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ezd6_ww_faq_v1.0
ezd6_ww_faq_v1.0
Table of Contents
Contents................................................................................................i
Equipment & Supplies..........................................................................1
Miasmic Abilities...................................................................................2
Creatures...............................................................................................4
i
EQUIPMENT & SUPPLIES
1
MIASMIC ABILITIES
When rolling for a miasmic power from the Mental Mutations list, rolls
of 1 can still be negated by taking a strike for each 1 rolled (EZD6 WW
P. 67), provided that at least one die came up high enough for the power
to work.
Neuroflux is still limited by all the things that magick is, so the
maximum number of targets is 6, there is a limit of 1 strike/target,
and so on. I also would not allow combining effects like acid or fire …
pick one.
2
Here is a Neuroflux example from DM Scotty…
Imagine the Survivors being pursued by three Gangers in a vehicle,
with their own car taking heavy damage from weapon fire. The
Weird decides it's time to put an end to these antics and opts to use
Neuroflux to overturn the Gangers' car.
The Weird player ambitiously opts for the third power level, rolling
three dice: 1, 4, and 6. This combination would normally equal the
resistance and secure a victory in the Neuroflux check, but the
presence of a 1 complicates matters.
3
CREATURES
• Attack - Often uses Prestige weapons, but can use any weapon;
generally equipped with high-tech or prototype gear (3+ to hit)
• Better than U - Boon to all rolls
• Alert - Cannot be surprised except with a roll of 1
• Mind Wall - Immune to mind control or reading
• Super Metabolism - Regenerates 1 strike per round
• Miasma Resistance - 3D6
• Villain Dice - Start with 3 (see Villain Dice)
4
Rulings provided or confirmed by DM Scotty McFarland
Editor: Karl Agius
Version 1.0 - 19th April 2024