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Showing content with the highest reputation on 02/08/2019 in all areas

  1. 4 points
    We quite deliberately did not cap spirit magic as in RQ2.
  2. 3 points
    It's still an arbitrary limit. It just varies. RPGs are basically collections of arbitrary limits: CHA for total memorisable Spirit Magic; CHA for Rune Point Cap, are two contextually relevant ones. Q: "Why isn't the Spirit Magic limit 2xCHA?" A: "Because." It's arbitrary. I see zero need for arbitrary limits in this matter of Spirit Magic maximum variable spell. I'm perfectly happy with setting story-based ones that can be overcome: the overcoming creates story, and taking advantage of the opportunity means an opportunity cost in other aspects of opportunity.
  3. 2 points
    No. There were two Golden Age Empires in Peloria - the Kingdom of Perfection which Yelm ruled and the Decapolis which Murharzarm founded (late Golden Age, after the invasion of Nestendos). Kinda like the difference between Egypt under the Old Kingdom and Egypt under the Middle KingdomThere is an massive artifact known as the Gods Wall which is thought to depict Yelm at his entrhonement. It's been suggested by many people that the Emperor on the Wall is actually Murharzarm. What Ian is talking about with Yelm being a constructed deity is that the Solar Cult of Golden Age Dara Happa had long been forgotten as a result of the Gods War and that the historical Dara Happans had no way of knowing how to worship him anew. They had access to Antirius who knew that he was the Sun of the Storm Age Dara Happa but also knew that he wasn't the desired Sun of the Golden Age. They therefore constructed a cult of what they thought might have been the Golden Age Sun God from the many fragments of myth that they had (Ian says this took place during the Bright Empire - I think it took place earlier) It is pointless in saying that Hrestol or Zzabur knew of Yelm. What they knew was the visible sun. What they didn't know (in Zzabur's case didn't care about) were the myths and rituals of how to worship him - the Sun of the Golden Age - correctly.
  4. 2 points
    The trouble is that the source (the RuneQuest Companion p18-19) has the Closing descend after the fall of the EWF which is now not the case. More recently, History of the Heortling Peoples has the Hendriki conquering large parts of Esrolia in the same period but the Black Galleys on the Mirrorsea are nowhere to be seen. The Black Galleys are now placed in Jrustela I don't think the Black galley is a native troll design. More likely they plundered it from the God Learner ruins. Of the classical troll countries, there's only a few possibilities. SHADOWLANDS: Crowded out by the Waertagi and then the God Learners. Never enough space or time to establish a navy. BORKLAK: in north Fronela, probably where Oral-Tal is now. Probably kept in check by the Waertagi until their destruction in the Elder Race Wars. KOROMANDOL and DOZAKI's NEWHOME. The Koromandolese I think are too unsophisticated to establish a navy. The Newhomers could and would have used it to carry out seaborne raids of Kralorela and possibily Vormain. No longer extant ever since the Kralori conquered them. ANDIN and ARADINNI ISLES: Have a navy but may or may not be trollish. FOZERANTO: Destroyed by the Golden Fleet after attempting to conquer parts of the Eastern Isles. May or may not be trollish. They were apparently allied to a sea goddess that lost a battle with chaos.
