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Showing content with the highest reputation on 10/04/2016 in all areas

  1. 2 points
    Name: The Hunting and Waltzing Torc Description: A strange looking torc, with a flexible golden mesh band reminiscent of scales, and tipped with a dragon bone dragon head, and a dragon bone tail that join together to form the Ouroboros, unlike other torcs. The eyes of the dragon are marked as a beast rune and a dragonewt rune, and the tail has a dragon rune on its underside. Cults: ASSOCIATED: Dragonewts, Orlanth Dragonfriend, Maran Gor. Knowledge: Limited to old Orlanthi Tribes with a history of supporting the EWF. It is also known to the Earthshaker Temple in Tarsh, and to Dragonewts. History: The dragon path was not known for its use of external magical items, but humans tended to ignore such niceties in favor of pragmatism. The Hunting and Waltzing torcs were created as a means of supporting the human military arm of the EWF by providing them with extra control over the dinosaurs they employed in battle. Procedure: These items are worn around the neck. The wearer will notice nothing unusual about it but becomes aware of the presence of dinosaurs, dragons or dragonewts within 120 yards. They can hear the instincts and emotions of the dinosaurs quite loudly, but the dragonewts and dragons can choose whether to communicate. The torcs do not detect as magical, as dragon magic is ascetic and not within the normal purview of detect magic spells. Divine magic will be able to identify the torcs as magical. Powers: The torc will allow communication via mindspeech with dragons and dragonewts in range as if the wearer were fluent in Auld Wyrmish. It allows the wearer to control dinosaurs within range if they succeed in a POW vs POW contest. This control can become a permanent bond at the cost of 2 points of permanent POW, but only within range, and only when the torc is worn. A torc wearer may also bind a fetch or allied spirit into a dinosaur as their preferred familiar. Torcs cannot contest control of a dinosaur, and the first controller maintains dominance. While the torc wearer is able to control the dinosaur, any strong emotion experienced by the torc wearer may be transferred to the dinosaur if it is in range, and so the item must be used with care. Removing the torc will remove the effects of control, as will moving outside the 120 yard range. These items allow for a greater ease in the care and training of dinosaurs offering +50% in Dinosaur Husbandry and Dinosaur Training due to the close link of the wearer to the beasts. The torcs may be used to simultaneously control more than one dinosaur, but this requires a very disciplined mind, allowing the control of an additional dinosaur for every point of INT and POW over 16. To maintain this control over multiple dinosaurs in battle will require a successful Battle skill roll each round or they will begin to stray depending on the circumstances of battle. Value: 80,000L. Military powers may be more enthusiastic at the prospect of the power of these items and pay as much as double. That is of course assuming they don't merely confiscate it.
  2. 2 points
    Yes they do, but they've actually made 'Vikings of Legend' OGL, which means that, if we were of a mind, we could easily do our own version of it. Thing is though, we know from experience that such things aren't as easy as they sound, and a Mythic Norse (or whatever) book would still be a reasonably big undertaking. Mythic Rome actually required a lot of effort: new art, new editing, new layout, new proofing. For now, we want to firmly focus on new, original material. We have a very full pipeline - for me, Pete (he's juggling about 4 projects at the moment), Rod, and for a whole bunch of new and established authors who are writing for us. So while we'll never say never to a Mythic Norse book, it's not on our priority list. But we do have Mythic Britain: Logres in layout (and looking ace), Mythic Constantinople's manuscript nearing completion (and looking equally ace), and Mythics Greece and Mesopotamia in production (and will no doubt be ace)... More than enough Mythic stuff to be getting on with. You don't know the half of it.
  3. 1 point
    Thinking of running a game using M-Space Luther Arkwright where the players start as genetically modified super solders for the Characteristics was thinking STR, CON, DEX, INT 14 + 2D4 SIZ 8 + 2d6 POW 6+2d6 CHA 3d6 two traits from Luther Arkwright and using the Arkwright rules for the rest of player Creation. Passion, Solder Control 50% - 90% the facility that made them can if needed take over there freewill. Also looking to come up with some negative mutations. The solders where created to help combat CoC type monsters that have been breaching the fabric of reality. So is this to much on the stats? Any good Ideas on negative Mutations that would make the game fun for the player? If you have other ideas a supper solders theme i would love to here them. This will be for my kids ages 13 -18.
