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Posts posted by Chaot

  1. On 3/1/2021 at 8:37 PM, g33k said:

    It would be!

    OTOH, if one could rally a half-dozen (or a dozen, or a score, etc) of fan-artists who could do it for love, for "I owe you a beer," or "for the exposure/cred" -- it'd be a lot less work for each one...


    That would be fun. I'm not an 'artist' artist but I can sketch.

  2. 12 hours ago, NickMiddleton said:

    I have a comp copy as a contributor, and it looks like that - iirc they did sell print copies at one point, for those who wanted hard copy.

    Yeah, but it didn't have that white boarder, did it? Mine doesn't have the white boarder.

    Edit: Oops, never mind. Saw it was the Quickstart rules. Going to go drink my morning coffee now....

    • Haha 2
  3. Yeah, Fight, Flight, Freeze is a common description of the effects of fear in general and several systems use it. His describes UA's rather involved system really well and even UA uses those three for the basic fear response.

    What I'm trying to change is the way it's invoked. Instead of me describing some nasty beastie and then saying 'roll for Fear' I want the PCs to be the ones to decide that the Fear effect is taking place. The PCs decide if the extra oomph they get from Fear is worth risking the possibility of an Affliction.

    Since Ravenloft is a setting about heroes against the dark powers and I hate telling the PCs how their characters feel, I want Fear to be someone beneficial. I want it to be something they are invested in roleplaying and using. I'm not opposed to them racking up several Afflictions and becoming a walking bundle of psychological disorders. I hear Dr. Dominiari has made some wonderful advances with the clinically insane.

  4. I’m constantly going back and forth about Fear and insanity. I’ve toyed around with a few systems and they all left me cold. They were either too invasive during game play or they sat in the background and were not used. Today I looked at an old character sheet and felt the itch to try it again.

    This should be something both detrimental AND beneficial to the character. In addition, the player should have some choice in the matter in how Fear is affecting the character.

    At any point a player may declare that their character is in a state of Fear. When in a state of Fear, the player can choose what the character focuses on. The player has three choices, Fight, Flight or Freeze. Fight gives you a +20% bonus to any Combat moves you take. Flight gives you a +20% bonus to any movement skills you have. Freeze gives you a +20% bonus to any thinking or communication skill.

    When can Fear be applied? In general, Fear can be invoked when a character is either in direct threat of harm or is observing something that would cause them an intense feeling of shock or disgust.

    Every time a character is in the state of Fear a Fear Check must be made. A Fear Check is determined using Power x5%. If a character succeeds on their Fear check the state of Fear works as above. If they character fails their Fear Check they develop an Affliction.

    Madness is something that is present in Ravenloft. There are plenty of story ideas that can be tied into it. Madness is also a staple of gothic horror. So how do we use it in a fun way? It should be important. It should be something that will affect gameplay for the character. It should be something that the player has some buy in.

    Afflictions only occur if the character has entered the state of Fear and has failed their Fear Check. When the fail the Fear Check, two things happen.

    1. The character can attempt to take an action. The player may choose whether this action is a critical success or a critical failure. Either the horror of the situation has imbued the character with a sudden burst of energy or clarity and they are ready to react or the character is so shaken that failure is inevitable. Again, this is the player’s choice.
    2. The character develops an Affliction. This is a mental or personality quirk that is now part of the character. It can be removed through Hypnotism or by committing one’s self to an asylum.

    I haven’t fleshed out the Afflictions yet. Not sure if I’m committing to this setup enough to flesh them out. I kinda like it because it's heavily biased towards players making the decision to engage with it. Are they going to gamble for a short term benefit? It's not something I'm forcing as a GM.


  5. 11 hours ago, Lloyd Dupont said:

    Mmmm... I totally missed the Mythras angle! 😮
    Obviously my answer had nothing to do with your concerns...
    Let me stress though, that location HP are nothing specific to Mythras hence it was easy to get confused!

    Personally I wouldn't advise to use Mythras so.. here you go! 😛
    Although.. Ideally I would advise to have a look at all D100 systems to get many rule tweak ideas.. (I am fond of tweaking!)

