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Chaot

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Everything posted by Chaot

  1. I'm not sure what you mean. This site is largely a discussion forum for games published with a specific rules set, that being BRP. The original publisher of the system is Chaosium, but other companies have now adopted the game rules for their products as well. We talk about about upcoming products, what we are doing in our current games, rules variation ideas, that sort of thing. We currently don't have a play by post forum because I don't think there's been much of a push to set one up. If one were set up, it would likely be centered on BRP and it's derivatives as the ruleset. As a side note, and I feel rather hypocritical saying this as I'm not a shining example of clear text, you'll find that a nod towards grammar and punctuation will both help in the free flow of ideas in this murky medium of finger typing as well as win you the hearts and minds of your fellow gamers.
  2. Howdy Gleek11, welcome! From your profile I take it you are a free form roleplayer? Have you ever had a change to sit down with to play a more formalized game with rules and dice? It's a great deal of fun. There are a mindblowingly large amount of rules systems out there. The system that this website focuses on has been around in one form or another since 1978. A stripped down and free version of the rules can be found here in our downloads area.
  3. Your take is basically my take. I need to go back and really look at the various rulesbooks though because it doesn't seem to be as well spelled out as I thought it was. 1. Yes. When casting a spell you are relying on your own magical skill. The difference between reading the spell and having the spell in memory is the amount of time it takes to cast. 2. Yes, because you are casting from your own skill. 3. This one stumped me and I need to look for more on it. Vagabonds probably right here. I think I've also seen beginning spell skill as INT+POW too. The following is not official in any sort of way and is me reaching back to my D&D days but it strikes me that specially prepared spells on scrolls should be allowed to be cast at the inscriber's skill level rather than the base level to learn a new spell. So if I'm the lucky wizard that finds a Fireball 90% scroll I can do three things with it. 1. I can learn the spell at INTx3% and inscribe it into my grimoire so that I now how skill in the spell, a copy of the spell at my skill level and the 90% scroll. 2. I can keep the 90% scroll handy and use it to cast at my own skill level when Fireball isn't readied in my memory (instead of lugging my spellbook around). 3. I can cast the spell at the 90% skill, burning out the scroll. It also occurs to me that having a high level spell written out for the aspiring wizard might allow the wizard to learn the spell at a faster rate. Then again, maybe a high level spell takes important information for granted and while useful for casting directly, not so useful for learning.
  4. It's over at the Inn. I'm torn between whether I would prefer it there or sticked at the top of this main forum.
  5. Welcome! You've both picked a great game and a great place to hang out and talk about it. Not sure what the issue with the avatar is. Are you within the size specs?
  6. Know what? Now that you've said that I'm remembering that I have spoken with him about it in the past. I'll send him a pm.
  7. Follow up, can anyone identify the font used for titles in the Elric! book? I'm positive that I had it many many years ago. I think it was presented as free but I'd gladly buy the thing to use it. Been looking for at least ten years.
  8. Ah yes. I guess we are in the CoC subforum, aren't we. I'm also a bit amused that I somehow jumped fro the olympians to the aesir.
  9. Liking the breakdowns and ideas. In very general terms they are descriptions of the character. When they are referenced in play they can give bonuses or penalties. The mechanic revolves around fate points that, from my understanding, generally flow pretty fast in play. A player references their aspect, spends a fate point, and gets a bonus. A player references their aspect in a negative way, creates a complication, and gets a fate point to use later. The gamemaster references the PC's aspect in a negative way, creates a complication, and gives the player a fate point to use later. I think an approach like this can fold nicely into a merit and flaw type system, and compliments, for example, Mankcam's approach to it.
  10. More than being impressive though is what you stat I, I would think. If you don't give the god hit points, for example, you limit the ability of the PC to kill them (because the PC is going to kill them). I don't think you need to give gods spells either. Give them god skills. Doesn't Cthulhu have an attack skill that is 'kills 1d4 investigators per round' or something? You can even bring the skills down in to 'normal' level. Odin All Father 85%, Wisdom of Mimir and Yggdrasil 46%, Command Huginn and Muninn 57% Odin wants to so something Odin-like (sorry, not very familiar with Olympians here). He rolls All Father for results. No expenditure of mp, no fuss. He's Odin, he's a god.
