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Bandersnatch

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About Bandersnatch

  • Birthday 04/21/1964

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  • Gaulia, Sweet Gaulia DM

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  • RPG Biography
    I first started role-playing late in 1979 starting with Chivalry & Sorcery.
  • Current games
    Reading, Role-playing & writing purple prose w/my wife! ;P
  • Location
    Lexington, KY.
  • Blurb
    I'm an accountant at the University of KY.

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  • Website URL
    http://games.groups.yahoo.com/group/GauliaSweetGaulia/

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  1. RIP Greg Stafford. I cannot relay how important it was for me to escape into Chaosium's Call of C'thulhu (i.e. H.P. Lovecraft's 1920s) & RuneQuest's Glorantha when I was young. I have so *many* happy memories, and life-long friendships made face-to-face and over the table playing your games. Thank you so much! -Jerry M. Chaney II “Nothing on the face of this earth --and I do mean nothing- is half so dangerous as a children's story that happens to be real, and you and I are wandering blindfolded through a myth devised by a maniac.” -- Master Li Kao (Tang Dynasty)
  2. @nclarke As a house rule in my campaign I assume that the standard rules are for classic wrestling & Thuggee Phansigar's badshashi kam (kingly work) styles, and allow other primary 'attack' stats for other grappling styles (e.g. Int for Akido/Judo; and Dex for Monkey Kung Fu). I also allow a simultaneous Martial Arts (Style) roll along with Grapple to allow Injure to do 2d3, & Throw to do 2d6.
  3. It was Mongoose's first stab at RQ (& then I spent all my spare change on D&D4E's LFR). I didn't even know that there was a MRQII... I picked up Moon Design Publishing's Cult Compendium (soft-bound) several years back and I loved that purchase! And because it is compatible with RQ6 (according to MDP's website), I am (at the least) going to pick up the RQ6 .pdf and take a long, hard, look. I use the magical societies and various martial orders from Chivalry & Sorcery (C&S). So the guide on creating cults, Brotherhood(s) (of the Wolf...) & sects intrigues me greatly. *nod* 'Better' is very subjective. The modular aspect of the Chaosium/BRP system is its strength. I use sanity. & fatigue (because there should be *some* drawback to running around in full plate for my bad guys - The Unholy Roman Empire (Germany)). I am a big fan of the Shaman, Priest, & Sorcerer magic systems from RQIII and use those. I use dueling pistols & muskets. My point being is that with a little borrowing from Hawkmoon and Stormbringer I can include Warhammer Chaos gods/daemons and C'thulhu Mythos horrors in my campaign fairly easily. Prior to 4E (there's a tool on-line to create your own creatures), only Hero Game's Champions rivaled Chaosium in ease (for me) of converting creatures from other systems, literature, & movies to my campaign. Thank you for your considered reply Mr. Whitaker. -Jerry M. Chaney II
  4. I run a couple of different campaigns that mix Avalon Hill's RuneQuest (III) and Call of C'thulhu. "Jungle of Lost Women": An adults only, pulp-tart WIP meets Hellboy scenario. And "Gaulia, Sweet Gaulia": where The Three Musketeers and the Brothers Grimm, meet the Warhammer Fantasy Roleplay Chaos Gods, the Stormbringer Chaos Gods, and the C'thulhu Mythos. I needed guns & religion as well as fairies, monsters & The Mythos. I looked at Mongoose's RQ and hated it. How is RQ06 different and better than RQ03? My discretionary dollar is *very* tight! Thank you. -Jerry M. Chaney II
  5. Fantasy Games Unlimited Dear gods, I loved that game! The only psi power it didn't do in some form was shapeshifting (a la the Fir Bolg from Julian May's the Saga of Pliocene Exile, or the Psychon Maya from Space: 1999). We used the weight from Teleportation as the base cost and multiplied the (ongoing) cost by 2 for every half-again bigger or smaller than actual weight. It covered all my favorites well. The Lensmen, John Carter of Mars, Flash Gordon, Buck Rogers, Hammer's Slammer, Ann Maxwell's The Fire Dancer trilogy, Gordon R. Dickson's Space Paw, Dune and, of course Star Trek & Star Wars (& lots more that I can't remember off-hand 8( ). 3-D space combat was first rate too! But NPC's were a pain to write up (quickly). Take care, -Bander