  5. 2 points
    Having just run the Battle of the Queens in my RQG campaign, this is what I did: Asked them to identify what roll the PC was taking in the battle: Warrior and fighter; Missile caster; Magical support; Healer and medic; or Recorder of deeds/messenger Indicated that those who wished to augment their subsequent rolls with Inspiration, should identify whether they are inspired by a Rune or a Passion, and make those rolls Then had everyone make a Battle roll (considered adding a Penalty for Prince Kallyr's bad omens, but didn't end up doing so) for the opening scene of the battle Somewhat like a Group Simple contest in HQG, I narrated the flow of this stage of the battle based on the sequence of their results Missile casters and riders generally acted first, fighters fought in the melee, messenger was sent by Queen Leika to Prince Kallyr and had to add in a Ride roll through the battlefield (in time to see Kallyr fall & die) Queen Leika made a rousing speech (i.e. succeeded in her Battle roll which gave everyone in her group a +20% bonus for next scene of the battle Previous Inspirations carried forward; those who failed prior Inspirations could attempt Inspiration via a more limited set of options: a Rune or Passion associated with Queen Leika, the Colymar (or a Colymar clan), Orlanth, Air, Movement, or Truth Then had everyone make a Battle Roll for the second scene of the battle Again narrated results based on the series of results (this time the messenger got to ride to rally the Cinsina and got to see Queen Ivartha fall) Number of battle successes indicated that the Colymar had driven the Lunars back into the Creek (and were busy warning folks not to get too much blood in the Creek itself lest they feed the Delecti's undead downstream) At the conclusion, depending on Battle results, they either took wounds or gained experience checks. Could have elaborated pieces further, or added in some set encounters (e.g. a fight with some named Lunar NPC), but seemed to work well for what I wanted and the players appeared to enjoy the overall flow.
  6. 1 point
    I have gotten into a Weird Western mood via watching a few Weird West movies....El Topo and Bone Tomahawk to name two. Dead Birds another. So while the iron was hot I ordered Down Darker Trails and am looking at the PDF. Very nice. Anyway....I have a few pretty good ideas for scenarios already. I'm just not sure where to use them. The right players are hard to find. I am thinking of doing a convention scenario for a con that's coming up. (Gotta)Few Ideas thusfar... -Pappy Yig's Snake Oil. Whole towns are going insane and mutating. The enigmatic and wily Alphonso T. Hazard, the salesman/wizard must be stopped. -Whateley's Go West - West Dunwich a weird town folks wander into, some don't wander out. Things happen. -Arkham Ho!....Miskatonic U. sent out a team to research native cultures. Strange caves...lost culture...locals avoid the whole area...investigators are part of the team. Anyone else dabbling with DDT?
  7. 1 point

    Version 1


    DON'T DOWNLOAD THE FILE HERE. THIS VERSION HAS BECOME CORRUPT. I'M PLACING A DROPBOX LINK FOR A GOOD VERSION OF THE FILE HERE. https://www.dropbox.com/s/3utuirebgjpzewy/BRP_Fantasy_Treasure_Generator.ipt?dl=0 What's that dragon guarding? This is a treasure generator for use with BRP fantasy settings, like Magic World. The generator will prompt you for a treasure type, which BRP critters don't have listed in their details/descriptions, so I advise using a third party "manual of monsters" to cross reference the treasure type there for individual creatures. I personally like AD&D recommended treasure types. You will also need the small,FREE NBOS program "Inspiration Pad" to use this table which can be found here: http://www.nbos.com/products/ipad/ipad.htm (I know it says Ipad but there's a windows and even android link.) YOU NO LONGER NEED TO CHANGE THE FILE TYPE IF YOU USE THE ABOVE DROPBOX LINK PLACE THE "BRP_Fantasy_treasure.DOC" file in the C:\Users\Documents\Inspiration Pad Pro\Generators DIRECTORY AND RENAME IT TO "BRP_Fantasy_treasure.ipt" This table will allow the Chronicler to generate treasure types A-Z, as well as individual items such as Magic Weapons, Miscellaneous Items, Rings, Wands, Staves, Rods, Armor and Armor Pieces, Shields, Cursed Items, Mundane Items, Jewelry, Gems, Potions, Scrolls, and Spell Books (using Classic Fantasy and Magic World spells) as well as the suggested value in Bronze Pieces for each item. I placed ALL this information in one table so as to keep it as simple as possible. Can't say the tables are easy to edit if you're not familiar with NBOS, however, after a little tinkering it's pretty easy to add new items or descriptions to any category. I've run through hundreds of tests with each category and it all seems to work well but if you ARE familiar with NBOS please don't grief me too hard on the table set up. I know it's not very clean.
