Jump to content

Link6746

Member
  • Posts

    95
  • Joined

  • Last visited

Everything posted by Link6746

  1. What I plan on doing is making the skill roll's success level affect the amount of damage done. So basically higher and lower success levels than "normal" would give +/- to damage equal to success levels above or below the norm.
  2. It was a creature of my own creation based on the legend of the jersey devil and, in the setting, from a non-place outside normal reality and the normal multiverse, where the timelines and universes within all were innately wrong or corrupted. This creature showing up in a setting basically meant it was doomed.
  3. Alright, so I finished a general idea of the Mana system. Yes, Mana. I decided to name spell points dependant on what kind of skill is using them and make them seperate pools. Note that this can make for very fast and fatal combat, especially with the node system. "When making a character, choose one of three types of Mana regen. Each has their own penalties and benefits inherent to them. [Resting] Benefit: When Resting, you regain Mana equal to 25% of your current Mana by per 2 hours, rounding down. Benefit 2: Any potion or Node that would restore Mana restores 2* as much. Drawback: When within five miles of dead magick area or within it, this replenishing of spell points reduces by 5% per mile in the dead magic area, Down to 0%. Drawback 2: Nodes require 6 DEX ranks to drain of Mana. [Drain] Benefit: whenever you kill an enemy, you gain 1d4 magic points, Plus 1/4 the amount they had left over by their death, rounding down. Benefit 2: It takes only 3 DEX ranks to drain a node of Mana. Drawback: You do not gain Mana from resting. Drawback 2: if killing an enemy causes a character to absorb more points of Mana than they can store, this mana is "Bled" out into the surrounding area, which can either cause other characters (and enemies) to gain Mana, or the creation nodes. [Absorb] Benefit 1: Spells cast at the character have a chance of being absorbed of 1/2 the character's Casting skill. If actively countering the spell, this is increased to the full casting skill. When a spell is absorbed, 1/2 the power points spent to cast it are added to Mana. Benefit 2: Nodes take only 4 DEX ranks to drain of Mana. Drawback 1: No mana is replenished by resting. Drawback 2: The character, if they absorb more Mana than they are capable of storing, takes the excess Mana as damage. [Note: Nodes] Nodes are points where Mana is strongest in a given area, and can be drained of Mana, only to have themselves replenish at a rate of 1 charge a day. When a node is drained of Mana, 1 charge on the node is exchanged for 1d4 Mana within the character who drained it, up to the maximum for that character. A node can have up to 10 charges for a maximum, based on it's potency. One charge is replenished per day unless the node is drained to zero, in which case the Node dies. The average Node holds up to 2-3 charges.
  4. These are all very do-able of course, but could be a nightmare to track. For example, you travel for 10 hours through a slowly deadening magic area, it starts allowing 90% magic point regeneration, but after traveling the full 10 hours, you now occupy an area that only allows 20% magic point regeneration, how many points did you recover assuming it slowly dimished as you travelled? I would stick with the current BRP method, or the CF regeneration while you sleep method myself. However, there is no problem with the other methods you mention; absorbing spells cast at you, steal magic points from dead enemies, etc. They could be interesting. Rod
  5. Might want to try an actual elder scrolls campaign taking place between two of the games but that'd be a LOT of work. You'd have to create a TON of races, and that includes over 5 varieties of Khajiit. Then you'd have to create a vampire template Then you'd have to create a were-creature template or several. Follow that up with a lich template. Then on top of that, you'd have to come up with a balanced way to implement spell crafting- The GM Review method seems best here, as it means you can just assign skills to schools of magic and then spells to those, new spells being assigned an appropriate skill and school. A lot of work, but if you can get him in on BRP for that, it might be worth it all.
  6. Would Cyberpunk work as sci-fi for this purpose? I'm thinking of porting a custom setting to BRP and it might be usable for 2012 contest as a late entry if so. Has some really cool elements- Psi Amps for psionics usage, seperated psionics skills, and the option to make netrunning a whole new environment, as well as bio-replacement synthetic bodies, and guidelines to creating implants and prosthetic parts and bodies. Real evocative of the system shock model of cyberpunk sci-fi.
