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Kaleb7

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Everything posted by Kaleb7

  1. Just placed my order as well. Second copy of Magic World fell into the cart as well
  2. Rofl. Any word on when we can give Chaosium our money?
  3. And by Vikings I mean the History Channel show with Ragnar, Rollo and the ineffective Christian/apostate priest... Magic World already has rules for ships, and should be light enough to handle a largeĀ® number of combatants than say RQ6. Thoughts?
  4. Name: Mytreus Species: Human Age: 25 Gender: Male Birthplace: ? Culture: Band Occupation: Hunter Looks/Attitude: Filed Teeth Background: Mytreus was born under a Blood Moon, and was the custom with his people he was left 'in the care of the forest'. Instead of dying of exposure or becoming a light snack for the denizens of the dark, Mytreus was found by a Watcher of the Glade (a druid cult sworn to defend the 'natural' order). After being brought before the local master of the order, he was found worthy of life and raised in the confines of the cult. As Mytreus grew, he showed both great aptitude and dedication to the order, working to preserve the forest and killing those who would misuse its resources. One arrow he let fly would come back to haunt him and his order as he killed a tyrannical princeling, bringing the wrath of his father's armies down upon the forest. Nothing is left of the forest, its smoldering ruin the final resting place for both the Watchers and a sizable chunk of the army sent to slaughter them. Mytreus survives, and like Jyrra, he has joined with Cyrin to quench his thirst for bloody vengeance on the world. Allegiance: Light - 15, Balance - 25, Shadow - 5 STR: 12 CON: 10 SIZ: 12 INT: 16 POW: 17 DEX: 18 APP: 8 Hit Points: 11 Skills: Physical + 6 Brawl 26, *Climb 66, Dodge 76, Jump 11, Ride 41, Swim 41, Throw 31, Wrestle 31 Communication+4: Bargain 19, Disguise 19, Fast Talk 19, Oratory 9 Knowledge +8: Evaluate 23, *Nature 63, Navigate 38, Own Language 80, Physik 58, Potions 28,World Lore 23 Manipulation +9: Conceal Object 34, Hide 74, *Move Quietly 84, Pick Lock 14, Repair/Devise 72, Sailing 24, Scribe 9, *Trap 34 Perception +5: Insight 20, *Listen 42, Sense 20, Search 25, *Track 55 Weapons: *Hatchet, %50, 1d6+1, Short/12hp *Hunting Bow %114, 1d6+1, R:80/6hp Armor: None Spells: Bird's Vision (1) , Cloak of Night (2)
  5. SLOWLY putting together a roster of misfits for a 2014 Gencon game slot (Nice to play from the perspective of the chaos god cult sometimes...): Name: Thorryn Kai Species: Human Age: 34 Gender: Male Birthplace: ? Culture: Civilized Occupation: Marine Looks/Attitude: Weathered Skin Background: Thorryn has spent the majority of his life at sea, or on foreign shores. As a marine, it was his job to defend his ship and to storm enemy ships and enemy holdings. His captains grew in wealth with each successive venture, while he and his mates only grew injured and ultimately dead. Thorryn has heard whispers of the coming of the 'Unborn God' by madmen and mystics the world over. Something in his bones tells him a fight is coming, and would be nice to be on the winning side, hence he slipped ashore to seek out Cyrin's 'missionaries'. His Captain be damned. Allegiance: Light - 5, Balance - 25, Shadow - 15 STR: 15 CON: 14 SIZ: 13 INT: 10 POW: 13 DEX: 13 APP: 10 Hit Points: 14 Skills: Physical + 8: *Brawl 78, *Climb 88, *Dodge 56, Jump 13, Ride 43, *Swim 28, Throw 33, Wrestle 33 Communication+5: Bargain 20, Disguise 20, Fast Talk 20, Oratory 10 Knowledge +5: Evaluate 20, Nature 30, Navigate 30, Own Language 50, Physik 35, Potions 5,World Lore 70 Manipulation +7: Conceal Object 32, Hide 27, *Move Quietly 47, Pick Lock 12, Repair/Devise 56, Sailing 65, Scribe 7, Trap 12 Perception +7: Insight 22, Listen 22, Sense 52, Search 27, Track 17 Weapons: *Club, %53 *Dagger, %83, 2d4+1, Short/15hp *Sea-Axe %103, 2d6+2+1d4, Medium/15hp Armor: Hard Leather 1d6-1/1d6-1 Light , 10%
