Difference between revisions of "Nestferatu"

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(Creating Characters. Skills etc)
(Crossbows and cigars)
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=Crossbows and cigars=
 
=Crossbows and cigars=
 
*Each player has a large box of cigars
 
*Each player has a large box of cigars
*Each player if a rune level can choose an item made of Iron
+
*Each player ( if a rune level) can choose an item made of Iron
 
*[[Duck weed]]...choose your poison
 
*[[Duck weed]]...choose your poison
*Keet spurs unarmed skill 1d4 damage 2Ap 4HP.
+
*You can have metal Keet spurs : unarmed skill 1d4 damage 2AP 4HP.
 
*All your equipment floats and is waterproof
 
*All your equipment floats and is waterproof
 
*Weird weapons..you provide the stats. everything is possible. Just come up with a good reason
 
*Weird weapons..you provide the stats. everything is possible. Just come up with a good reason
 +
*Armour any you want, just have a good reason why you want to be traipsing around in plate during Fire season in Prax...in a swamp.
 +
*Reed armour is available 2pts enc i'll have to look it up
  
 
=Magic stuff=
 
=Magic stuff=

Revision as of 08:21, 22 July 2010

'Nestferatu..The Hell Pits of NightFeather'

  • A Gloranthan game of Ducks and ...well....duck vampires.
  • Using MGRQII or whatever we feel like

Concept

  • An ancient evil has followed the exiled Ducks to their new home deep in the swamps of the Zola Fel valley.
  • The heroes are a band of tough cigar smoking bad ass Ducks. Leaders of their new community of refugees. Each with their own story to tell of banditry, swashbuckling and daring do....
  • A good mixture of archetypes please...Zoro ,kung fu, sombrero wearing bandits...katana wielding, Iron chopstick throwing with hacking coughs. Did I mention crossbows?
  • Below are some rules to aim us in the right direction..sort of.
  • Mention of canon will lead to being fired out of one...if you say it then its true.
  • Remember You eat Uz for breakfast.

Player Characters

  • ????? played by NexusI
  • ????? played by Bandos
  • ????? played by Mandacaru

Duck cults

  • Anything you guys come up with. below are some ideas.
  • Yelm or Yelmalio are disliked due to Yelm removing the ability to fly from the Ducks. Though if you want to play Yelmalio that's fine by me...just come up with a reason why..


  • Stormbill
  • Hueymakt
  • Duru-Orlanth
  • Eggbeater the singer of songs annoying bard types... always targeted by Trolls first
  • Egg mother Earthy fertility goddess
  • The Hurtler comunication and travelling think scouts
  • Swimmer in the shadows shamanistic darkness stuff
  • li phanquann sub cult of Humakt

Allied spirits

  • Go for your life

Duck Breeds


Creating Characters. Skills etc

  • Pick a Breed and apply their skills etc
  • Characteristics 1d6+2 additional points to spread about
  • Hero points 9
  • 2 legendary ability.
  • Profession pick one out of the book or make one up.
  • Each character is the village's leader of their cult or equivalent .
  • 475 free skill points
  • Common magic +30%
  • Swimming +30% and swim at your walk rate. No disadvantage to fighting under water.
  • Characters start with +25% Sardonic Manipulation (INT+CHA)
  • -25% influence when dealing with non ducks
  • Pick a cult and preferred level within it.
  • Common magic 10 points
  • Divine magic whatever you get from your pact
  • Default crossbow skill..hand crossbow or repeating. Quick draw holsters are readily available thanks to an ancient heroquest....two handbows?..you got it!
  • Unlimited ammo pulp style
  • Duck Knacks Choose three (you're heroes!)
  • Duck Quirks Choose one if you want. Extras can be bought for 10 skill points each
  • you can stay underwater for 6 minutes then a luck roll each turn or take 1d4 dam. You fight normally under water..unlike Humans Ha ha

Hench Ducks

  • up to 3 expendable initiate/lay members each..no need to stat em. name 'em and arm em. I'll do the rest.

Crossbows and cigars

  • Each player has a large box of cigars
  • Each player ( if a rune level) can choose an item made of Iron
  • Duck weed...choose your poison
  • You can have metal Keet spurs : unarmed skill 1d4 damage 2AP 4HP.
  • All your equipment floats and is waterproof
  • Weird weapons..you provide the stats. everything is possible. Just come up with a good reason
  • Armour any you want, just have a good reason why you want to be traipsing around in plate during Fire season in Prax...in a swamp.
  • Reed armour is available 2pts enc i'll have to look it up

Magic stuff

  • Old fashioned pow storage/spirit binding crystals
  • Characters start off with a major magical item and one minor. Or 3 minor. Eg cloak that always keeps you warm, a healing potion, a silver feather that always points home. be inventive.
  • Major could be: a weapon with a bladesharp 3 matrix, special armour, pow storage crystal or crystal with a spirit bound in it. A javelin that returns to your hand
  • Some possible items
    •  ?

Heroquest

  • you guys need to com up with one for getting a drop of the river styx
  • And a kick ass sword/anti undead device.
  • bonuses for fighting undead

Combat

  • What ever you want to do. Using your webbed foot to repeatedly slap your foe in the face....unarmed combat skill. Running up the temple pillar to then flip onto the sinister Vivamort priests back...give it a go. Pulpy action in an animation style.

Community

  • hidden village in the swamps of the zola valley
  • Exiles/criminals and heroes from Dragons pass

Local enemies

  • Tribe of Gos, living downstream closer to Corflu

Local sites of interest

  • Old Second Age Gos village built into the cliffs across the river. Site of an old Mother Gos/Duck shrine and possible Heroquesting area.
  • New fort being built upstream
  • Your village.....Reed longhouses, cunning secret paths, totem poles. Pile of Yelmalio helmets used as cooking pots. A captured Lunar chef.