  8. 1 point
    Feel free to tell us about your best (or worst) ever trickster! For me, it's like walking a tightrope. Fall off in one direction, and you disrupt the game, alienate the other players, and people don't have fun. Or even worse, everyone has fun except for one player who is deeply upset about something, sometimes something trivial like their character being eaten. Fall off in the other direction, and the character becomes a harmless jester, an occasional source of amusement, but without the frisson of danger. The trick is to walk that line between being a dangerous sociopath and a fun character to have in the game. In the end, the ideal is for everyone to say "yes, it was an interesting experience, sometimes nerve-wracking, sometimes annoying, sometimes hilarious, but overall, looking back, I'd say it was enjoyable." And, when it comes to an end, why not make it spectacular, with a farcical chase scene, a dramatic showdown, histrionics, and brutality. If I post an example, it will probably be about Gribble, my most successful and notorious trickster character. Favourite Use For A Lie Spell: "I killed the Crimson Bat, three times!" - this just made the predicament worse, and directly led to being beheaded for serial murder. Second Favourite Use For A Lie Spell: "He was an assassin, I saw a poisoned dagger hidden in his cloak", after pushing an innocent beggar down a well. Actually I have no idea if he was innocent, we'd only just met him. He might have been a vital plot NPC, I never did ask.
  9. 1 point
    Hmmm. Well, Shi Godzilla and the Legendary Pictures version of Kong have already kind of gone there. Let me think. The Elder Gods’ whole schtick is that they are mysterious and unknowable as well as disgustingly powerful and dangerous. Humans can’t comprehend them, can’t determine their goals or motives, can’t communicate with them. Azathoth, their chief, is mindless. Godzilla was like this in his early movies — an unstoppable and unpredictable engine of destruction. But King Kong and Godzilla are more fun when they aren’t merely massive destructive beasts, when they show personality. Both of them fight other monsters and smash buildings not only to survive in a harsh world but because they enjoy it. Kong is a sucker for a pretty face and will pursue his favorite across continents. Godzilla has allies and enemies among the monster population and is a bit of a bully. His 1990s incarnation actually smirked when he thought he’d blown away Mothra’s hatchlings only to roar in pain and chagrin when they latched onto his tail. In contrast, do we have any idea what Cthulhu wants or enjoys? It is the difference between the monster being a symbol or impersonal event or the monster being a character, however unpleasant. Which is scarier? An entity that kills you because you just happened to be in the way, or a monster that hunts you specifically because you displeased it somehow? Stats for Godzilla here (2 write-ups):
  10. 1 point
    In my old Imther campaign, tricksters were a recognized part of the society and expected to add the randomness in life that would keep society from either falling into stasis or devolving into 'violence is always an option'. A couple of my players ran tricksters, notably the aptly named Hysterious and Impetuous. My favorite event though was when I ran a one-off marriage in the village of Moonpost. Marriages in Imther were only truly blessed if a trickster actually played a good trick on the bride, groom, or whole ceremony. Lots of things kept getting messed up in the courtship, including one of the groom's best men being seduced by the bride-to-be. The backstory was that it was the bride who turned out to be the trickster. One of our most memorable sessions. More recently in my HQG campaign, when the heroes were captured by the Lunars, stripped of their weapons, and sent to the stockade within the camp, one of the other prisoners turned out to be a trickster by the name of Rostoth Oakmoss. To help the heroes escape, Rostoth used his Great Swallow. The heroes did go along with this escape plan. I was expecting them to just wait until they were regurgitated, but they got scared of possible falling into the stomach acid, so decided to try the Other Door in the Trickster's gut. Led them into the Otherworld, of course.
