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capncarp
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Post subject: Ideas for Quirk of Fate cards. Posted: Sat Jan 02, 2010 11:47 am |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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I would like to put forth some ideas for Quirk cards. Warning, they are ideas only yet and have not been playtested, just brainstormed.
Some of these have been borrowed and modified from FoW card ideas:
1. P.O.I.--Person of Interest--you find out that the group of Dependents you now are trying to rescue/evacuate consists of a VIP (the Vice President, CEO of Wall-Smart, one of the two people with the receipe for Dr. Peppy-Cola etc.) and his/her 3-member staff. The VIP is worth 5 points and each member of the staff is worth 3 (good staff is hard to find nowadays!). Losing them is worth negative points, of course.
2. "Tiptoe Through the Tulips"--a random squad suddenly discovers it is in the middle of an antipersonnel minefield/tripwire web/booby trap field. Unit movement is reduced to 1/4 until it can get 6" in any direction without setting any off. Roll for each member each round for detonations/falling/setting off alarms/close combat injury with a +2 bonus if the slow speed is used.
3. "Fish In A Barrel"--A natural or man-made terrain feature forces the zombies into a channel where they can be more easily targeted. +1 to hit.
4. "Dead End"-- for whatever reason, AP mines, collapsing building, leaking gas pipes--you can't go down _that_ street/road.
5. "Yo, Rinny!"--a pack of semi-feral dogs charges a chosen pack of Zeds from a side-alley, distracting the zombies from their original prey.
6. "I Can See Clearly Now"-- Releases a Possessed from a Dexter's influence, allows holder to take back control of the figure.
7. "Look Into My Eyes"--Dexter is on his home turf having a good day: he has +1 to "turn" a Living into a Possesed
8. "I'm Rubber, You're Glue"-- Wielder of this card can transfer an effect of a Quirk card onto another unit. This may also be used in reverse to "take one for the team" if another unit is suffering the effects of a Quirk that it may not survive.
9. "Me and My Shadow"-- when applied to a unit, all their training and experiences click, enabling them to second-guess their teammates' actions. Expand the normal cohesion distance to 3" apart.
10. "F Troop"--Your misfit unit has all the cohesion of a handful of dry sand. Cohesion Distance reduced to 1"
11. "McGuyyffer" --With minimal tools (paperclip, chewing gum, and a broken alarm clock), holder of this card can correct any technical problem (hotwire vehicle, recharge batteries, fix Squad Weapon, etc.)
12. "Y. Lee Kaiyote, Super Genius"--your attempt to fix an item has gone wrong--SERIOUSLY wrong. Apply damage as appropriate. Can be used with "Let's Build a Fort" with the result of "What's this thing made of, Swiss Cheese?"
13. "A Mighty Fortress"--one of the buildings in town turns out to be heavily-reinforced--Crack House, Survivalist's Home, FBI Safe House, former bank--a fortress, ready to move into.
14. "Dibs!"--player of this card can hijack an Asset or a beneficial Quirk.
15. "Coffee Break"-- a momentary lull in battle allows a unit to regain a lost morale level. Discard when morale has been restored to normal.
16. "April Showers"--your sector has been cropdusted by a drone/copter/plane with an experimental topical RAV solution. Successful zombie attacks will not infect Living units for 1/2 d6 turns.
17. "Time Goes Fast When You're Having Fun"--Your unit experiences a "Combat Time Dilation" where the world appears to have slowed down. Negates interruption penalties for up to 3 interruptions. Roll 1d6 at the end of each turn. Effect ends on 6, add 1 more to each roll after the first turn (ends on 6 on first turn, 5 on 2nd turn, etc.).
18. "Uhhh, whut???"--The chaos of battle has confused your unit, double interruption penalties for 1d6 turns.
19. "Lay of the Land"--Previously unnoticed terrain features make hitting the Zeds hard to hit. -1 to firing on Zeds.
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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Shawn
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Post subject: Posted: Sat Jan 02, 2010 12:13 pm |
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Joined: Sun Oct 07, 2007 8:03 pm Posts: 6534 Location: USA
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There are some great ideas in those cards! Good stuff!!! Thanks for sharing!
_________________ Shawn Carpenter
Game Designer, Ambush Alley Games
"I don't wanna be remembered as the guy who died because he underestimated the threat posed by a monkey."
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capncarp
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Post subject: Yet more Quirks and some Assets Posted: Sat Jan 16, 2010 11:36 am |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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Again, not tested, just hatched from my feverish imagination.
Quirk: "The Next Voice You Hear"--A local Dexter is having a good day--Roll 2d6 against a random unit as the Dexter tries to possess its members--Lose 1 morale level for each "1" rolled.
Quirk: "Please Stand By"--something causes a momentary lapse in the hold the local Dexter has over his Remotes and Possessed. All zeds stop in place, even those engaged in combat. After the first turn of this quirk, roll 4+ for each Zed to be re-integrated into the pack.
Quirk: "Missed It By _THAT_ Much!"-- I got him! No, wait, I didn't... This card negates the highest damage hit done by the particular unit it is played against. Can also negate "Friendly Fire".