  6. All skill rolls are percentiles made with a d100. A skill success is a roll ≥ your skill. A skill failure is a roll < your skill. Too, there are “Special” & “Critical” rolls. A Special roll is any percentage, evenly divisible by 10, except 100%. A Special success is any Special roll that is ≥ your skill. A Special failure is any Special roll that is < your skill. A Critical roll is any percentage that is “Doubles”. This includes every percentage evenly divisible by 11, & 100%. E.g. “00”/zero zero. A Critical success is any double that is ≥ your skill. A Critical failure is any double that is < your skill. In comparing rolls (typically skill vs skill), from the top down, this type of roll beats the types of rolls below it. Critical Success Special Success Success Failure Special Failure Critical Failure If, for example, two people get Critical Successes, the higher of the two numbers wins. If those two rolls are the same number, then the person with the higher skill wins. If, during game play, you succeed with a skill, ask the Keeper if it deserves “a check”. If the Keeper determines that it does, make a light check-mark  in the box provided next to the skill in question. If the roll was a Special success, put a light “s” in the box, and if the roll was a Critical success, put a light “c” in the appropriate box. (Erase any checks after the monthly skill improvement rolls.) Approximately once a real life month, characters will have an opportunity to improve the skill(s) they have checks by. (Or that they are training in. We’ll deal with these later.) To succeed, they must roll a d100, and add the appropriate Skill Category Modifier; the total must be < their current skill, or 101+%. Special checks get to roll twice to improve the skill. Critical checks get to roll thrice to improve the skill. You can only improve a skill once a month, regardless of the number of times you’re allowed to try. Improvement Reward Summary Method________Normal check_____Special check_____Critical check_____Time Required between checks Experience¹____d12-2%__________d10%____________d8+2%__________Approximately 1 real life month. Training_______d12-2%__________d10%____________d8+2%__________Hours equal to skill%. (min. of 1 hr.) Research______d12-2%__________d10%____________d8+2%__________Hours equal to skill%. (min. of 1 hr.) POW gain³_____d3-1_____________d3______________d3+1____________Approximately 1 real life month after a successful POW vs ≤ POW attack. Characteristic²_d3-1_____________d3_______________d3+1___________Current Characteristic x 25 game hours. ¹ Must have successful experience increase roll. ² May increase by training or research. ³ Special rules - refer to Call of C’thulhu book. Adieu, Adéesse, & Blest be, -Bander
  7. I'm Jerry M. Chaney II. I live in Lexington, KY. My favorite past-time is role-playing with my kids, which we've been doing since the eldest, Jason, was 4 (he is 27 now). My youngest, Corwin is now 16 and he's taken turns running his own campaigns, in Warhammer Fantasy Roleplay, D&D 3.5E, Army of Darkness & Serenity. When I run it is usually Gaulia, Sweet Gaulia, a Call of C'thulhu w/Avalon Hill's 3rd Ed. RuneQuest campaign set in 1775's Musketeer France. Gaulia, Sweet Gaulia Or what happens when... The Three Musketeers and the Brothers Grimm, meet the Warhammer Fantasy Roleplay Chaos Gods, the Stormbringer Chaos Gods, and the C'thulhu Mythos. I'm praying that BRP quality control will make certain that all of the rules for one campaign works in the others (e.g. Deadworld + Supers + Call of C'thulhu) with complete compatability. I'm also hoping that Chaosium's keeping Skill Category Modifiers; Fatigue; Priests; Shamen; & Sorcerers, armor encumberance etc. et. al. I'm pleased to meet you all & hope that my house rules assist your campaigns & that you don't mind if I shamelessly steal those of yours that I like! Adieu, Adéesse, & Blest be, -Bander
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