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Chaot

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Everything posted by Chaot

  1. Cool! I'd like to check them out. Do you have a link?
  2. Do not get me started! Summoning has always been all over the place. It ranged from door-stop demons (demon tribbles with the absolutely lowest scores possible in order to minimize problems and maximize your summoning skill check, their only valid use was holding doors open...) to the procedural nightmare of Elric! where the only real answer was to bind a demon into armor and then another one into a weapon. Darcsyde was on the right track with their chaos critter rules from the Corum book.
  3. You just got a sale! I just downloaded.
  4. Basic Creatures was just the RQ3 creatures book.
  5. When I first started posting in Reddit BRP was nearly non existent. The r/BRP forum was dead. I would mention BRP as an option in other rpg threads and be met with crickets. My have things changed. There's a lot of conversation about BRP going on now. It's really nice to see.
  6. That's why I like Charisma. It doesn't necessarily measure attractiveness, rather it's a representation of 'force of personality'. In my perfect world that Death Knight that has an aura of Fear would be rolling against its Charisma. But in BRP this is also measured by the Power stat. I'm often of the mind that you can easily drop Size and Cha/App from the stat list and not really lose anything.
  7. I would ditch it too. I hate Appearance. I get it, but it's not something I like expressing in a number. I would rather have Appearance serve more like Aspects from Fate. So, if my appearance is 'Dashing Handsome Space Pirate' or 'Imposing Grizzled Space Pirate', those can be used to augment scenes in different ways. Say I'm the player, and I'm trying to seduce some information out of a mark. I invoke Dashing Handsome Space Pirate and get a bonus. Later, I'm trying to impress a local official and the GM decides to use my Dashing Handsome Space Pirate against me. The official views me as flippant and untrustworthy. Same thing with the Grizzled dude. Great for intimidation, not so great if you're trying to rescue some kids and they're more afraid of you than the monster. Currently I use Charisma as the base stat and Influence as the characteristic roll that defaults at x5% but I personally like to use use x1%, x3% and x5% to show difficulty. I don't run a whole lot of sci-fi, but you put out a book, Chris, and I'm buying it. I know the amount of work you put in and the stuff you release is always a fun read. Hey! Thanks brother! That's very kind of you to say. I too miss the Magic World days. Not sure how much I actually contributed to the rules discussion though. My recollection is they were talking real rules and I'd be like.. 'hey man, what if Size was actually different shades of purple.....'
  8. Mythology is cool and stuff, but I'm a pulp fiction, swords and sorcery kind of guy. I played Stormbringer 3 and it was brutal and beautiful. I found the Elric! rulebook and fell in love. Ever since then, BRP has been the system that I 'think' in. Glorantha's cool and I read about it but I'll probably never run it because the background is dense. Nephilim is cool but I'll probably never run it because I have no idea what to do with it. I love Call of Cthulhu but that's not surprising because it comes from the same pulpy background. I'd run Pendragon, but I have no idea how faithful I would be to Mallory. There's other things that fall outside of your parameters too. I love BRP Superworld, though I rarely get to run it. There's several sci-fi books that have been published with the system. There's a whole slew of excellent victorian clockwork games from Walton & Cakebread. That's only skimming the top.
  9. One that hasn't been mentioned yet is Pendragon Traits. Now, personally I'm one of those people who hold that there is no light side of the force. It is the force and the dark side, but for argument's sake let's use light side. You've got the Dark Side / Light side and they each have a score that combined equals 20. Dark Side 10 / Light Side 10, Dark Side 4 / Light Side 16, whatever. Then when you need to make a choice you roll against that score on a d20. At or below the score succeeds, above the score fails. If you wanted to use a d00, you can keep the same scale by measuring traits in steps of 5 points instead of 1 point. So, 50/50, 35/65, etc.
  10. Yeah. I specifically did that because the power base is pretty over the top. If it's supposed to be that way though, all you would need to do is scale the cost down to 1 or 2 mp per use and just make the shadow blade default at 1d8 dm.
  11. This is what I posted over at reddit. __ What's the power level of the group? Can other characters do stuff like this? I would just use the magic system. So the would cost mp and last POW in rounds. You can adjust the cost up or down depending on how heroic you want your game to be. Give her whatever stats. Shadowblade (1-3 mp): This spell allows the caster to shape shadows into a solid melee weapon, such as a dagger or sword, granting it physical properties. The caster can then wield this shadowblade in combat, effectively cutting and attacking their opponents. The weapon's damage is dependent on the mp expended; 1mp is 1d4, 2 mp is 1d6, 3 mp is 1d8. Umbral Shroud 5 mp: With this spell, the caster can transform their body into a shadowy cloud-like form. In this state, they can pass through solid objects like fences and bars, utilizing their shadowy nature to navigate through physical barriers unnoticed. Shadowstep 6 mp: By invoking this spell, the caster can dive into a nearby shadow and emerge from another shadow at a distant location. This allows them to traverse large distances quickly, moving through the shadow realm like the Squids from Splatoon move through ink. Shadow Veil 3 mp: This spell envelops the caster in an illusionary veil of shadows, rendering them invisible to normal sight. While concealed within this shadowy aura, the character becomes nearly undetectable, granting them enhanced stealth capabilities. Umbra Walk 4 mp: This spell temporarily enhances the caster's agility and speed while in shadow form. It allows them to move swiftly and silently through shadows, granting them an advantage in combat and the ability to navigate shadowy environments with ease.
  12. I'm miffed that I missed that Kickstarter. Thanks guys. I guess I'll just have to be a little patient.
  13. They are great resources, but too small to blow up poster size.
  14. I view it as, if it's reasonable that the character could buy it, they can buy it. If it's a really big purchase, their 'wealth' score goes down because that portion of their 'wealth' score is no longer liquid.
  15. I break this book out for every single game I run. It's amazing.
  16. Tooley, drop me a line when you publish. I will buy, read and drop a review!
  17. Chaot

