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Topics - Dr_NANO

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General Discussion / Rations - how many can you have?
« on: December 16, 2019, 08:58:51 AM »
In my game I have multiple players who have bought more than one of the Rations item, so they have 20 Rations available to them without having to Refresh.

We play with the bust variant rule where you have to roll foresight to Refresh so it is a very smart thing to do, even if it cost more upkeep.

I could find no places in the book that ruled you can only have one Ration item.

However you also have one back pack at character creation (as well as a Ration) and I do not think buying another one would double your Haul and Refresh.

How do you play it in your game? Do you allow more Rations to be bought?

General Discussion / Fleeing and rations
« on: November 01, 2019, 10:34:17 AM »
Hi guys

We have played a few sessions now and when the players are facing off against casualties I find that the same thing tends to happen. Exciting fight happens then followed by a long boring retreat/escape scene.

 They always engage in fights were they have an objective otherwise it would descend into hack and slash pretty quickly and you do simply not have ressources for this in Red Markets. So last time they were to defend a medic NPC while performed surgery on a soldier in the middle of the street and they 4 mobs converging on them. They did pretty well and after the soldier was stable they wanted to flee the incoming Mobs attracted by shooting and explosions. How do you play this?

I ruled that if they got further away than 10 Shambles they had left the fight and could get away safe. But that leads to a really drawn out sequence of players rolling Athletics and burning rations which was rather boring.

This has been the case in the last few battles. Any recommendations to make it more exciting?

I have been thinking about making it a Skill Challenge (if you do not know what it is check it out right now . It is a very cool mechanic for making awesome scenes in DnD and I find DnD games without them rather boring). Maybe just a S6F3 (I have 6 players and I want everyone to contribute) to escape and on a faiure they end up in dicey situation where they have to fight to get out.

General Discussion / How many points of Will can be used on a roll?
« on: May 29, 2019, 07:42:27 AM »
Many games have some kind of ressource that gives the players an edge on the competition, like Edge,Inspiration, Moxy, willpower etc etc.

In many of these systems it is detailed if the players can use one of these resources on a roll or more to increase their chances. In Red Markets it is not mentioned.

Can you for example flip the black and red dice for a succes (1 will) and then upgrade a succes to a critical succes (1 will) and then buy another narrative benefit to add onto an existing critical succes (1 will) for a total of 3 Will spent?

My players and I have combed the book and found no answer.

How do you play it?

Under Casualties in combat on p. 297 it says that when a Mobs Shamble reaches 1, they attack the character they just reached.

What if there are more than one character?
Is one chosen at random?
Or can a mob attack all characters they reach?

Essentially, how many attacks does a mob have?

General Discussion / Riot Shield maybe a bit too good?
« on: May 19, 2019, 06:38:26 PM »
As my players and I are preparing for our campaign start next week a flurry of questions has come in. The latest is the Riot Shield.

It has the armored quality so it can absorb damage from all hit locations (except head) for a charge.

So  it can basically remove 10 hits from casualty/vector combat. Thats seems reeeeeeeally good!

It costs 8 Bounty so it is pretty expensive though. And with a helmet you have reduced your risk a lot for going into combat for 10 bounty.

What is your experiences from play? Is it too good?

General Discussion / Explosive weapons
« on: May 19, 2019, 01:27:00 PM »
The explosive weapons in the book has me and my players a bit confused. In the introduction text for Flamethrower and Molotov Cocktail it states that they are not good for fighting casualties and are better against Vectors/humans.

But on p 298 it says:

 To take down the mass of a mob by more
than one, players need weapons with special
upgrades and qualities: explosive, spray, etc.

So I guess you could use explosive weapons to kill a few casualties but how excactly does it work? And does it only work with other explosive weapons such as grenades or mortar?

Let us say you throw a grenade and chose to damage several adjacent casualties. Do you roll Shoot and hope to hit the head? You need Red 10, and Black 10+ to bring down the casualties?

General Discussion / Does Vectors use the Frenzy rule?
« on: May 19, 2019, 01:14:18 PM »
Under the Strong rule for Vectors on p 304 it says:

If within one Shamble of a Vector, failed
Athletics checks cause Kill damage like any
other casualty, but the damage is increased
by the murder modifier.

Does that mean that if you fail a Athletics test to move SPD away from a Vector at Shamble 1 you get damage?

Or does this refer to the Casualties in Combat on p 297 where it states that when Shamble reaches one for the casualty mob the Taker must roll Athletics, and if they fail they get damage.

Effectively what I am asking is, is it just as hard getting away from Vectors as it is from Casualty Mobs?

General Discussion / Does Spray take a twitch action or not?
« on: May 19, 2019, 11:45:53 AM »
My friends and I are reading through the rules, and there seems to be some errors in the rulebook regarding the Spray upgrade.

On p. 287 under Spray it states that on a succesful attack you can burn three charges for a free attack. No mention of twitch here.

On p. 491 in the summary of special maneuvers it states the same as above, but you need to use a Twitch to use Spray.

On p. 300 Teapot spends Twitch to spray. But then on p. 301 Teapot use Full Offense (using his twitch) and when his second attack hits he uses Spray, even though he does not have any Twitch left?

So the rules have text that does not mention using twitch and some mentioning using twitch. Which one is correct? (and which one is a typo?)

My players and I are reading all the rules prior to starting a campaign next week, and we found a way the rules play out a bit funny together.

Lets assume you have 2 Will and a blood testing unit and you unfortunately get bit.

The blood kit allows the player to make the Infection test and spend Will to alter it. Let us say that you are unlucky and fail the roll.

If you have two will you can:

1) Switch Red and Black numbers, turning your failure into a succes.

2) Upgrade a succes to a critical succes. Meaning that you turn Immune.

I think this is a bit weird and I searched the book for a place that said maybe you can only spend one point of Will to affect a roll. But under Profit System there was no such clarification.

How do you guys play it?

Sure a blood testing unit and two will is an investment, but I think it removes quite a deal of excitement from casualty combat. I guess you would also need to check it the next round after you get bit if it is a Vector, as you turn in a matter of round equal to the Red dice. I would say the GM rolls infection when a Vector bites and the players need to do their own check with a blood testing unit before that roll expires.

General Discussion / The Spear Crossbar upgrade
« on: May 18, 2019, 01:47:34 PM »
The Spear Crossbar upgrade states that the weapon can hold a casualty/Vector in place with a Resistance check.

How is that used in combat?

My guess is that you use a Tactic to "hook" the casualty and make a Resistance check burning rations to increase succes?

General Discussion / Movement and running away from casualties
« on: May 18, 2019, 01:34:32 PM »
Just ran the quickstart rules scenario for some friends and there were some of the rules I definately did not understand. Casualties move 1 Shamble per combat round toward the Takers, but what if they want to run away?

How far can the Takers move if they want to get closer and go into melee with a casualty?

What about Vectors? They are described as inhumanly fast, so can you outrun them?

General Discussion / SPD of horse in combat
« on: May 18, 2019, 01:33:00 PM »
The Ornery upgrade for the horse suggests that you can use it in combat. But in order to keep it out of the hands of hungry casualties I need to know what its SPD is?

I would assume you use Profession Animal Handling to move SPD in combat and burn a charge of the horse as it is charged? Just like a person would use Athletics and burn of a ration charge.

My players have the same question for the bicycle?

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