  4. 1 point
    This project looks GREAT! It is about time Cthulhu by Gaslight got some love. https://www.kickstarter.com/projects/stephaniemcalea/hudson-and-brand-inquiry-agents-of-the-obscure
  5. 1 point
    That's unfortunate. It really should be a fully fledged set of setting rules like Pulp Cthulhu, with similar hardcover production standards. The Victorian Era is one of my favourite, and recent film & television productions like Sherlock Holmes and Penny Dreadful have popularised it once again. It's a relatively good time to push all things Victoriana, so I think Cthulhu By Gaslight would be very well received now.
  6. 1 point
    Formations A-K are all historical Macedonian formations; M is derived from the Sunstand formation described in 'The Glorious Reascent of Yelm' and the medieval Circular Schiltrons; L is a hollow Circular Schiltron - no historical precedent. Sources consulted include The Tactics of Aelian, Warfare in the Classical World (Warry), Greece and Rome at War (Connolly), Ancient and Medieval Warfare (Spaulding and Nickerson), numerous Osprey books etc.
  7. 1 point
    I just made it so large shields allow you to parry incoming arrows in Magic World. I couldn't care less about "realism", I just need it to be "sensible."
  8. 1 point
    It is simple to remember and use though, which is what appeals to me. Perhaps 3 free parries for a large shield is a bit much. An alternate approach might be to give shield parries only a 10% penalty instead of 30% penalty. That way shields are still beneficial but don't make you into a superhero. I've been reading up about shield use. Apparently they virtually disappeared from use in the late medieval period as opponents became better armoured (ie. full plate), requiring the use of two-handed weapons (and therefore no shield) to defeat. More armoured foes needed shields less.
  9. 1 point
    Advanced Sorcery is where it's at. It's also been perfect for developing culturally distinct magic traditions in my home-brew world too.
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  11. 1 point
    That's actually a fairly good point. Perhaps rely on the players to affect their trauma, instead of their stats - accepting they make it out alive. My players are due for a date with Shubby without anything like a boat or any tricks to fight back - they should be allowed to survive if they get lucky enough to do so. Thanks for the feedback!
  12. 1 point
    A Stonewall regiment used to illustrate phalanx formations. The formations are drawn as though facing an enemy before them (towards the bottom of the page). Most of these formations require considerable discipline and drill to perform. Only the Stonewall Phalanxes and most Yelmalion mercenary regiments have the necessary training. A: a single Century in Close order. B: a single Century in Open order. C: standard Line formation. D: Double Depth Line formation. E: Oblique – flank refused. F: Half-Moon crescent formation. The Half-Moon or Crescent is a phalanx formation taken in the face of an approaching attack by an infantry or cavalry wedge or rhombus. The wings are extended forward and the center hollowed. This permits the phalanx to surround the attackers, meaning that combat is not restricted to the point of contact between its line and the wedge. If the enemy succeed in breaking through the center, the wings can converge on their flanks, trapping them. G: Wedge formation. Like the shield-wall Boar’s Head, a phalanx wedge is intended to force an opposing line to split with the aim of breaking through it. H: Inverted Wedge formation. The inverted wedge is used to encircle and envelop an enemy. I: Double Wedge formation. The double-wedge formations (sometimes called the Water formations) are similarly intended to disrupt an enemy line. J: Inverted Double Wedge formation. K: Square formation. There are two types of the defensive Square formation. Both are sometimes called Earth formations. The first is implemented with a regiment marching with the front and rear marching in phalanx and the sides in column. Baggage and non-combatants are placed in the center. The second is a battlefield formation with all four sides acting as a phalanx with spears pointing outwards. Skirmishers are often deployed within the ranks at the corners, as these are the weak-spots of the formation. The formation is immobile unless the sides turn to become columns, at which point the flanks become vulnerable to attack, and the rear ranks turn full about to face forward. Some troops train to march slowly backwards, but can rapidly become disordered due to terrain. L. Circle formation. A defensive immobile formation, with spears sticking out in all directions. Baggage and non-combatants are placed in the center. This is also known as the Sky formation. M. Sunstand formation. The spearmen are drawn up in an extremely close formation, intended to present a cavalry charge with a perimeter horses and most other mounts will refuse to breach. In the Dara Happan tradition, the command Century is placed in the center. This is a purely defensive formation, with spear points bristling out in all directions. This allows for a reasonably effective defense even if parts of an army have been divided in battle but requires a high level of discipline. Such a formation is capable of holding off cataphract heavy cavalry, but is almost defenseless against a stand-off attack by archers. The array of spears provides limited protection, but when the formation is adopted to defend against horse archers, its lack of mobility can prove disastrous.
