Vexthug

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Vexthug last won the day on December 24 2014

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About Vexthug

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  • Birthday 04/13/1962

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  • RPG Biography
    D&D, Runequest, Elric, Stormbringer, Hero system, Mutants & Masterminds, Star Wars Saga, and many more. Have been playing & GM'ing since 1978. My favored system is Runequest/Elric.
  • Current games
    D&D 4e, Pathfinder & d20 modern. But currently building homebrew Runequest world using MRQ1 with houserules.
  • Location
    central Ohio
  • Blurb
    Old but openminded Gamer guy. All systems have thier strengths and weaknesses.
  1. I already did that with my Openquest Game. I changed the hero point system with the fate point system, Allowing players to create advantages and overcome obsticles like in a fate game. Even doing compels on characters to earn more points. It did change the feel of the game, it became much more cinematic and less lethal. My players loved it. Miles
  2. It wasn't rules it was the sword and sandal feel of the world. It had an ancient Greek vibe to it as opposed to a pseudo medieval World. I get that you can reflavor the world to suit the players taste, but the initial elevator pitch I had made stuck with them and they would not budge from their first impression. But if you wish to mock me thats fine, I still like the book anyways. Miles
  3. I would like to read more about your world beyond Pherae. By the way I loved the book, and I really really wanted to run that campaign but my players only like Vanilla D&D style fantasy worlds. Miles
  4. Nice sheet. What is wizardry? Is that Deep Magic or a home brew system? Miles
  5. You can use a lot of the BM spells as feats instead of spells. Just devide the spells between physicle feats and magic. I think Conan had minor mystics and shamans, you can have them use the lesser magic. Battle magic is extremely flexible. Miles
  6. Its comforting to know someone is at least thinking about rebooting superworld. It would be cool if they could release an official wildcards rpg. That would work better than a generic superworld game.
  7. They moved it from the Openquest section. They probably should have marked it as moved. And since I'm here I'll add that I have the book and think it's pretty cool. I don't think I'll run it as is but I will mine it for ideas for my urban fantasy campaign. The holy order does sound more like a villain group than a group heroic PC's. Miles
  8. The campaign i'm working on now for OQ is an Urban fantasy with some horror elements. I am going to use the rules as is only with modern tech. My inspiration is the Dresden files and Hell Boy. And I plan to steal alot from Deus Vult. So something like this OQ Horror would be very welcome. Miles
  9. I like this, perhaps you can give the fighter a piercing effect based off your weapon skill. You can ignore one armor point per 10%-20% skill rank depending on how challenging you want to make it. Miles
  10. What MRQ1 does is tie the spells physically to a rune stone and you can't use a spell not connected to the rune. Which seems closer to the power crystal concept that the op was thinking. You can't use powers without crystals, if I understanding him correctly. My suggestion was for inspiration not crunch. Using the BGB will be more than sufficient for doing what he wants with his game. How much power points a crystal would have will depend on the power level of his game. For a low power game 2-6 PP for an epic power game 20-60 PP. So I might apply the power crystal concept with the super powers rules , then maybe make a power crystal skill to use them. I think Jim Butchers new steam punk novel uses a similar concept for his tech. I vaguely remember a book by R.A. Salvatore that did the same thing. But to the OP everything you need to make this game happen crunch wise is in the BGB , you just have to reflavor some of the powers to suit your campaign. Miles
  11. I forgot to post the link to the MRQ1 SRD which can be found here. http://basicroleplaying.org/files/category/52-mongoose-runequest/ Miles
  12. In mongoose RQ1 they had spells tied to a physical rune stone. What spells you had access to depended on what rune your stone was tied to. You could just change the runes to match a type of crystal and your good to go. I think you can download the mrq1 SRD on this site. You can also make the crystals the only source for magic points. The size and quality can determine the amount of magic points. At this point I would call them power points. Spells and machines can be powered by them. An air crystal could power an airship and it's lightning cannon, but it would be massive and rare. Sounds like a cool campaign, let us know how it pans out. Miles
  13. I hope you publish these when your done running them, it sounds great. Miles
  14. this would be perfect for a pocket mod. I've used this for NPC and Monster sheets. http://www.pocketmod.com/ Miles
  15. This is an excerpt from the book page 124 , If you don't already have it already here's a link to the RQ6 essentials pdf. http://www.drivethrurpg.com/product/130816/RuneQuest-Essentials?src=hottest_filtered&filters=0_0_1500_0_0 I don't run my games With RQ6 but I do steal a bit from it. Miles In summary, Passions can be used thus: ҉҉To augment another skill, reflecting the depth of one’s feeling and how it drives action. When used in this regard the Passion adds 20% of its value to a skill being used, as long as the augmentation is thematically and dramatically important. ҉҉As an ability in its own right to drive choices, desires and emotional actions and responses. When used in this way a standard roll is made against a Passion to determine how strongly the character thinks and feels about something. If a roll is a success then the character acts in-line with what the Passion would dictate. If the roll fails then the character can act freely without feeling constrained by the Passion’s drives. ҉҉To oppose other Passions – even those held by the same character. This is typically used where two Passions would conflict. For instance a personal love might dictate a course of action that would be contrary to an oath or loyalty. Here use an opposed roll between the two Passions with the more successful determining how the character acts. ҉҉As a general measure of depth of commitment, belief and loyalty to a cause. The higher the Passion’s value, the more committed the character is. Characters with similar Passions can compare and contrast their ratings to determine who exhibits the deeper commitment. ҉҉To resist some form of psychological manipulation or magical domination. In certain cases where a character is being forced into performing an act contrary to his Passions, he may use substitute his Passion for the usual Willpower in the opposed roll.