Quirk: "I Can't Take It Anymore!"-- One member of a random unit freaks out at all the dead people and the killing and the blood and the eating, etc. The rest of his unit is trying to keep him from killing himself from the stress. Reduce Morale by 1, Combat level is reduced by 2 until he is subdued or calmed down (6 on a 1d6).
Quirk: "Man's Best Friend"--A unit is warned or alerted to nearby Zeds who are out or LOS by a friendly stray cat or dog's reaction to their proximity. Negates 1 interruption.
Asset: Combat Engineer--can convert a barricaded building into a Fortified Building in 2 turns. Negates the "Swiss Cheese" quirk.
Asset: Claymore mine--Directional fragmentaton remote-detonated mine that will clear a street of zeds in one shot.
Asset: Squad Anti-Zombie Weapon (SAZW)--Full-auto-fire large magazine shotgun (AA-12, etc.)
Asset: Squad Anti-Zombie Weapon: Flamethrower, carries fuel for 5 shots
Mark D.
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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capncarp
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Post subject: And yet another Quirk Posted: Sun Jan 17, 2010 8:21 am |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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"REMF"-- Rear Echelon Maggot Farmer--Your unit's C.O., fresh from the 90-Day Wonder Officer's School and Kindergarten, is as green as your G.I. O.D. underwear. Reduce unit's Morale by one level and increase unit's Combat Stress level by 1.
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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shadowcat
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Post subject: Posted: Thu Mar 04, 2010 6:15 pm |
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Joined: Sun Feb 07, 2010 12:45 pm Posts: 165 Location: Bloomington Illinois
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Brains... Brains the Magical Fruit...
The More You Eat The More You Loot...
_________________ Captain of the Free Trader Beowulf
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Jason Weiser
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Post subject: Posted: Thu Mar 04, 2010 10:55 pm |
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Joined: Tue Jan 06, 2009 3:17 pm Posts: 235 Location: Washington DC
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"Where's the Cream Filling?" Place near the last place any zombie makes a kill, the effect is particularly gruesome, all units within LOS must take a morale check.
"Now batting"- One Whiskey Charlie unit gets a +1 to it's next melee with a Zed.
"It's a shame to have to do this to good booze"- unit occupying building finds makings for 3 molotov cocktails. They may take them with them if they leave the position.
"Blue plate special"- If the human player uses a firearm this turn, the zombie player may use this card and make an immediate roll against the zombie arrival table. The zombies arrive at the hot spot NEAREST to the unit the card is played on.
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shadowcat
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Post subject: Posted: Fri Mar 05, 2010 1:42 pm |
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Joined: Sun Feb 07, 2010 12:45 pm Posts: 165 Location: Bloomington Illinois
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Fog of War Card:
Bobs Dog Obediance School and Taxidermy Shop: a Dexter has managed to animate the local taxidermy shop as zombies. add 1D6 small zombies.
this is takn from a friends All Flesh Must be Eaten RPG, which took the idea from the filksong of the same name.
theres an Indiana legend about a roadside sign that read 'Bobs Dog Obediance School and Taxidermy Shop" along with a filksong about it
and the filksong is on youtube
http://www.youtube.com/watch?v=nsORBHjNxdc
_________________ Captain of the Free Trader Beowulf
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shadowcat
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Post subject: Posted: Fri Mar 05, 2010 1:51 pm |
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Joined: Sun Feb 07, 2010 12:45 pm Posts: 165 Location: Bloomington Illinois
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Michael Longcor is a longtime member of a medieval re-enactment group called the Society for Creative Anachronism, they hold a huge 2 week war in pennsylvania for the last 38 years.
he talks about a woods battle where they stirred up a hornets nest, and various folks ending up with hornets in various very uncomfortable places
_________________ Captain of the Free Trader Beowulf
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capncarp
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Post subject: Posted: Fri Mar 05, 2010 11:04 pm |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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shadowcat wrote: Michael Longcor is a longtime member of a medieval re-enactment group called the Society for Creative Anachronism, they hold a huge 2 week war in pennsylvania for the last 38 years.
he talks about a woods battle where they stirred up a hornets nest, and various folks ending up with hornets in various very uncomfortable places
Did that, was there.
I was playing chirurgeon (medieval medic) in that battle, and lots of the fighters ran afoul of the stinging beggars and needed to be treated for them. There ain't nothing more frightful or distracting than a bunch of angry hornets INSIDE your armor.
It was always said afterward that, that year, it was neither the East or the Middle Kingdom but the HORNETS that won the battle.
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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shadowcat
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Post subject: Posted: Fri Mar 05, 2010 11:12 pm |
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Joined: Sun Feb 07, 2010 12:45 pm Posts: 165 Location: Bloomington Illinois
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whats the morale modifier for an angry hornet in your codpiece?
