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Things from the Flood

Things from the Flood

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Description

Runoff canals are man-made channels. These structures are connected to rivers and direct excess water away from buildings and residences. One of the first canals in North America was constructed in about 200 B.C.E. to control the seasonal flood waters of Lake Okeechobee, Florida, U.S. Today, southern Florida is criss-crossed by runoff canals that redirect the flow of the Everglades, the “River of Grass” that runs from Lake Okeechobee to the Atlantic Ocean and Gulf of Mexico. These canals redirect flood water away from urban areas in southern Florida and toward irrigation canals primarily used for fields of sugar cane.

Just because this is a more narrative driven game does not mean that there’s no character progression though. Experience points is earned at the end of sessions, which can be used to increase the skills of a character. At the end of a session or an adventure a character might also change, their relationship are altered and they might even re-evaluate who they are and so very few things about a character is set in stone. Even their iconic item might become something else, to reflect this growth. The Adventures and Other Related Things The teens have attributes and skills. When a teen encounters a Trouble, they roll a number of d6 equal to the applicable attribute plus skill. A few more dice might get added in if the teen has a helpful Item. A six is a success. Only one success is needed on normal rolls (which represent Difficult circumstances; if the task isn’t at least Difficult, then there’s no roll at all). A roll can be “pushed”– either to try and turn failure into success, or to get a bigger success. “Pushing” allows a total re-roll (no keeping an existing success, for example). But pushing requires taking a Condition, and if the new roll fails, then that cost is in addition to the cost of the failure (it is encouraged that there be interesting consequences for failure – being detained, things breaking, getting in trouble with parents, or taking a Condition). Note that fights works like other Troubles. The rules in Things from the Flood are very light, and easy to teach. Being so light does mean that a GM gets a bit less support from the rules though, and that can for some be overwhelming, as they can’t lean on the rules to making the game exciting, unlike say D&D. If this is a good or a bad thing really comes down to personal preference. There are also no real combat rules to speak of in Things from the Flood, which might seem odd, but helps reinforce that this is not a game about fighting but rather about teenagers solving mysteries. The CharactersThe adventures do a good job at showing what kind of things can be done with Things from the Flood, and are easy to run and modify. There’s also enough support in the adventures for someone who’s not an experienced GM that they would probably not be too hard to do either. Some parts of the adventures can get pretty dark though, and they deal with things that could potentially hit close to home for some people, so a GM might want to keep that in mind when running these and keep an eye on how their players react. Biggest disappointment is the indigenous language, costume, hair design and makeup which is very misleading of the time period.

Although the Flood is biological on the most basic level, as an outbreak advances, it becomes a highly powerful self-replicating swarm which will seek to harness any mechanism — philosophical, ideological or technological — to perpetuate itself and its goals. These aspects were most prominently demonstrated during the two major outbreaks in the Forerunner era, particularly the Forerunner-Flood war. [70]

Pod infectors undergo a tadpole phase of development before growing into full physical maturity. [59] Pod infectors [ edit ] Main article: Pod infector During these developments, the ring's Sentinels failed to effectively contain the Flood, and because of this, the Covenant and the UNSC sustained heavy losses. The Flood occupied areas of the ring formerly held by the Covenant, although Covenant and Flood forces continued to wage war on the massive ice plains of the ring. Although the Covenant had the benefit of Shade stationary plasma turrets and vehicular/aerial support, the Flood had captured both UNSC and Covenant weapons and because of this had significant numerical superiority.



  • Fruugo ID: 258392218-563234582
  • EAN: 764486781913
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