  11. I'd be tempted to do something like this. Odin One Eye All Father 180%, Wisdom of Mimir and Yggdrasil 115%, Command Huginn and Muninn 145% Something like that.
  12. I'm agnostic on it. I can see how they would enrich the game, but don't have much call for them myself. Then there's the issue of weighing flaws and merits in regards to how much use they actually receive in game. For things like this, I would want something more akin to Aspects from Fate, facets of the character that can both be beneficial and a hinderance and help generate story. Figuring out how to marry aspects to brp is on my wishlist, but something that I've spent about zero brain space on though.
  13. You can play with this site. fonts like this
  14. It works ok if you keep it as just a guideline. A straight translation is going to give different results because there are different assumptions built into the ruleset. Still, keep in mind what you want the write up to do in game and adjust as needed and you should be fine.
  15. I think it may be Helvetica and Hobo Std.
  16. As in Zeus and company? I don't think I've seen them. It could be fun. As in all things, I think it depends on what you want to do with them.
  17. Back in the old days of Stormbringer when summoning was a skill there was a fellow sorcerer who pioneered the 'demon doorstop.' Basically tiny mounds of demon flesh. Very versatile. You could use them to hold open doors AND as a paper weight! No way was he going to try a serious summoning until he got his skill up a bit. I actually tend to keep the Summon Demon spell pretty rare, as it's a bit of a game changer when in play. I do run games with summoners, but tend to keep those PC characters separate from the non summoner PC characters. Sometimes it's fun to walk around with a nuke in your back pocket, sometimes it's nice to be in the dirt with the rest of the rabble. I think this is an excellent approach and sounds about like I think it would shake out. I plan on using both Magic and Sorcery in my next game, which is shaping up to be BRP Ravenloft. Sorcery will be for those who's powers come from more infernal sources and Magic will be the preview of the more academic wizard. I have to iron out the details on this yet, but I'm going to let characters dabble in both if they want. It should be interesting to see how it shakes out in extended play. I mean, using this knowledge comes with a price in Ravenloft. Another thing. This reminds me. I plan on using spell reagents as a minor boost to the wizard's cast skill. I need to hammer out those rules. Official's overrated! It's not in a book but if it makes you feel better there is method to the madness. In the Bronze Grimoire there's a Spirit Vessel spell that's kind of like creating a phylactery, and Lure Spirit, which calls out to use a random spirit as an attack dog. Lure Spirit costs 10mp and 1 POW and Spirit Vessel costs 1d8mp and 3 POW. I mashed them. Having it cost 4 POW is also a convenient way of making it available but incredibly unlikely to be used. If you wanted it to be a more common thing, drop it down to 1 POW and add some circumstantial restrictions/prerequisites.
  18. I've used beasties in RQ and CoC as a spring board for demons and things in Elric!. As long as you keep in mind how the stats will work within the framework of the new rules and make changes as needed you're golden.
  19. ! Looking forward to seeing those. I've said before but I'll say it again here. I'm very happy to see Magic World polish up the old Elric! rules.
