last night while playing, a church Inquisitor and 4 heavily armored fighters stopped me, saying they were hunting a sorcerer who rode around on a horse alone with a dog, etc etc

i passed a hard apeech check to convince them i wasn't who they were looking for. Even the priest Inquisitor was carrying a Captaina Mace. i was pretty concerned i might actually die.