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Chaot

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Everything posted by Chaot

  1. 159 downloads

    An unofficial Gods of Law character sheet. It's designed for a game based in the Lormyrian Republic, specifically around 202 YK and the breaking of the Barrier of Law. The sheets are designed for Champions of Law. There are two versions of the sheets included in the upload.
  2. 333 downloads

    Included are four pages detailing the Northern, Western and Southern Continents as well as the Islands of the Young Kingdoms. The content was gathered and slightly edited by Chaot from the Elric!, SB5 and MRQ Stormbringer game books and formated to act as handy information guides for new players to Eternal Champion gaming.
  3. For me, it's always been Max+Min with a few exceptions. There's no Max limit on INT and POW. Human's play by different rules. I've always pegged them at 3d6 instead of 2d6+6, giving them a range from 3 to 21. When rolling stats for non humans, it's roll down the line. For humans, I allow either rolling 2d6+6 for all stats and placing them where the player wishes or doing the 4d6 drop the lowest and place where needed.
  4. To me it read either like either two merged myths or a hero that underwent a name change similar to Saul/Paul or Paul Muad'dib. Especially as the cult of Adoss has at least two aspects to it; the hunter and the traveler. It's handy that it's also about the merging point of two cultures. By the by, my original intention was to post a sort of review of the book. The holiday weekend turned to family fun. I imagine the 'ask me questions' bit of my post looks odd without the review, but such is life. I shall get to posting it when I have a chance.
  5. Well, I'm on a short vacation. These trips always include some books stowed along for deeper perusal. Amongst those books I usually get alround to one or two. The Green seems to be the lucky winner this trip. As I mentioned before, I'm thinking of using The Green for a Freeport game. But that's rather an inaccurate description. It's more a meshed world that happens to have Freeport in it. Regardless, I'm currently combing through the book, making notes and connections. Puck has made himself very available through the boards. Sometimes though it's fun to hear the opinion of someone who didn't write the book but greatly enjoys it. Ask me anything you want. And a question for Puck, in the story of Adoss he is often refered to as Badoss. Im curious if this is intentional.
  6. Welcome to the boards! Have you contacted Chaosium about the printing issue?
  7. He's right Pete. Actually, you owe it to yourself to write it. And get it published as soon as possible.
  8. Have you looked at the ship rules from Elric and RuneQuest? They might inspire some ideas. They do cover maintenance. Add some Spot Rule and you may be good to go.
  9. Yeah, I'm worried that support for BRP games is going to drop right off with the loss of the RQ license. It will be interesting to see what happens. Well, yeah, I don't feel great about some past stuff either but I don't agree that there are too many BRP systems out there. I love having BRP as a relevant player in the gaming market.
  10. Congratulations to both! Each wonderful authors!
  11. Sadly no. I've been a bit out of the loop.
  12. I think 1 POW per spell is a good value. In the Elric! rules, where Sorcery is taken from, it was a POW point to bind a full demon with all of their abilities. Couple things to think about. In the sorcerous magic items section it mentions that items sometimes have their own POW reserve and sometimes tap the MP of the user to power their spells. If you think the 1 POW cost is too underpowered, consider making it cost 1 POW to set up the magic item's POW reserve. Is your PC a sorcerer? If yes, they need a POW of 16 in order to cast spells. If so, they need a POW of 18 to either embed two spells in an item or, using the option that I made just made up above, one spell and a power reserve in order to still be able to cast their own spells. If they're not a sorcerer, and you're just letting them use the item creation rules as character background, then they are likely to spend their POW below 16 making the item. They'll end up with a character that's like a sorcerer that relies on an external do-dad for their spells. That's limiting in it's own way. They're not going to be able to add spells to their repertoire. Even with POW gain enabled, it's difficult to boost that score back up to 16 and above. You have to win a POW : POW with an opponent who has a higher POW than you and then you get one check at the end of an adventure to see if your POW actually increased.
  13. Looks damn sharp, bardic. I really like it. Well done.
  14. Not much to add but to say that I greatly look forward to seeing this in print and welcome to the boards, Evilschemer!
  15. I was mucking about a bit more and have two versions. and Critiques? Suggestions? Should I pdf em and upload em?
  16. They might be fake They might be lies They might be big, big, fake, fake lies Tabloid footprints in your hair Tabloid footprints everywhere We can't be silent 'Cause they might be giants And what are we going to do unless they are ...sorry...
  17. Thanks man! It's Pages, which is a lot like Publisher. I was thinking about your response further up about space for mechanics. I'm currently putting together the backside of this sheet, which currently seems to be drawing heavily from the character sheet for the Corum game. This includes a lot of space for in game social contacts and notes on in game events. It will also have a place for Equipment and Spells. Now I'm thinking about reorganizing the layouut though. I'm wondering if I shouldn't shift Theurgy to the backsheet and bring Equipment up front. Give it room to breathe, space wise. I'm actually tempted to put Focus Skills in the back to give more room for what a given focus skill does but it seems like Focus Skills should be with Skills...