    Skill list

    That's what I was aiming at with the Persuade skill. Eloquence could work, or I could fall back onto Oratory as well.
  18. As I prep for running in the Young Kingdoms again I've been compiling some rules and information and thinking about how I want to run it. One of the things I've always wanted to do is make the Balance more appealing. Chaos has spells and demons, Law has some spells, skills and Virtues. The Balance has extra hit points. However, it's always eluded me what else the Balance might impart to its heroes. But the Eternal Champion is a hero of the Balance, whether they initially be aligned with Law or Chaos. One thing that all the Champions have are cool magic items. There's the jewel in the skull and the Runestaff, they're the Hand and Eye, there's Kanajana and of course Stormbringer and Mournblade. So what if that's the answer? I have the Lucky Trinkets, Heirlooms, and Named Items system that I've used before and seems to work well. I think I may use this. It gives Balance characters an edge and, if they ever become full blown Champions, we can either boost up their current item or they can come across a truly powerful artifact. Granted, I know this doesn't quite reflect people like Brut or Rackhir or those others who found Tanelorn, but who to say that there wasn't some minor magical properties to their items that just wasn't covered in the book!
  19. Ha! I was thinking about what Greg said and started looking around to see if anyone had adapted Oblique Strategies to include rpg language. What I discovered was that our own @smiorgan mentioned them in conjunction with rpgs on his blog. http://www.departmentv.net/2015/08/three-different-decks/
  20. I think these three are actually pretty apt. I agree. Ironically, sometimes I get inspiration by rejecting the strategy too. If I read something that is too off field I question why I feel that way. Usually some other solution or idea will arise in response. So, by not doing its job, the card does its job. Zen, dude.
  21. Heard of this? Peter Schmidt and Brian Eno created these cards to help in the creative process whenever you come across a problem that confounds you. They're meditational. Schmidt originally called the cards, The Thoughts Behind The Thoughts. Sometimes I'll draw one as use it as a mantra for today. For example, my day today is 'What Else Is This Like?'. So, today I'm focused on making connections between two seemingly unrelated things. Which, in part, is why I'm posting here. It occurs to me that Oblique Strategies might be useful in running a game as a meta structure for the GM. Draw a card two hours before a session and internalize the phrase. Whenever there is an in game decision to make, reflect on the oblique strategy and let it influence your choice. These sorts of meta structures are fun to use. It reminds me of an old post I read on some board about a person's Buffy game. The took an album that they liked and decided that the game would have as many sessions as there were tracks on the album. Each session's theme would coincide with the album track name. It seemed like a really cool way to organize a campaign. I'm thinking of The Wall right now. That would be 26 sessions. I can just imagine how the session would play out for Run Like Hell, followed up by Waiting For The Worms. Like many things these days, Oblique Strategies has been digitized and can be found here. https://www.oblique-strategies.com If you are interested and more tactile you can also buy the cards at Eno's shop, but they are pricy. https://www.enoshop.co.uk/product/oblique-strategies.html
  22. I'm thinking of starting up my Young Kingdoms game again and was pondering the episodic nature of Moorcock's writing. Now, there are plenty of downtime systems out there, Pendragon being the one that immediately jumps to mind. I want something that's really really light and open to interpretation. 1. Player states in general what they want to be doing during downtime. 2. GM assigns a skill check to determine success or failure. Player rolls their skill. 3. GM assigns a situational check to see how fortunate the character was during downtime. 4. Thinking three random categories with both fortunate and unfortunate readings. Situation, Ally/Enemy, Wealth. The rest is hashed out between the GM and the Player. For example, you could have been successful in your goal but unfortunately gained an enemy in the process. Or you could have been a failure but gained an ally. For long downtime you could roll on all three. Maybe you were unfortunate in the situation category and are now indebted to the Blue Assassins, you were successful in Ally an gained a friend, a craftsman in Oin, and unsuccessful in wealth and are now broke. I still need to write up a few tables for inspiration, or it could just be determined to support whatever storyline is going on at the moment. Thoughts?
  23. Anyone know of one? I want to print off a poster sized map. I'm after, like, ten years I'm itching to run a game in the Young Kingdoms. Any help would be appreciated!
  24. This is one of the recent books that I've really been interested in. Good to see your approval!
  25. Chaot

    Skill list

    I know this is a very old thread, but here's what I have going right now. Acrobatics Athletics Art Craft Evaluate Fast Talk Folk Lore Handle Animal Insight Natural World Persuade Physik Scribe Search Skulduggery Stealth Then I add in specific skills.
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