  6. Heh, well I've just STARTED reading the BGB for the first time, I should be done in August sometime.
  7. So what is thebasic rule of thumb for skill ranges for NPCs in MW/BRP? For example would a %40 in a given skill be fairly advanced/middle of the road/trainee... ? I'm in the process of statting out some characters for an 'interlude' from our usual Savage Worlds based Game of Thrones campaign. We are going to be following a pair of gold cloaks, a servant of Varys and a Wisdom from the alchemists guild that have occasionally annoyed the party on a late night raid in King's Landing using Magic World so I am going to need to stat-up a bit of street-scum opposition for them.
  8. I'm planning to pickup the BGBin the next couple of weeks to 'tweak' MW a bit, so it has proven to be a good entrypoint for me. BTW, any other MW product ready for GenCon?
  9. Kaleb7

    Wrack?

    So to clarify, when cast this spell will inflcit 1d3 damage per round for the duration of the spell? (i.e. you do not make seperate castings for each 1d3 of damage?) Thanks!
  10. So digging around a bit I came across this: http://basicroleplaying.com/basic-roleplaying/porting-traits-passions-pendragon-brp-2787/ Seems to be a fairly light-weight means of bringing in Traits, and a little flavor, but I was thinking of reworking his rules accordingly for Magic World: - Each character may have up to (POW/4, round down) player-chosen traits. - If they are doing something in the manner of one of their traits, they can have a re-roll (max one per session per trait) - Acting consistently in accordance with a trait gets you anadvancement roll on the primary skill used. (So if you have the Trait "Cultist of Bob", and you spend a session converting the masses to the dark ways of Bob, you would be looking at Oratory.) - Acting consistently AT ODDS with an existing trait or in keeping with another Trait puts you on the path of aquiring that Trait at the cost of an existing trait. Note that this advancement role is in addition to any which you may gain through normal play, so you can get TWO checkmarks... But this only buys you two attempts to advance the skill, not two advancements. Thoughts?
  11. Any possibility of sharing that?
  12. No need to go invoking Bruce Hornsby on us... Or will he be appearing in the MW Monster book?: 80s Pop Musician: "Due to 'Eighties' hair is always considered to have a helmet and in combat will always score a critical on the first attack with its 'one hit wonder' technique, but will suffer cumulative %30 penalties until nobody notices his efforts anymore.
  13. It's also not like printing RPG books is the highway to vast riches either, one bad printing run and you have dug a pretty deep financial hole. (look at all the 'goodwill' that Green Ronin garnered by pushing out a variety of error filled editions of Game of Thrones.) Fast, well-done and cheap... Pick one (That being said, could you publish necromancy rules for MW tomorrow please? )
  14. Cool. Any hints as to other MW products in the pipeline?
  15. Another couple of questions that just came up last night when we were taking the pregen characters in the download section for a 'test drive' vs 5 orcs. - Do missile weapons use the attack matrix? (ie an arrow hits with a critical, does it do double damage, bypass armor, etc...) - If you parry with your hunting bow, what skill should that default to? The fight was surprisingly close, and had I used the orcs as skirmishers (throwing their spears as they moved towards the party) things might have turned out quite poorly for them. (As it was the Minor Noble took a festering gut wound early in the fight, leaving it to the suddenly outnumbered axe wielding fighter and wildly dodging hunter to eke out a victory.) (One of the PCs causing a Major Wound to an Orc thus impairing his legendary Orcish good looks was pretty funny though...)
  16. So say I want to make some Orc PCs. - Are all the skill/attack percentages listed in the Bestiary the base skill I should use? - Assuming this is the case, is there a ballpark of howm may percentage points I should add when actually using them as NPCs to simulate varying levels of expertise? (Using the orc, listed scimitar attack is %25, should I take that to be the 'average' Orc specimen that the PCs will encounter?) Thanks!