  7. I'm more or less just trying to adapt the concepts of the book to create a The Elder Scrolls styled levelling system for a custom setting. So what I was going to do with the abilities becoming skills was this: Most of them would be skills, yes, but others would be tied to pre-existing skills and gained when the players go to train and choose to "Learn a new trick" about a skill. Likewise, with 3 weeks worth of successes on checks they could learn these new tricks by themselves, but the check would be about twice as hard. Gaining access to skill based abilities would be more or less going to someone of the right profession and apprenticing oneself. Was thinking for spell point refreshing to have different methods chosen during chargen in addition to the profession, as an ability like this. Normal would be your built-in system for replenishing them, but they would also have the option to tie it to absorbing spells cast at them, stealing spell points from dead enemies, etc, and certain conditions would favor one or the other (For example, as characters get closer to dead magic areas the amount of spell points one replenishes from resting drastically decrease (say 5% per mile of proximity to a series of wastelands that are entirely dead magic), but dead magic areas themselves would just have no innate magic, not cancel it out).
  8. I usually start my prep work before the campaign even begins- I like to do things like write up templates for stuff so that I don't have to worry if players derail plot (and it keeps my plot recording down to notes, paths, plot threads, and skill/trait checks dotted through those as well!) This is standard practice whenever I use any system that supports that practice. In most non-class systems, you can create a few templates and suddenly be able to do well while playing hard/fast with the rules. Unfortunately since my BRP stuffs aren't here yet (Mail Ordered it all, CoC aside.), I need to wait before coming up with templates, as most of my settings have some kind of mystical/sci-fi abilities! But in CoC, I should be able to just write up the adventure, select an appropriate bestiary monster during that, and fast-judge skill ratios when players haven't encountered the enemy yet.
  9. My material is WAAAaaaay too dark for this kinda stuff. Plus traditional sci-fi, to me, has never been as good as cyberpunk stories.
  10. Victoria's bodily geometry is all wrong?
  11. Can't wait for this to arrive. The possibility for dynamic magical spell creation alone is worth a purchase. That said, I hope it doesn't reference Magic World so much that it's useless without the book. I kinda prefer the sound of Classic Fantasy based on what little I've read as a basis.
  12. On the note of Local Gaming Stores, the one nearest my location occasionally has Call of Cthulhu and other BRP based games being hosted there. When I went to the last call of Cthulhu game there, they actually had to commandeer a whole table from TCG players because 6 or 8 people showed up including the Keeper. Awesome. Still, sadly the most I see there are one-shots and campaigns that are likely to peter out after 1-4 sessions. Not like a good group of friends.
  13. So here's a question I need answered (Though I'm going to buy the book either way for it's system additions and race additions). Searching for "Replenish" didn't reveal the answer to this. Are there different mage classes or options for the mage class that allow you to change how Spell Points are replenished? Additionally, if you choose to ignore character classes, how easy would it be to tie class focused abilities to profession skill gains, and how would you suggest doing this?
  14. I remember in a very old campaign setting I used to have a whole species that is lovecraftian in origins. There could only be one at a time on the planet, because it's method of reproducing was to "Hollow" the souls of people into nothing, then form a body around them after the person's death, which killed the being. "Hollowed" People went into permenent brain-dead comas. This creature was called a Void or Empty One officially, but the myths connected to them included the Jersey devil. For that to work, you'd basically have to have the following things in place: 1: Damage done by this character is direct to the POW stat. This can be recovered up to what the undamaged value was, though the process is exceedingly difficult and requires a long time of acquiring new memories. 2: When the POW stat reaches zero, the character is "Hollowed". They're gone for good. That brain is dead, Jim. 3: Depending on the skill check for the "Howl" Ability of the Empty One, damage to POW changes accordingly. Believability wise... That "Howl" could easily be caused by electromagnetic interference stripping away the patterns of electromagnetic activity inside the brain, leaving the neurons inactive. There would actually be no noise.
