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Chaot

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Everything posted by Chaot

  1. It is. Pages is very similar to Publisher though. Though it takes a bit of mucking about at first to figure things out I didn't find the learning curve to be very steep for either program. Gives you a quite a bit more control than Word does as well.
  2. Peter Maranci's The Chaos Project comes to mind. You'll find it over at Maranci.net. Fun stuff!
  3. So, someplace on this board this question came up. I know this because my response was 'real players use pencil and paper, hur, hur.' I now publicly eat my words on this. I was recently working on one using Photoshop and GIMP. Incredible control but time consuming managing all those layers. By happenstance, I was fiddling around with Pages. It was a rare slow time at work and I took advantage of it. I was able to put this together in about twenty minutes. Next time I have the chance I'm going to try my hand at a character sheet. Pencil and paper are still my friends, put desktop publishing is fun. Edit: You'll note I meant to write yoke in that document, slaving under the yolk would have likely involved the Myyrrhn...
  4. Some recent discussion about this over at RPGNet [url=http://forum.rpg.net/showthread.php?t=539589]. I'm still thinking there's a balance to be found that incorporates the more free form aspects of Fate and such within the stricture of BRP.
  5. Really excellent stuff, right? You may also be interested in Age of Shadow. It's Tolkien run on OpenQuest.
  6. I also like the concept of the various games all playing to an over all metaplot. What's the game system like? Yeah. I've really got sit down and figure out what my schedule is.
  7. I don't like that at all. From the SB5 rules on 115 & 117. "If 101 percent or higher with an attack, an adventurer can choose to attack once in a round at full percentage, or to attack more than once in a round, splitting the attack percentiles between the attacks. The division need not be even, but each attack must include at least 50 percent. Given enough skill, an attack can be made once every five DEX-ranks. If fighting two or more foes and your adventurer has the requisite skill, choose order of attacks." Looking through I can't find any mention of multiple attacks having to be against different targets. So, here's why I don't like it. In my experience, when the PCs are facing off against a real heavy hitter one very effective tactic is to get two PCs to team up. The first PC acts as a decoy of sorts, splitting attacks not necessarily to land a blow, but to wear down the NPC. After a flurry of attack/parry the second PC, who has been holding her attack, steps in against a distracted foe. By taking away the ability to attack the same target more than once in around you take away this significant strategy.
  8. Just a point of clarification and this may be exactly what you meant. I think it's that you need to make a critical parry and have a second weapon or shield available for riposte. The second weapon or shield would then make the free attack. The critical parry can be made with the primary weapon. That Tekumel stuff is very interesting.
  9. Life's been busy here. Work insane and my wife has been in BAR exam mode. I haven't had a chance to think about it yet.
  10. Hey! I know I'm a bit late to the party here, but this has got me thinking...
  11. Yeah, it's currently in a state that needs a lot of work. It's very much at brainstorming level right now. Then it needs to be cleaned up and prettified and such. Likely, the back sheet would looks very similar to the back sheet of the Elric! game, just using the different fonts and format. Champion of Order is Epistolar, the various category headings are UnZialish.
  12. Hi kensanata, welcome to the boards. The One Page Dungeon contest is great fun. Looking forward to seeing this years winners!
  13. One thing that I think would be neat is to somehow incorporate the Pendragon Traits system and tie it to some sort of power system. Skim it down a bit to five or six pairs and allow for a successful check to augment a roll, bumping it up a success level or something. I haven't put much thought into it yet so I'm not sure how it might work. Succeeding at the good traits should bring good characters a bonus. Heck, maybe succeeding at bad traits gives bad characters a bonus. Maybe it works so that when a trait is just average there's no bonus. Once it starts floating to the extreme, one way or the other, the character starts wracking up bonuses on their roles. Thing is, I agree that over all Narnia's a pretty 'gritty' world. There is a sense of the extraordinary that comes through though, and it's not always necessarily tied to overt magic or mysterious items or creatures. A lot of the heroism comes when the characters are being moral (and a lot of the complications come when the characters are being immoral). Just some thoughts. I've wanted to run in Narnia for a long time now. I hope it works out for you!
  14. First off, welcome to the boards. It is a neat little system but I tend towards PCs with skills above 100% and I either calculate it in my head or have the player mark down their Special success next to their skill percentage. If you're interested in some D00 dice tricks narsilion, you may want to check out Unknown Armies. It's a great game and it has nifty things like flipping your roll so that a 63 becomes a 36 and calculating doubles as criticals, so if a character has a 50% and rolls a 33 it's a critical success, but if the roll a 66 it's a critical failure.
  15. Oh, I completely agree that your reading is valid. I didn't have my book with me last night when I posted, but I default to the Combined Skill Rolls rule on page 173. I like to get rid of as many rolls as possible during play.