    Wait, is this post directed at me? I was specifically talking Mythras because RogerDee was talking Mythras.

    Doesn't matter the system, RQ2, RQ3, Elfquest, the BGB (which I'm listed as a play tester), Mythras, whatever. I've never liked Hit Locations. As I said, it may be an allergy.

    • Like 1
  6. On 2/7/2021 at 7:14 PM, Questbird said:

    Yeah The Green and Swords of Cydoria were two of my favourite monograph settings too (also Rubble and Ruin).

    Lords of Tarsa was really good too. Fractured Hopes had huge potential but was too short to due the setting justice.

  7. On 2/9/2021 at 6:58 PM, Lloyd Dupont said:

    Many D100 fantasy game and players love them.. but in fantasy game with a good armor, location really increase durability, since the overall HP (sum of all location HP) is much higher than just (SIZ+CON)/2. As long as you don't get major or serious wound in one strike it's a big boost. Meanwhile you can also one shot minion with a good headshot.

    Elric!/Magic World characters are VERY durable as written without hit locations. Hit locations, action points, combat special effects, it all leaves me a bit cold. Why would I jump over to Mythras when I could use a system I like? I'm not saying that other people shouldn't enjoy it, just that I would rather start with a base that I feel is solid and add little bits from other systems as needed. It's really kind of sad because it's been a long time since I've looked forward to a BRP book coming out.

    There's only one situation that I've been tempted by hit locations. I've contemplated using them in a Dark Sun game, where the emphasis is survival and the PCs are scrapping for any advantage they can get. Having to piece meal armor might be fun. Even then I think I would just settle for a partial armor rule.

    • Like 1
  8. 11 hours ago, RogerDee said:

    My only gripe with BRP is lethality, such that I am tending to go freeform, and allow players a list of traits, etc that they can pick from to make them exceptional, kind of like in Pulp Cthulhu. I am not into games where players are ne'er do wells, I want them to be heroes and all the baggage that comes with that, no matter the setting.

    I understand this opinion but I think it's more about how you set your power level. Granted, I began play with Elric! where characters are encouraged to have skills above 100%. When you pair them against the average town guardsmen, who would generally have 30-40% in skills, the PCs really shine. When they do get into a lethal situation it's usually because they worked themselves into it.

    • Like 1
  9. On 12/16/2020 at 10:38 PM, Superworld for Adults said:

    I am currently running a Supetwprld campaign, st in the turn if thr 19th to 20th century. Its kind nf of a Tesla punk setting. It has been real interesring. So far its been Hellboy , Deadlanfs ,Cthulu , and a little DC anf Marcel Universe shaken up with a Michael Moorcock , Alan Moore flare  Its like a Star Wars Penny Dreadfyl . 

    That sounds great! I ran a short campaign using SuperWorld a few years ago but it was kinda tongue in cheek. We set it in the '80s cause that's what it was written for. If I remember correctly we generated characters completely randomly, but I may be misremembering on that. It was a great time.

    Anyway, welcome to the boards Superworld for Adults.

    • Like 1
  10. 5 hours ago, Armchair Gamer said:

    Madness shows up primarily in integration with psychic/psionic powers, so it can be easily left out if you don't want to use them. 

    Hey AG! Long time.

    Yeah, as opposed to something like Cthulhu where you are going to have multiple characters dip into insanity, I think I'd rather keep madness as a special case. I think I'd prefer madness to be the result of magic, a curse, the intervention of the Dark Powers, a trip to Vechor, a glamour from the fey in the shadowfell, stuff like that. I agree something like Dead Calm is a great approach to managing madness. I should probably work that into the Mesmerism ability.  

  11. I agree and am happy to hear it backed up. These games seem to play out like a mixture of Hammer Horror, Fearless Vampire Slayers and Abraham Lincoln: Vampire Hunter. If there was a madness system that worked well with that mix I would jump at it. Everything I've tried so far hasn't really worked well and I've been relatively happy with the normal fear that you mention in your post.