  11. 1 point
    Book of Battles has maneuver rolls, sample foes (you typically fight one round with a given foe, rather than to the death), and abstract measurement of how much the PCs are in the thick of things expressed as their "Rank" (first rank is the killing zone, second rank is behind that, etc.). It measures your overall progress on an Intensity scale, where 0 means decisive victory and 40 means decisive defeat; commanders oppose Intensity with their Battle skill, and lots of events affect it. And there are forms for the GM, any leaders, and other PCs to keep records on what happens every round. As this indicates, the system is surprisingly "crunchy" where the original Pendragon rules are not; good if that's your thing, though they're very tightly focused on Arthurian knightly battles and would likely need some adaptation to handle the wilder, weirder Hero Wars. L5R 5th edition's mass-battle system is more abstracted but structurally similar: the two army commanders set their strategic objectives for each round of battle (like "capture a position" or "grind the enemy down"), and leaders of cohorts in their armies take actions (like Assault, Reinforce, or Rally) to try to achieve it. You get rewards for achieving the objective. Armies are rated for Strength (which is reduced by attrition in the form of casualties) and Discipline (which is reduced by panic), and can have special abilities, like cavalry inflicting extra panic if they take the Assault action. PCs are typically expected to command armies or lead cohorts (any subsection of an army which acts on its own, from a squad on up); in a round, a leader can choose a stance (tactic), narratively move their cohort on the field, and perform an action. Fortifications and defensive terrain reduce attrition for forces in them, and have a measure of how hard it is to push those forces out. The one downside is that it doesn't really provide much structure for PCs who aren't leaders or commanders. L5R 4th edition (the only other one I have) has simpler rules that focus more on roaming PC heroes and less on the details of the battle itself — the army commanders make opposed Battle skill rolls to see who's winning, then each PC makes a check to see how much Glory they win, how many Wounds they suffer, and whether or not they have the opportunity for a Duel (a one-on-one fight with a foe using the normal melee rules) or a Heroic Opportunity (a chance to change the course of the battle at some risk, such as getting a shot at an enemy commander or having the opportunity to fall upon the enemy's reserves before they can be committed to the fray). I think I'd mix bits of the L5R 4th- and 5th-edition rules to get about the level of abstraction I like. I want a system that tells me which army will win if the PCs don't do anything to affect the outcome (and how it'll win) and that takes the opposing leaders' tactics and forces into account, but that doesn't get bogged down in detail. And I think I prefer the Duel/Heroic Opportunity idea to the Pendragon approach where you and a foe always each take one swing at each other and are then swept apart; it seems a bit more flexible. YMMV, obviously.
  12. 1 point
    One thing that Greg and I discussed is how to have traits above 20. What came about from that discussion is the following: The stat remains at 20. However, it can be raised as plusses to the value. For example, a trait of 20 which is raised by the rules, would now be 20 (+1). A 22 would be 20 (+2). A thirty would be 20 (+10). The values in parenthesis would come into play when the value drops below 20 due to checks in the other trait, or by a modifier. Valorous of 20 (+3) for example would still be considered a 20 when there is a modifier to Valorous of -1 to -3. Greg loved the idea, but I do not think it reached publication. But, I have used it in my campaigns since.
  13. 1 point
    I ditched conventional Movement AND the basic Strike Rank system for one where each SR equals one second of time. My movement rates were based on METERS PER SECOND (SR) and consisted of (for a human): Sprint: 8m/SR Run: 6m/SR Trot: 4m/SR Walk: 2m/SR Crawl: 1m/SR
  14. 1 point
    In Mongoose Runequest 2 and Legend, common magic is capped at INT divided by 3, so if your INT15 the maximum Bladesharp you can get is Bladesharp 5. This avoided arbitrary limits and tied the spell magnitude to the characteristic. I like this approach best and will be using in my games.
  15. 1 point
  16. 1 point
    Finished (deliberating if the unicorn is large enough, but they are smaller than horses).
  17. 1 point
    I think it would make Atgxtg’s back saur, I mean sore.