  18. So, I'm late to the party. Sounds like it went down well. It looks like the Bailiffs concerns are now justified. Just as he's about to execute a suspected rebel he gets a cross bow bolt to the chest. This 'scholar' must be pretty important. If I'm the Bailiff, I'm going to be a bit worried about this rebel who is so unafraid of me that he blithely walks into my jail and then is able to escape... This would have been my reaction. If I doubt the scholar is actually a rebel then the scholar is likely going to go in a stockade, suitably humiliated, and then back in gaol to be reassessed. I would decide what to do next depending on the players actions. But someplace in there I would want to reward the player with a new windfall of information. Not necessarily what he was looking for, but I think risks like that should have consequences but also be rewarded. I think it's great. I just wished he had gotten himself arrested in some other manner. There's got to be a way to get one's self temporarily thrown in jail without linking ones self to the rebels. Now the Bailiff has to be careful around the scholar just because. Absolutely!
  19. Didn't fall asleep tonight, so I pulled this out and started working on it again. Here's the revised Champion of Law front sheet. Thoughts?
  20. Very sharp, bardic! I like it a lot. Very handy to have all of that information together, I would think. Yeah pansophy, Stormbringer's a great deal of fun.
  21. I LOVE what Rod is doing with Classic Fantasy! You could do much worse than using CF as a game engine base. So Tarsa versus the Realms? What sort of adventures do you want to rework? How comfortable are you with reworking bits of Tarsa to fit your gameworld?
  22. Thanks bardic. Yeah, a lot of people haven't read Moorcock and are unfamiliar with his style of fiction. I'm hoping this will be a nice easy way to establish a baseline for a shared game world. Instead of passing a book around and spending too much time reading a whole block of information, this will be a simple sheet. Heck, I'm pretty sure it's going to be of great use for myself. Now when someone asks me what's going on in Filkhar they won't have to see my glassy vacant eyes and watch me wipe the drool off of my chin as my brain slowly kicks in and activates that tiny bit of grey sludge where I stored away all my Filkharian information. Now I can give myself a quick reminder by glancing at this sheet. I took the information for The Southern Continent strait from SB5. I basically only edited for length. Gods of Law is one of the monographs discontinued when Chaosium and Mongoose made their Eternal Champion deal. It was paired with Gods of Chaos. There were other monographs as well, Old Hrolmarl, Hawkmoon, maybe one more. You can now find Gods of Law available as a free download over at Stormbringerrpg.com. So, I regard Gods of Law very highly. This is probably partly due to it and Gods of Chaos coming out as I was reaching the point of shelving playing in the Young Kingdoms. It had become stale and played out for me and while I still felt nostalgic for the setting, I had absolutely zero inspiration of what to do next there. Not only was Gods of Chaos packed full of fun ideas and twists, for me it allowed a healthy and welcome reexamination of the setting. It's companion though, Gods of Law, now there's a book I love. It made gaming in the Young Kingdoms as a devotee of Law an actually rational thing to do and did it in a way that wasn't 'demon summoning lite' like the Virtues system in the early Stormbringer editions. It also embraced some of the cringe worthy stuff in the older books and reworked them in interesting, non cringe inducing, ways (I'm looking at you Goldar). Gods of Law introduce things like Focus Skills, which are unearthly effective skills for followers of Law. God's of Law also introduces a lesser pantheon of Lawful beings, Virtues, that can be summoned by an initiate of Law. These Virtues provide enlightenment to those who summon them, granting them boons and abilities through the grace of Law. Gods of Law, like Gods of Chaos, is also jam packed full of fun setting ideas.
  23. By the way Trif, I meant to say that I dig your character sheet. Great job on it. I will confirm that OpenOffice has some problems with it. I opened it on my phone though and it looked good there.
  24. Here are two that I've already uploaded to my photobucket account. They'll give you an idea of what I'm going for. I'll likely be changing the Lords of Law one a bit. Not quite happy with it yet. Also, please note that the text is largely lifted from the rulesbook and from the Gods of Law monograph. It is not my own.
  25. This thread has been sitting in the back of my skull making noise. Chaosium put what I think was a great GM screen packet for the Elric! line. The one reason why I liked it so much is that it put the weapons list and the equipment list on two card stock pieces of paper. It was incredibly convenient during game start up because handing them around both sped up game prep for the players and kept them busy as I was putting my thoughts together. I've wanted something similar that gives simple, easily digestible synopsises for the game world. Maybe some small rules sheets hand outs as well? Many times my games are pick up games either with people who don't role-play a lot or people who do game but who happily play under many different systems. Quick rules reference sheets could be really useful. What really held me back before was that I wanted something that would style be visually evocative of the setting and something that I could put relatively quickly. Happily, I've finally decided to actually put it together. I now have three nifty Young Kingdoms guide pages. They're very simple. Enough to give the player a sense of national character. I like them a lot. I'm going to do a combat guide, a spellcasting guide, a demon summoning guide and guides to the Lords of Law and Chaos. It also seems like a very easy way of making sure everyones on the same page regarding rules options and house rules too. Very neat.
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