Pen & Paper - Spielsysteme > Fate
Sammlung - Monster und andere Kreaturen
Dragon:
--- Zitat ---Powers:
Living Dead [–1]
Inhuman Strength [–2]
Inhuman Speed [–2]
--- Ende Zitat ---
Powers = Stunts? Was bedeuten denn dann die Zahlen?
Taschenschieber:
Die Zahlen sind die Kosten. Eine 2er-Power kostet so viel wie 2 Stunts - also 2 Punkte Refresh [=2 Fatepunkte weniger je Sitzung].
Lord of Badlands:
Powers sind im DFRPG im Grunde genommen Stunts die normale Menschen nicht nehmen können. (Das mit den Kosten wurde ja schon erklärt)
Und die erklärungen hab ich einfach vergessen :D
--- Zitat --- Living Dead [–1]
Description: You’re dead, but you keep walking around. It’s kind of gross.
Musts: You’ve got to be dead.
Effects:
Corpse Body. Your body is a corpse. This means that you cannot recover from consequences with time, because your body does not regenerate. Any physical consequences you suffer are permanent until you take some kind of effort to remove them (know any good taxidermists?) or seek supernatural assistance to reconstruct your body.
Death is a Nuisance. Unless wholly destroyed or killed by special means, you’re already dead, and that doesn’t seem to have fazed you much. No “death” result is ever permanent unless special means are used (usually as determined by your creature type).
Dude! You’re Dead! And that’s pretty scary to a lot of people. When dealing with folks unaccustomed to the walking dead (and that’s most “regular” people), gain a +1 on Intimidation. The downside? Take a –1 penalty on nearly every other social skill (except Deceit). For every level of physical consequence you’ve sustained, increase the penalty/bonus by –1/+1. That said, the effect is short-lived with any one target—as they become accustomed to a reality where the dead walk, they ventually become inured to it as an additional reason to be terrifed.
Inhuman Strength [–2]
Description: You are able to lift more and hit harder than the average human can, due to your supernatural heritage.
Skills Affected: Might, other physical skills.
Effects:
Improved Lifting. Whenever lifting or breaking inanimate things, you gain a +3 to your Might score.
Bruising Strength. Roll Might at +1 whenever using that skill in conjunction with grappling (page 211). This also allows you to infict a 2-stress hit on an opponent as a supplemental action during a grapple.
Superior Strength. Whenever using your Might to modify (page 214) another skill, it always provides a +1 regardless of the actual comparison of your Might score to the skill in question.
Hammer Blows. With attacks that depend on muscular force (Fists, thrown Weapons, etc.), you are at +2 to damage, increasing the stress dealt by two on a successful hit.
Inhuman Speed [–2]
Description: You are very fast, just past the edge of human capability.
Skills Afected: Athletics, Alertness, and some other physical skills.
Effects:
Improved Initiative. Your Alertness is at +4 for the purpose of determining initiative.
Athletic Ability. All your Athletics checks are made at +1, including dodging. When sprinting (see page 212), this bonus is increased to +2.
Casual Movement. Whenever moving as part of another physical activity, you may move one zone without taking the –1 penalty for a supplemental action (page 213).
Almost Too Fast To See. Difculty factors due to moving are reduced by two when rolling Stealth.
Inhuman Toughnes [–2]
Description: You’re unusually tough and have incredible fortitude. You’re able to take more punishment than a normal human can.
Musts: You must attach this power to a Catch (see this page).
Skills Affected: Endurance, other physical skills.
Effects:
Hard to Hurt. You naturally have Armor:1 against all physical stress.
Hard to Kill. You have two additional boxes of physical stress capacity (page 201).
--- Ende Zitat ---
K.P. warum Speed da bei den Zombies beisteht, würde ich einfach weglassen. (Und der Catch bei Toughness bedeutet dass es etwas gibt was diese umgehen kann - nur weiss keiner was das bei Zombies ist.)
Dragon:
na gut, da wir das Malmsturm Regelwerk benutzen gibbet sowas wie Refresh nicht. Ich hab mir jetzt überlegt, denen einfach ein oder zwei Aspekte zu geben, die besagen, dass man sie nur töten kann, wenn man den Kopf zerstört oder sie verbrennt. Sonst stehen sie einfach nach einer Runde wieder auf bzw. bewegen sie sich irgendwie weiter und ansonsten werden das wohl durchschnittliche Schergen... nur formuliert hab ich die Aspekte noch nicht.
Jolly:
Also so wie ich das almsturm Regelwerk bisher verstanden habe (und ich behaulte nicht das ich das wirklich habe ;) ) müsste das ja analog zu den Rassen einfach als Aspekt Zombie geregelt sein.
Der beinhaltet dann all das was die Gruppe sich so zu Zombies zusammeneimt.
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