  13. 1 point
    No assumption, just counted. What may end up or not end up in a new Plunder is another subject.
  14. 1 point
    It would be nice if it was. The release right before the upheaval of 7e was unfortunate as it once again made CbG the era that was behind the curve of other eras. I guess CI is in that situation too. But CI has Oscar Rios consistently putting out new content for it so CI gets a lot more attention than CbG. I'm truly hoping that Hudson and Brand will similarly raise interest again in CbG.
  15. 1 point
    Really not realistic. An axe will be far different parrying than a longsword, which will be different from a broadsword one-handed (due to weight difference), from a dagger, and very different from a shield.
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  17. 1 point
  18. 1 point
    So we're not going to go fly a kite?
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  20. 1 point
    I would let him if that's what the player really wants to do. As long as he came up with a believable explanation for the investigator's background and why he's such a master with firearms. And I wouldn't coach or advise the player, as @Insanity suggests. Let that experience and learning opportunity resolve itself through play. But enforce the ramifications of an investigator "solving" problems with his firearm if he does it brazenly or without respect to the law. I'm not a fan of a heavy-handed Keeping approach where you try to teach the player a lesson by deliberately stacking the deck against them, or altering the nature of the mystery on-the-fly.
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  22. 1 point
    Hi - yes - I'm planning on collating any outstanding corrections later this year and getting them input into the PDF so everyone can redownload it etc. Also pass on the corrections to layout for future print runs. I'll also post up a PDF of the list of corrections for poeple's convenience. Feel free to nag me around November.
  23. 1 point
    I am sorry I have taken so long to reply. Been away on a trip to Ireland and just came home tonight. Experience is quite easy. You earn Experience Points each session/adventure that you can use to raise skills or buy a new "feat" type ability. The higher a skill are the more expensive it becomes. No improvement rolls. It is about as detailed as BRP with the Hit Locations bolted on and takes about the same time. The Combat Point system is actually quite easy. Let's say you have a pool of 25 combat points from the skill and abilities. When it is your turn lets say you take 13 points to make an attack with skill value 13 you roll against with your d20. On the opponents round he attacks you and you decide to place the rest of your 12 points from the pool to parry the attack with a skill value of 12. It's not more complicated than that but opens up the option to make a few attacks/parries with a high chance of success on each skill roll or make a lot of attacks/parries with a low chance of success on each skill roll. As mentioned earlier. I would say it is about the same level of deadliness as BRP/RQ. The simple answer would be yes. But I would say that they have used Christianity as base for the religion but bolted on enough of new stuff to make it quite unique for the world of Trudvang.
  24. 1 point
    It's maybe a bit too early to say what they would do. But it's very nice to hear that they are having positive talks with Michael Moorcock. Certainly, I know what I would like. A new edition of Stormbringer (yes, I much prefer this title to Elric! or Elric of Melniboné) as a compact BRP game keeping the simplicity of Elric! and the flavor of older editions. I want it to be substantially faithful to Moorcock but gameable, with a clear focus on the "core" of Elric stories (of course what is core is debatable: I'd certainly like the book to mention dreamthieves and the Lands of Dream but I won't cry if it does not have stats for the Karasim...). From the Mongoose editions I'd keep pacts, gifts and compulsions as well as passions. I'd also like it to have a short, conclusive, game line: 3 books, and then move on to Hawkmoon and Corum.
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