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Link6746

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Posts posted by Link6746

  1. 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.

  2. 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.

  3. 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).

  4. 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.

  5. 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.

  6. 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.

  7. 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?

  8. 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.

  9. 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.

  10. 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.

  11. 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.

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