    3 hours ago, Lloyd Dupont said:

    Plus neither D&D (since Ravenloft is a D&D campaign) nor undead / dracula movie take the madness angle, why would you?

    D&D had a Fear, Horror, Madness check that was save v. paralyzation with a Wisdom modifier. If it was a fear check you just dropped what you had and ran. Horror checks had, like, six possible reactions to the situation. Madness would give you a chance for mental afflictions. It wasn't a particularly good system, but it was there.

    I'm relatively happy with the stuff I've posted so far. Next up is my take on the various power systems. They are in various states of completion. I will probably post Mesmerism stuff and Curses next.


  12. I have an issue. I keep going back and forth on whether I want to include a Horror/Madness mechanic in this writeup. I have included one in the past based on Unknown Armies but I found it too intricate for Ravenloft. A simple mechanic like in Cthulhu would be better suited but I don't feel that the Sanity spiral is really thematic for gothic horror/adventure.

    I could adapt the one published with the various D&D Ravenloft materials but I find them all to be clunky. Another option is to just run Ravenloft without a Horror/Madness mechanic. Thoughts? Opinions?

  13. On 12/9/2020 at 8:02 AM, Lloyd Dupont said:

    This look like a good start... but a lot is missing, even for character creation!

    such as.. what are those dark art point?

    Add this to the second paragraph in the Dark Powers section.

    Just know that certain decisions made in game will garner your character Dark Power points. Actions have consequences in the Domains of Dread. Gaining too many Dark Power points attracts the attention of the Dark Powers. This is a dangerous path, for while it may offer up temporary power, the trade off may be your very humanity itself.


    Also fixed Brawn and Finesse.

  14. Dark Power points are like Allegiance from Elric!. It measures how much of an interest the Dark Powers have taken in an adventurer. Some nasty things can happen when       a character gains too many of them.

    Yes, Brawn and Finesse should be averages. I was playing around with a few tables. I guess I put the wrong one into the document!

    Creatures and encounters you'll have to wait on. Maps are coming with the expanded Domains, as are expanded occupation information and special abilities. I've also just started on an equipment document that is targeted to the setting. The current document is 58 pages long. Those were the eight I was comfortable with sharing. :D


  15. So, I'm hacking away at Ravenloft again. In this version I stripped out a lot of skills and I'm simplifying a few magic systems. I've changed combat a little bit as well. I also wanted to make the domain backgrounds meaningful though, so a good portion of my character creation document is going to be talking about the domains. 

    This is only the first 8 pages and a character sheet. My expanded Domains and Occupations section is almost finished. I'll post them here when they are in a state to be posted. I'm still juggling the which occupations I want in which category.

    As always, I appreciate any feedback ya'll might have.

    BRP Ravenloft Making Characters rough.pdf BRP Ravenloft Character Sheet rough.pdf

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    • Thanks 1

    On 10/2/2020 at 1:51 AM, Mugen said:

    The way I understand it, Fast talk is for confusing people, and Persuade for convincing them your arguments are right.

    As for myself, if I wanted a game with two Communication skills, I think I'd have one to speak with an individual, and another for crowds.

    Yeah. Fast Talk is for short term gain and is used to confuse, take advantage or pressure people into doing something that may be against their best interest. It is also a quick skill and often will leave the person who you Fast Talked unhappy. Persuade involves laying out a position and trying to change a person's mind about their opinion or stance. This is a long term diplomatic skill and takes a longer time to accomplish. The person must be willing to listen to your words as well. Fast Talk and Persuade can both be used against individuals and groups.


    On 10/4/2020 at 10:27 AM, dieselpunk said:

    Bonus points for using the term Skulduggery! I might have to steal that. :P

    It's such a lovely word that conjures up all that thievery stuff. I'm going back and forth on whether to leave the basic skills of Search and Stealth and put Skulduggery into the specialty skill category.

  17. Hate Strike Ranks. I use careful aim from Elric! I adjust it because I don't want to deal with the math. For every Dex/Int rank you delay you get a +10% bonus. If you want to rush an action you get a -5% per Dex/Int rank level. It works great without dealing with a secondary stat.

    Dex Ranks for life, baby!

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