Its a matter of what you call Radiation :) Technically you are correct - there are a lot of sources of radiation which are harmless. I'd say he's refering only to 'ionizing' radiation including the higher-level EMF (X-ray, Gamma) as well as Alpha, Beta and Cosmic rays.
For those types, I agree with him - they are all dangerous and accumulative. Go to Comment
Well, first off a person can get radiation sickness from a small dose over a long period of time developing into each rank slowly, even over a period of years.
The higher ranks like Rank 7+ usually would require an acute source of radiation and exposure.
Let's say that someone had a rock of uranium on a necklace. They might develop symptoms slowly, while someone with pure thorium that was buried with the gold in that chest might develop more acute symptoms in days. It is impossible to really say what rank you will achieve.
Imagine radiation is like a fire; small radiation sources might be akin to a small fire, the further away you are the safer you are. So if you are far away from a large source of radiation you would be safer than standing close to a small source of radiation. If there is matter between you and the fire, it also has less effect, especially concrete and lead. So, trying to create an actual exposure for each rank is difficult due to the complexities of radiation. Go to Comment
Nicely done, and not too overly detailed that more casual players can't get their heads around it. Perhaps expanding it slightly to show the increased chance of mutations/deformities in birth for the lower level exposures would be good, but over it's an easy to use plug in for post apocalypse rp's. Go to Comment
Drums go so well with whips. Actually in this case, they surplant the whip.
You know what would work well with this? Hammers. Not pansy Dwarven hammers, but massive, two handed, war hammers. Like an iron tailing 25 lb sledge hammer. Not for the drumming, but for an Orcish culture that has magical war drums.
The horses begin to get skittish. Some of the green recruits look around. Something is wrong, but they don't know what it is. As it progresses, even some of the regulars are unnerved. Thereil, the old vetran, puts his hands to the ground. "Yep, they are comming. Thunderers. I make it about a hundred count before they clear the rise."
As the count of 25, You began to hear them. Just when the old man said, they crested the rise. The front rank (and every other rank) steped fowards into a kneel. As they dropped to one knee, their hammer came down... pounding the ground. Boom. Like the echo of distance thunder. Like an earth tremor. In cadence, the next rank (and every even rank) stepped forward, slammed their hammers down as they knelt. Then the first ranks. Then the seconds. You can not imagine the sound. You didn't hear it. You felt it. In your feet. In your bones. And in your heart. These massive thundering orcs, were comming. Nothing but a force of nature would seemed to stop them."
Now these Thunder Hammerers might have their own "magics" to go with their hammers. This would add to their legend. They destroy human lands and everything in their passing shakes and sometimes tumbles. They create their own paths, a flattened swath of destruction.. earth pounded to death... roads of death.
creating a new orc road in their passing, destroying human landsGo to Comment
Not bad, orcs generally get a bad wrap most of the time as being brutish and without any sort of art. While the brutish part tends to hold true, the second is patently false. I like the idea of the drummers being the orcish equivalent of 'bards', though I particularly disliked the drummers producing artillery and sonic shields with their drums. Go to Comment
does it give bonuses to your Tauren troops as well?
well this has a little more video game style and wargame style than RPG style...but that is a matter of taste I supposes
I agree though this an extremely powerful item, it would need to be countered with an equally powerful item. Pretty soon your armies will just be throwing vases for the god like generals on either side.
The PC have to find a way to counter the war drum so the human lands will not fall
The PCs have to make there way through a valley filled with Orcish war drummer's in order to sue for peace.
The Gods have had it with those Orcs and their constant drumming. A holy war is declared to get those kids to shuddup. All drums in the land are destroyed save one, cursed by the dying shaman of the Gripfang clan to bring ruin to the humans and their gods.
The undead attack and the human, orcs and (night) elves need to unite to defeat them. Of course the wardrums are the only way it can be done, but they have been lost. The PCs must seek out first a callow Orcish slave boy with hella rythem and then take him to a special band camp in the waste lands. Go to Comment
You and I are apparently in accord on this matter: The Drums of the Spirits describes Orcish beliefs and customs about the crafting and use of their drums, but what good is an excellent drum, if you don't play it properly?
It sounds like those Orcish drummers just get louder every year...
A well described piece, with good volume and a beat you can dance to. Go to Comment
I can name 4 systems that are non-d20 that use Dire Boars; Original Warhammer FRPG, Quest of the Ancients (Black Unicorn Publications; no longer in business), I believe Rolemaster (might be MERP though) has one in the older big book Monsters and Treasures (not sure on that). The Dire Boar from the d20 system is actually open content, you cannot copyright it either. Oh yeah, the new Tunnels and Trolls has a dire boar too, I believe or monstrous boar or something. Go to Comment