  16. Welcome Sir Argo! For the Flight super power you need to put in enough points for you to use the Fly skill. Generally, when PCs are doing something I assume a skill check is required under stressful circumstances. I arbitrarily peg this at 20%, as I feel this is a good base for basic competency in a skill. If a PC has at least 2-% and is flying in non stressful situations, then there's no need for a roll. When combining two rolls and the results are different I drop the highest down in regards to the lower. Under high stress situations, such as Flight and Combat or Flight and Maneuvering, I call for a skill check. So Joe Jetpack is fighting The Abominable Aerial Aeromancer. They're dancing in the sky right now, probably after some sort of witty repartee. The Aeromancer finishes his fiendish dialogue and there's a throw dawn. Joe Jetpack pulls his pistol and fires. Joe Jetpack attacks. Joe's got a Flight Skill of 40% and and Medium Pistol of 50%. The PC rolls the dice and gets a 45. Success on the pistol but bumped down to a failure due to the Flight skill. Near miss. If the Aeromancer is throwing turbulence at Joe, then he'll likely have to succeed in a Flight skill roll to stay steady. That being said, if Joe's flying around in my game with a 40% in Jet Pack and 50% in Pistol he's a rookie. As for the other issue, combat defaults in 12 second rounds. Turn Radius isn't really dealt with, nor do I think it should be. It falls into that vague 'combat round space.' For visual effect, both the Human Torch and Superman have a sort of visual effect. Their both flying. Unless it impacts other characters it should just be descriptive. If you've a character like the Human Torch who may do heat damage as an effect of being too close to him then you should handle it as a separate effect. Not sure if I'm understanding your stance on the situation though. As far as the skill goes, I treat it very much like I treat the Ride or Drive skill.
  17. I completely agree with this. I'd love to see something centered around supers that was firmly grounded in BRP tropes but took a slightly lateral approach.
  18. Have you read GURPS Psionics? I think it's a great book to beef up the BGB Psychic Abilities.
  19. Makes perfect sense to me. I've an unformed thought about how the powers interact and whether summoning can be fueled by things like a magician's familiar, but I'm tired too, and it's not forming;)
  20. I'm disappointed to hear that the attempt to merge Aspects into BRP wasn't a success. I haven't given up hope though. I'm still thinking there could be an interesting angle in which integrating the system could be beneficial. As far as stripping down BRP, I think it would be great fun. I've a thread someplace buried in these boards about my plan to try it. Never got around to running it though. I was going to reduce all of the skills to some basic categories; Agility, Manipulation, Art/Craft, Knowledge, Perception, Combat, Communication and Magic, or something like that. I think I talked about dropping SIZ and maybe INT and CHA. Tack on a very broad and loose magic system and run with it.
  21. To address the main question though, I would suggest looking not so much at what the given Powers system DOES when deciding to use it, but rather HOW it does it. Mutations - Constant Effects that cost no power points to use. These are very useful when constructing Races or Creatures with special abilities or drawbacks. Sorcery - lots of little spells that have a relatively fixed cost and no chance of failure. Most of these spells have simple, utilitarian effects. It offers a great range for the dilettante who needs a quick skill boost or damage boost. The caster becomes a powerhouse when they start dabbling in Demon and Elemental summoning. This type of magic grants the Sorcerer access to stationary power point sources, lending to a more ritualistic feel to the bigger summoning spells. Magic - These spells are both skill and power point based. A wizard can only focus on developing as many spells as half her Intelligence. She's likely to be a bit of a specialist but more able to dish out direct magical damage than a Sorcerer would be able to. The wizard has access to portable Power sources via Familiar and Staff. Psychic Abilities - Skill and power point based, but not limited by INT. Not as flashy as Magic or Summoning but very useful. It also includes Psychic Combat. It doesn't take a lot of POW to fuel the Psychic skills unless the player is trying something big. Psychic Abilities increase as the Psychic increases their POW and it costs POW to gain new Psychic Skills. For this reason, I could see very effective Psychics starting out at around POW 12 or 13. This lets them do the big things, as needed and gives them plenty of room to expand their psychic skill base. Unfortunately, I have next to zero experience with Super Powers. Once you get a feel for 'how' the Powers rules shake out and what flavor they lend to the game, you can fit them to what you want to use them for.
  22. I would dearly love a supplement that included Demon Summoning from Elric! and Corum; Contrivances, Elemental Tattoos, Fetishes and Chaotic Melds from Corum; the Virtues system from Gods of Law; the freeform Sorcery from Unknown East; the odds and ends from Bronze Grimoire; Ki skills from Land of Ninja; the ritual magic and summoning system from both Nephilim and Liber Ka; and Sorcery/Divine/Shamanism from RQ3. Get them all down in one book written with an eye to the style of the BGB.
  23. I was going through my files and found the work I had done on this. I'm going to post an incomplete character sheet and open it up for comment. Hopefully, it will motivate me to get the durn thing done. Edit: posted wrong thumbnail.
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