  15. I got an idea worth stealing from a friend at a local con who was going to run a supers game in Hero System (A system I abhor for it's money grubbing and overcomplexity). The premise of it was this: Where do superhero's kids go to school? You'd expect that having kids would have all sorts of new and exciting issues for superheroes. For instance, what would you say to a teacher when your kid gets fed up with a bully and blasts them in the face with the superpowered equivelent of a tesla coil at point blank range? The game he was going to run was basically about how the public and private school systems dealt with this- Schools specifically for superpowered children and adolescents. Classes were a mix of standard (Math, Reading, Science) and extraordinary. (Primer on unassisted flight, Demonology 101, etc.). In the entire country of the U.S. in this game, there was supposed to be about 13 or 16 schools of each grade level spread throughout the country, along with others in other countries depending on their atmosphere. As a note, the teachers were mostly retired superheroes.
  16. Could make a trait called Willpower with a % equal to (POW+INT/2)*5. Or just use the Idea Roll, which is much simpler.
  17. Except that you would have to be mutated and deprived of sensory input for a time to use it, it's pretty much the same skill. Essentially all I'm doing is limiting access to the skill.
  18. So I was listening to Golden Earring and came up with this, basing it on pre-existing and failed programs the U.S. and Soviets worked on, as well as conspiracy theories about how both nations handled human rights. {The Setting} [Pitch] It's the 1980s- Mutagenic combinations of chemicals have been discovered that can cause develoupment of psionic abilities in humans, though the consequences are unknown for those not born with such abilities due to exposure in the womb. This has created a secret arms race alongside of the nuclear arms race, in which neither side wishes to be left behind. The Operatives resulting from the programs stemming from these discoveries are highly valued, but officially nonexistant. Upon being recruited into these programs, your next of kin are informed that you have died, and you are given false names with no previous association to any citizen, living or dead, of your nation. You have been trusted with top secret information about the Cold War's Psychic Warrior programs regardless of which side you're on (Nato/Soviet). Be it from recruitment into these programs, or Working with people that were part of it and are members of the resulting Military organizations, you will come to know intimately the capabilities of a highly trained human mind. In situations where none are expected to survive, you are capable of thriving. Any situation where a small army would fail, or your nation wishes to avoid openly dealing with, will be your specialty. But remember. War is ugly, and to get the job done you must often sacrifice the very core foundations of morality itself. [Details] Setting Basis: Earth 1980s Setting Theme: Spy Games Setting Factions: Soviet and Nato Powers: Psionic Nature of Powers: Mutagenic followed by Sensory Deprivation Tank. [New Skills] Contacts- (For getting boons and information at cost of money, as well as reducing favor loss with countries) Urban Survival Wilderness Survival Disaster Survival Favor: (Faction) -(Cannot be checkmarked for increase)- (For getting better supplies between missions, and as drops) [Notes] *Both sides will engage heavily in crimes against humanity during each sub-section of the cold war. *GM is heavily encouraged to use this for moral dillemas between country and morality *Not getting the job done and not sending a message both can cause Favor with the Faction you represent to go down. *When Favor reaches Zero with a Faction that the spy serves, the spy is considered to have gone rogue. Favor is ranked from 0 to 100 *Openly aiding a Rogue Spy subtracts 1d100 Favor in each instance if a Contacts check isn't made. *Favor is subtracted based on severity with options of 1d100, 1d100/2, 1d100/3, or 1d100/4 for the GM. *Rogue Spies, if caught, are dealt with in very cruel ways. Same with anyone else that commits treason during the Cold War, though the punishment's severity depends on side and nature of the crime.
×
×
  • Create New...