  18. 1 point
    Because no one asked for it (but should have): King Tut aka The Pharoah Source: Batman, 20th Century Fox Television, 1966 Quote: “I am Tut, Master of Thebes, King of the Nile, Moon God of Thoth! And that’s just on Momma’s side of the family. I must proclaim my reincarnation to the faithful. Hand me the telephone.” Gentle, bulky William McElroy was a beloved and respected professor of Egyptology at Yale University until a blow to the head during a student riot unleashed an arrogant, aggressive alternate personality. As King Tut, the middle-aged academic believed himself to be the boy king of ancient Egypt and his current urban location the capital of Thebes. He immediately gathered a small band of loyal followers and set about to re-establish his rightful rule by any means necessary. Tut broadcast threats from a faux idol he set up in a public park. He kidnapped prominent and/or wealthy citizens and demanded ransom or favors for their safe return. He even re-created an obscure Mesopotamian drug, intending to place the entire population under his hypnotic control. King Tut was defeated following each outrage and, after treatment, returned to his teaching duties. Inevitably, however, the accident-prone professor suffered additional head injuries and returned to a life of crime. Clever and cruel, King Tut is a bombastic tyrant given to wild mood swings. He can shift from towering rage to weepy sentimentality to quivering cowardice within moments. Tut is a committed theme villain, dressing in voluminous colorful Hollywood epic robes, maintaining pet crocodiles, keeping a variety of supposedly authentic torture devices at hand, attempting to steal rare artifacts from prominent museums. King Tut retains the professor’s encyclopedic knowledge of the ancient world and is skilled in forgotten magical and medicinal arts. Unlike many Batman villains, he isn’t a gadget hound. His tools tend to be mundane ones dressed up in gold paint and Egyptian motifs. His heavy scepter makes a handy club, and he’s reasonably competent with a khopesh. However, he’s a coward in a fight, hiding behind his followers unless he can sneak in a low blow. Tut’s emotionalism and lack of physical bravery might cause some adventurers to underestimate him. However, he is smart enough to have discovered Batman’s secret identity twice, losing the knowledge when he reverted to his William McElroy personality. Despite his tendency to be a bully, King Tut is also quite persuasive, able to convince both former students and goons-for-hire to eagerly support his cause. Tut always has four or five minions, a rotating group of specialists for whatever his current scheme is. One of these is always a svelte “queen” half his age, an attractive girl who acts as a spy as well as arm candy. King Tut requires his henchmen to dress in costumes worthy of a 1950s biblical movie and to adopt Egyptian names and an archaic speaking style. As long as they pay him proper homage, he’ surprisingly lenient with them but is ever jealous of his girlfriend’s attentions. (“It isn’t every young girl who gets to wrap her arms around the King!”) William McElroy is a tall (6’4”) Caucasian man of considerable girth with thinning brown hair. He sports a longish chin beard, wears conservative suits, and exudes an air of Teddy bear shyness that some female students find appealing, much to his embarrassment. Since his first few transformations, McElroy has taken the precaution of wearing a reinforced bowler hat in a vain attempt to prevent them. King Tut isn’t shy at all and takes full advantage of his perceived attractiveness. He hides his bald spot beneath ornate helmets and headdresses, and his boosted confidence actually makes him smarter and better looking. King Tut was created specifically for the 1966 Batman TV show, appearing in all three seasons and more often than any foe except the main four (Joker, Riddler, Penguin and Catwoman). He appeared in the comics and in animation belatedly because Fox Television held the rights to the character. Sadly, Victor Buono, the actor who portrayed King Tut, died at age 43 in 1982 of health problems related to his size. He was only 28 at the time he played the role, although he appeared older. STR 11 CON 8 SIZ 16 INT 17/21 POW 10 DEX 13 APP 9/13 Hits: 24 (CON+SIZ) Damage Bonus: +1d4 Move: 10 Armor: 2 kinetic (headdress and voluminous robes) Attacks: Brawl 25%, 1d3+1d4; Khopesh 30%, 1d6+1d4; Scepter 45%, 1d6+1d4 Skills: Command 72%, Drive 40%, Fine Manipulation 42%, Hide 47%, Knowledge (Egyptology) 72%, Language (English) 85%, Language (Ancient Egyptian) 57%, Listen 30%, Parry (with khopesh) 30%, Persuade 72%, Medicine 45%, Research 62%, Science (Pharmacology) 42%, Spot 30%, Status 52%, Stealth 47%, Teach 77% Powers: Super Characteristics +4 INT (12) and +4 APP (4); Regeneration 10 levels (30); Extra Energy +50 (5), total 60 Failings: Wild mood swings (+3), Super identity must be activated and in an obvious manner (by being bashed in the head, +2), Hunted by the police (+2) Notes: As a supervillain, King Tut had 500 skill points plus 170 personal skill points based on INTx10. He had 84 super power build points based on his randomly rolled unmodified characteristics plus 7 more for Failings, total 91. He spent 51 power points, holding 40 in reserve for whatever his next scheme is. His Regeneration power represents his ability to survive and recover from repeated head trauma.