_________________ Captain of the Free Trader Beowulf
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shadowcat
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Post subject: Posted: Fri Mar 05, 2010 11:20 pm |
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Joined: Sun Feb 07, 2010 12:45 pm Posts: 165 Location: Bloomington Illinois
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at one of my first SCA events here in the middle, I got to sit around and listen to Moonwulf and Corwin Dragonstar tell stories about Pennsic, it was kinda cool, course Master Corwin is probably best known for the crown tourney where his final opponent slipped and fell and the head shot Corwin had just thrown all the way back around to smack him between the eyes, which he then ackknowledged as a killing blow
I was at Corwins Coronation after he finally won... theres a filksong to the tune of the theme from MASH about the original event, which was re-written after he finally won the crown.
then theres the story about Duke Cariadoc who was the king who declared war on himself and lost.
oooh... its not really good for a FoW card, but could be amusing, the various "I will see your Six and Raise you Thirty Six" stories, where the unarmed civilian turns out to be carrying ludicrous amounts of firepower
_________________ Captain of the Free Trader Beowulf
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capncarp
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Post subject: "Desperate Times call for Desperate Measures" Posted: Sat Mar 06, 2010 2:17 pm |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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shadowcat wrote: whats the morale modifier for an angry hornet in your codpiece?
Not sure, but I'd bet there's a bonus attack modifier if the enemy is between Sir Buzzing-Codpiece and the means to get the codpiece off fast!
Hmmm...how about a QoF card that takes into account the desperation of a unit to break out/through or wipe out an enemy unit?
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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capncarp
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Post subject: Asset card: Medium SAWZ shotgun gatling Posted: Sun Sep 19, 2010 7:52 pm |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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Asset: Shotgun Gatling-- a medium SAWZ crew-served tripod or very light carriage-borne hand-cranked 12-gauge squad weapon. Buckshot, slug, flechette, Dragon's Breath, Buck-and-ball (aka Pit Bull), explosive, and WP in various combinations make for an interesting load mix. Likely custom-built by local armorers who need a low-tech answer to heavy close-range massive firepower that's controllable.
Or---
How about a 20mm Vulcan converted to 12 gauge? Re-line the barrels down to 18.3mm and chrome them. Assuming the shells could stand up to the rapid cycling. One wonders what the rapid rotation of the barrels would do to the distribution of the projectiles....
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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capncarp
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Post subject: AZW Squad Weapon ideas Posted: Mon Sep 20, 2010 5:45 pm |
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Joined: Fri Jan 01, 2010 5:29 pm Posts: 25 Location: Central PA
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--Medium AZSW--the "Snow Blower": Pressurized Liquid Nitrogen sprayer for use in areas where collateral damage is contraindicated or hazardous (chemical/petroleum storage nearby, explosives or propellents, or civillians in dangerous proximity to the Zeds to be confronted. A successful hit will slow a Zed down by 50%, a second successful hit within 1/2 d6 rounds will halt the Zed completely, having frozen it solid. Any subsequent damage done to the Zed is doubled (if slowed) or tripled (if frozen solid) due to the cell-rupturing effect of freeze/thawing. Each member of the team will also carry an additional LN tank as extra ammo.
And let's not short=shrift the Headhunter teams who have been creative enough to have survived this long--
--Asset: Improvised Weapon--CO2 Fire Extinguisher, which would have a temporary effect similar to the "Snow Blower" described above.
--Asset: Improvised Weapon--Functioning Firehose, with water pressure. For even more fun, add equal parts dish detergent and oil (motor or vegetable) to the stream--instant slip 'n slide.  If you can find a functioning fire engine with a water cannon and adequate water tankage aboard, you've got yourself a seriously entertaining weapons system.
--Asset: Improvised Squad Weapon--Napalm Claymore. Take a can of gasoline, add your favorite thickening agent, tape a stick of dynamite, glob of C4, a few feet of detcord, or even a grenade to it, and mount it, explosive-in, onto a focusing backstop plate (a suitably creased traffic sign would suffice. The backstop should contain and direct the splash long enough for it to get moving in the right direction--towards the rotting corpses looking for your brain on rye, with mustard.
--Asset: Improvised Heavy Squad Weapon--on the cargo area of a pickup truck or similar vehicle, mount several outboard motors horizontally, with a little play in them so you can swing them a little bit for better coverage. You can reinforce the propellers and/or cut serrated edges into the blades.  This could also be mounted on a man-handled cart, to be shoved into the path of oncoming Zeds, who will tend to just walk into the blades. Keep the fuel tanks full, and change the sparkplugs after every 1000 zombies. Oh, and better install splash shields, or you'll feel like you've been in the front row of a Gallagher comedy show.  (I must confess, I stole this idea from the film version of Peter Benchley's "The Deep", where Robert Shaw's brother and a drug-gang member have a tussle in a boat workshop where one is trying to do plastic surgery on the other with a running outboard motor.)
--Asset: Improvised Heavy Squad Weapon--ever see the tire chain arrangement on emergency vehicles or buses--a hydraulic arm lowers a take-off wheel against the inside of the power wheels, which spins a flail of tire chains under the tire for the vehicle to get traction? Well, motorize these rotary flails, put them on extensible booms on a secure vehicle, and you'll get something like the WW2 Sherman Crab--a tank with a rapidly-spinning drum with chains beating the ground to set off mines. Only in this case you'd be pulping the undead.
_________________ War is Peace. Freedom is Slavery. Ignorance is Strength. Resistance is Futile. You will be Assimilated.
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