  17. Subject says it all, any eta on the release?
  18. So we ran through a quick combat demo last night, 4 characters (the ones I posted in the NPC thread) vs one minotaur... Surely an easy fight - Do not nickel & dime a minotaur with damage. One character threw a knife, and managed to inflict 2 points of damage. This set the 'berserk' condition for the minotaur and 'bad things' began to happen. - The only real spellcaster had 'Agony' queued to go off in the next round, however since the minotaur was berserk and immune to immobilization and the like, I ruled Agony would have no impact. (Correct?) - Our minor noble had cast Sorceror's Armor on himself. However as we was attempting to dodge into range where he could use his broadsword (to get by the Great Axe), I rolled a crit for the minotaur... Who was berserk... (On the plus side there was no need to consult the major wounds table as his armor and spell absorbed 4 out of 28hp of damage and he had 9 total. ) - The two handed weapon fighter we had was also on the receiving side of a crit, managed to crit with a parry, but the minotaur managed to smash through his warhammer and inflict some damage. (Thus teaching us that multiple weapons and weapon skills are vital...) - By this time the spellcaster and the knife thrower from earlier had begun working on shuffling away quietly, leaving our now disarmed fighter to the tender mercy of a raging minotaur. So one thing we were unclear about with regards to parry: - Each successive parry we incur a %30 penalty. - If I am using two weapons, or a sword and a shield, can I alternate? (ie if I parry once with a shield, I would be at -%30 for shield parry, but full percentage for parrying with the weapon in my other hand.)
  19. So originally I was thinking of switching our current GoT game from the Green Roning ruleset to a BRP/Runequest variant, and the more I have read Magic World the more I believe it will solve a number of our problems. (Plus I get to move MW up in the game rotation by default ) So a few questions on how to handle this: 1) Status... How would you reflect different social classes? 2) Warfare. Are there any reasonable (can be abstract) warfare rules given my PCs tend to manage to get on the wrong side of many of th e powers that be... 3) I will probably want to establish some Westeros specific careers such as 'Maestor' or 'Septon'. Any pitfalls there? 4) Wargs. Any thoughts on 'skin changers'? Thanks!
  20. I will say as a system 'newbie' that I am pretty impressed with how well thought out everything is (the 'spot rules' are fantastic). I actually feel pretty confident I could run it after a single read without the game grinding to a screeching halt every 10 minutes which is rare these days. When I have some more time I will throw together a list of 'newbie questions' as I give the book a second read.
  21. I'm annoyed that this didn't come out last year and I will need to wait awhile to get it into our group's play rotation.
  22. And my last one for the day: Name: Jyrra Species: Human Age: 25 Gender: Female Birthplace: ? Culture: Tribe Occupation: Paid Assassin Looks/Attitude: Every Bone Shows, Mismatched Eyes Background: Jyrra's tribe was hunted to extinction to make way for the Republic to further expand their domains into the frontier wilderness. She managed to survive by directing her hunting skills to two legged prey. All of the people of the Republic are alike to her, and all are equally guilty in her eyes of slaughtering her tribe. If the fools wish to pay her to kill them, so be it. And when her current 'employer' attempts to double-cross or betray her (as they always do.) she kills him and inevitably another 'civilized' customer is waiting in line to offer her money to kill another 'civilized' citizen of the Republic. With any luck she will kill them all before her time is up. Jyrra has learned of Cyrin through whisperings in dark alleys of the Unborn God and stirring unrest... She hopes what she hears is true, and Cyrin and this 'God' of hers can unleash a level of death and destruction unseen in ages to avenge her tribe's passing. Allegiance: Light - 15, Balance - 5, Shadow - 25 STR: 15 CON: 12 SIZ: 9 INT: 10 POW: 10 DEX: 16 APP: 8 Hit Points: 11 Skills: Physical + 8: Brawl 48, *Climb 68, Dodge 80, Jump 13, Ride 43, Swim 33, *Throw 45, Wrestle 45 Communication+4: Bargain 19, *Disguise 39, Fast Talk 19, Oratory 9 Knowledge +5: Evaluate 20, Nature 30, Navigate 15, Own Language 55, Physik 35, *Potions 25,World Lore 20 Manipulation +8: Conceal Object 33, *Hide 78, *Move Quietly 78, Pick Lock 43, Repair/Devise 72, Sailing 23, Scribe 8, Trap 13 Perception +6: Insight 21, Listen 21, Sense 26, Search 26, Track 26 Weapons: *Scimitar, %82,1d8+1 Medium/19hp *Throwing Dagger(4x), %63, d6+1 R10 Armor: Soft Leather 1d4-1/1d4-1 Light