  19. 1 point
    You-said-he-said-but-nobody-cares. Picking away at posts in detail is not a great idea. I came close to that trap with Kloster at the top of this page, I hope I didn't come across as overly nitpicky and if so I apologise.
  20. 1 point
    "The Great Fatted Bull". It's a great story from a great writer who has waited 4,000 years to be published. And it's wonderful #Gloranthafuel H/T Kalin Kadiev
  21. 1 point
    Now my head hurts! 😵 I prefer simple tactical movement systems. "Your character moves X hexes per combat round, period. You can move half of that and still attack."
  22. 1 point
    I've been running a DDT arc in my game for about six months now. I love the book and the setting, although I'm still learning my way through being a GM, and Keeping Call of Cthulhu, so including western flavor in that is a bit of a balancing act. I actually haven't run either scenario but I really like the look and feel of Pawheton's adventure ("Something from Down There"?) I started out with Sundown, a 6e convention scenario for free on Chaosium's website. Since then I've used this campaign to flex my homebrewing muscles and tie into an earlier campaign. One session I had the PCs adventure into the deserts near San Rafael and had them explore the Ghost Mission and accompanying Shadow Desert, though I wish I had spent more time on that. We stopped in Black Mesa, Oklahoma, after that to visit one PC's estranged father who had gotten himself involved with the man in the tan jacket (Nyarlathotep). Our last session was spent in Normal, OK, where they investigated a few disappearances that turned out to be a wendigo. I'm preparing to run "The Iron Ghost" from Fearful Passages as it is based around various space-times converging on a train, as well as "Amidst the Ancient Trees" from the 7e Keeper Guide (that will be relocated to Bozemon, Montana). If you're looking at other scenarios that could make the jump to ~1880, I think Dead Light could work well if you found a location where a torrential rainstorm is plausible; you could also look into moving "An Amaranthine Desire" from Nameless Horrors to some coastal settlement in the Pacific Northwest. I'm sure "Ties that Bind" (Doors to Darkness) would work well too. Music is a big part of my games, so I've had to dig a bit to find tracks that fit the mood and the western flavor. Tracks from The Legend of Zelda tracks such as "Stone Tower" (I'd look for a more mellow version of "Gerudo Valley" if that was an option), The Adventure Zone (Dust and The Eleventh Hour music is perfect), Derek & Brandon Fiechter's western music, and instrumental versions of a few popular music songs ("Doolin-Dalton" by the Eagles and Marty Robbins' "Big Iron") are what I've built my soundtrack around. One of my books (can't remember if it's DDT or Doors to Darkness) says that there are supposed to be two more books in the Down Darker Trails lineup, so that could be even more fun.
  23. 1 point
    Just entering layout: PDF release Q2 this year!
  24. 1 point
    Elric! And I guess Magic World for me
  25. 1 point
    I tend to use RQ3 for the base. In my opinion it's better thought out and has more "check & balances" than the systems derived from it (and/or RQ2). Plus is mostly compatible with any of the add on rules and options from BRP and BRP related games. Just about anything can be ported over.