  20. Three minutes is a long time in combat mode. Sixteen rounds is a hard slog. Things like Rat Vision, Moonlight and Moonrise can be extended for a while because the cost so little. If I don't mind wearing myself out and I'm a sorcerer with a 16 POW I could ride the rat or keep my glow globe going for about 48 min and be left with 1 mp. Some spells have a different duration built in (Make Whole, for example, is 1d6 hours). But yeah, I agree that these aren't flashy or that impressive. They are just the tiny little bends in reality a sorcerer picks up here and there. Unfortunately, I think Elric! as written greatly favors bindings into weapons and armor. It's 1 mp for the original spell, 8 to set the attributes, 1 POW to set the binding and however many points left over to determine damage or protection respectively. So, a sorcerer with POW 17 is going to be able to augment their armor by 1d10+1d4. This is better than any return they would get binding a demon. Say said sorcerer wants to go all in. She gets Brazier of Power for a POW of 16 and 16 stored away. Now she summons a greater demon (1mp for original spell and 9 mp to set the attributes), 1 POW to set the binding and has 21 mp left to spend (leaving 1 mp in reserve so she doesn't pass out). I think that's 4d10+1d2 to weapon or armor. At this point, she'll probably want to cut back on the shear damage and give the weapon an ability or two. Of course, she won't be able to cast spells anymore until she raises her POW back to 16 and she still has to beat the demon on a POW:POW. Still, she can't complain about not being effective in combat. The sorcerer who summons for specific tasks needs the time to put together the demon with the right abilities. There are only so many magic points to go around, so the sorcerer has to make some hard choices when determining what they want. The nice part about negotiation is that it doesn't cost POW points. Unfortunately, it's also something that takes a great deal of time, so you won't often see a sorcerer call up a demon in the midst of combat unless that demon is already bound and you're unlikely to see a bound demon outside of being bound to a weapon or armor. Corum loosens this up a bit which is why I wish the rules had made it in. The summoning spell (usually 6mp) gives you as it's base 3d8 in all demon stats, a skill at 50%, and two skills at 30%. Things then follow as normal to Elric! except that once a demon has been summoned, a pact has been formed. The sorcerer can summon that demon again at the cost of 1 mp and whatever the pact price the summoner entered into with the demon. With these rules it makes an incredible amount of sense for the sorcerer to build up a retinue of pacted demons. Also, the sorcerer changes from a combat monster to an incredibly terrifying figure. got a little carried away there.... No, sorry if I seemed to say that. I don't know of any spells off the top of my head that does that. I could see an argument for writing up a list of 'greater sorcery' spells that cost in the 5-8mp range that could do things like this, maybe. Classic Fantasy did a great job expanding the magic system and I plan on using it side by side with sorcery. I don't have nearly as much experience with 'magic' as I do with 'sorcery' but it seems to me that because magic is skill based you'll see magicians concentrating on doing a few number of spells very well. I need to take a look at the rules again, but I think my approach to making a magician would be to concentrate on an offensive spell, a defensive spell and a gimmick spell or two to ensure I was an effective caster. Again, I need to review the rules. Still, I see no reason to allow magic and sorcery to live side by side in a game world. They provide a very different feel to magic. I know one of your misgivings is that it's not inclusive in the Magic World series of books, but that is really what the BGB is there to address. Resurrection, 4 POW, 9 mp This is a two part ritual. The first part entails a summoning an temporary binding of the deceased's soul. The sorcerer spends 1 mp to reach out through the Spheres, enticing the soul of the departed to return. A further sacrifice of 1 POW opens the way for the journey of the soul. The sorcerer must make a Luck roll for the ritual to be a success. Once the soul has been returned and temporarily bound, the sorcerer directs the soul the departed's body, expending 8 mp and 3 POW points to rejoin body and soul. The sorcerer must make a Luck roll for this part of the ritual to be successful. Should all go well, the deceased is now a living, functioning being again with only perhaps a mild desire to consume human flesh... but these things happen.
  21. In fairness, Elric does this fine.
  22. While google will show that I'm made the same nitpick, I actually think that the academic distinction between low and high fantasy is less than useful and I prefer the usage of Greymagius. As to the point of the rant, a couple things. I too love Classic Fantasy and BRP Witchcraft. Both are great books and their magic systems can easily be integrated into Elric! and (I assume) Magic World. I don't have the Magic Book so I won't say anything towards that. I often feel that Elric sorcery should be explained like this. There are four spells; Summon Demon, Summon Elemental, Brazier of Power, and Chain of Being. Oh yeah, there are a few utility spells as well. The real power in Elric comes along with pacts and bindings, and this is made even more so with the additional tweaks that came with Corum. Point the second. The high fantasy aspect that comes along with Elric is not just due to the magic system. Elric characters, and correspondingly Magic World characters, come out of the gate uber-skilled. When I've needed to explain in the past I've said that beginning Elric character competence is roughly equivalent to lvl 5 thru lvl 7 AD&D characters. So, yes, I see where you're coming from, though I don't think I'm in agreement, quite.
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