  23. Last one for today: A seemingly forgettable minor noble with some dangerous interests: Name: 'Sir' Walther Moehrn Species: Human Age: 20 Gender: Male Birthplace: ? Culture: State Occupation: Minor Noble Looks/Attitude: Sneering expression, shrill voice Background: Walther is the 4th born son to the Lord of Moehrn. His older brothers are all strong and fit, ensuring Walther will have no chance at inheriting his father's title. Walther is a contrast to his brothers, where they are honorable and respected, Walther loathes 'honor' as an anachronism and he has never been able to command respect. (He is referred to as 'His Flutiness' by others, due to his musical hobby as well as his high pitched voice.) His position has allowed him time and resources to find certain forgotten/buried/banned manuscripts, so while those around him snicker and sneer at his focus on playing the flute and reading, Walther has begun to uncover some very tantalizing pieces of arcana, usually in some fairly disreputable places. It was during one of his ventures to gather more manuscripts that he encountered Cyrin and Smiley. While Walther couldn't care less about the Unborn God, he does care greatly about the avenues of power Cyrin's crusade could open up to him so he is glad to pay lip service to her cause for the time being. Allegiance: Light - 5, Balance - 25, Shadow - 15 STR: 12 CON: 8 SIZ: 9 INT: 14 POW: 16 DEX: 11 APP: 9 Hit Points: 9 Skills: Physical + 6: Brawl 26, Climb 46, Dodge 22, Jump 11, *Ride 61, Swim 31, Throw 31, Wrestle 31 Communication+5: *Flute 40,Bargain 60, Disguise 20, Fast Talk 40, Oratory 10 Knowledge +7: Evaluate 22, Nature 32, Navigate 17, Own Language 70, *Language Demonic 57, Physik 37, Potions 07,*World Lore 52 Manipulation +6: Conceal Object 31, Hide 26, Move Quietly 26, Pick Lock 11, Repair/Devise 44, Sailing 21, *Scribe 66, Trap 11 Perception +4: Insight 39, Listen 19, *Sense 39, Search 24, Track 14 Weapons: *Broadsword, %62,1d8+1 Medium/20hp *Full Shield, %62, d4+1 Touch/22hp Armor: Mail 1d8+1/1d8 Moderate -25% Spells: Sorcerer's Armor (3)
  24. And here is one of Cyrin's travel companions who was recently 'liberated' Name: Smiley Species: Human Age: 28 Gender: Male Birthplace: ? Culture: Chiefdom Occupation: Former slave and torturer, now follows Cyrin who liberated him. Looks/Attitude: Persistent smile. Background: Smiley was a slave, and nobody cares what a slave's real name is... not even 'Smiley' Smiley had a knack for fixing things, and when he wasn't in the forge, putting steel to flame, he was in the dungeon putting steel to flesh for his master. He always smiled and his master liked that. He smiled even more when Cyrin helped him exact his vengeance on his former master by showing his master first hand all of the techniques that he had perfected in the dungeons. His master did not like that. Allegiance: Light - 15, Balance - 5, Shadow - 25 STR: 17 CON: 12 SIZ: 16 INT: 13 POW: 7 DEX: 10 APP: 10 Hit Points: 14 Skills: Physical + 8: Brawl 48, Climb 48, *Dodge 62, Jump 13, Ride 43, Swim 33, Throw 33, Wrestle 33 Communication+5: *Torture 70,Bargain 20, Disguise 20, *Fast Talk 60, Oratory 10 Knowledge +7: Evaluate 22, Nature 42, Navigate 27, Own Language 65, Physik 37, Potions 07,World Lore 22 Manipulation +5: Conceal Object 35, *Craft Armorer 75, *Hide 45, *Move Quietly 45, Pick Lock 10, Repair/Devise 90, Sailing 20, Scribe 5, Trap 10 Perception +6: Insight 41, Listen 41, *Sense 61, Search 26, Track 26 Weapons: *Great Hammer, 83%, d10+2+1d6 Long/15hp
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