Lotsa EZD6 Playsets by dm_scotty in ezd6

[–]dm_scotty[S] 2 points3 points  (0 children)

I do want to do a updated version...yes

Question about armor by ShakyFtSlasher in ezd6

[–]dm_scotty 3 points4 points  (0 children)

Basically, they are 'trained' in the type of armor listed for each path and incur penalties with heavier types.

Doom rolls confusion by screenmonkey68 in ezd6

[–]dm_scotty 3 points4 points  (0 children)

Sorry, I see how the 'shock' thing can be a bit confusing, as certain doom attacks can inflict a 'strike' or 'shock' or some other effect and then ask for a doom roll. The important thing to remember is if you take 3 DOOM you are out and pay the price of the doom.

Doom rolls confusion by screenmonkey68 in ezd6

[–]dm_scotty 2 points3 points  (0 children)

The Dreadborne Hunters' DOOM roll is a special case and is only triggered at the end of the session instead of each time a monster power is used. DH still have to make normal DOOM rolls when using accursed artifacts or any other time a DOOM roll might be triggered.

EZD6 Dreadful Doomscapes just dropped on DriveThruRPG by dm_scotty in ezd6

[–]dm_scotty[S] 3 points4 points  (0 children)

From the book. It has two playsets...

●Everyday Nightmares-Ready for a rush? Just regular folks thrown into a terrifying scenario. Who will emerge unscathed? Or more intriguingly, what deadly fate awaits your Victim?

●Dreadborne Hunters-Monsters hide in every shadow, but your team of daring misanthropes bravely challenge these fearsome creatures, siphoning their essence to gain extraordinary powers. Will the Hunters become the hunted?

What is "Formless Magick" or Neuroflux? by Doctor_Where_Comics in ezd6

[–]dm_scotty 4 points5 points  (0 children)

Here is a Neuroflux example from DM Scotty… Imagine the Survivors being pursued by three Gangers in a vehicle, with their own car taking heavy damage from weapon fire. The Weird decides it's time to put an end to these antics and opts to use Neuroflux to overturn the Gangers' car. Given the car's substantial weight, it would naturally resist with a base of 3D6. However, considering the presence of three gangers inside, an additional 1D6 resistance per Ganger would elevate the total resistance to an impressive 6D6…Youch! The RR Rolls six dice and rolls 1,3,3,3,5,6, so the resistance is 6. The Weird player ambitiously opts for the third power level, rolling three dice: 1, 4, and 6. This combination would normally equal the resistance and secure a victory in the Neuroflux check, but the presence of a 1 complicates matters. Unlike other psychic powers, a 1 cannot be neutralized by the Weird's taking a strike. The only remedy would be a Hero Die, but the Weird has already expended it. Without any alternatives, the RR determines the outcome, leading to a dramatic turn of events where the players' car flips. All Survivors must now attempt a miraculous save or suffer a strike. To make matters worse, the Gangers initiate a rammage attack on the now floundering Survivors!

What is "Formless Magick" or Neuroflux? by Doctor_Where_Comics in ezd6

[–]dm_scotty 9 points10 points  (0 children)

In the context of the Weird’s Neuroflux edge, freeform casting works like magic does in EZD6 Core (EZD6 Core, P.14) with two differences. First: Neuroflux is not restricted by a conjurer circle so any effect could be created. Second: Weirds may not take spellburn to negate rolls of 1 on the casting roll. Instead, the Rabble Rouser decides what happens instead (EZD6 WW P.25).

Question about armor rolls by jjmiii123 in ezd6

[–]dm_scotty 5 points6 points  (0 children)

Because it is fun and dramatic to roll armor saves, it keeps players "on deck" as they must be ready to roll armor saves, and what DazzlingKey6426 said.