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p_clapham

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Everything posted by p_clapham

  1. If you are looking to go with the Sorcery option I would suggest Magic World. It is a complete game using the BRP rules, and has a ton of sorcery spells. Its supplement Advanced Sorcery has a whole section on Necromancy, including Lichedom and raising zombies/skeletons. My only problem with those rules is that you have to spend a permanent point of POW for each zombie or skeleton you have to animate it. If you go that route I'd suggest you make it temporary (until the creature is destroyed) or do away with the POW cost all together. If you would like to go the generic Magic route I could design a spell for creating zombies and skeletons. Legend and Runequest already have several, it wouldn't be too difficult to modify one of theirs.
  2. p_clapham

    Pulp Edges

    Here are a few more edges. Deadeye is a straight-up adapted Heroic Ability, the other two are modified from Common Magic and Sorcery. Quivering Palm Unarmed 50% Instant, Resist (resilience), Touch The character's mastery of unarmed combat is to the point where he can strike at his opponent's pressure points, disabling or killing in one blow. When the character activates this edge the next successful unarmed that deals damage has a chance of paralyzing his opponent. The target must make a Resilience skill roll vs the character's Unarmed skill. If the target fails the location struck is paralyzed for the duration of the scene. A limb stops working; the abdomen causes both legs to collapse, and the head or chest results in unconsciousness. This edge may be taken a second time when the character's unarmed skill reaches 100% or more. He can now choose to make the blow lethal instead. The target must resist or the struck hit location takes enough damage to cause a Major Wound. This upgrade costs five advancement points. Inflaming Oration Influence 50% Concentration, Resist (Persistence), Touch The character is capable of turning his words into weapons, fanning the flames of fanaticism within his friends and allies. The character choses either a character or group of minions within his CHA in meters. Their attacks with Close Combat Weapon skills are increased by half, but they may not attempt to evade, parry, or cast spells. Willing targets of Inflaming Oration may surrender to the edge without resisting it. This edge may be taken a second time when the character reaches 100% or more in their Influence skill. The targets of the edge now double their Close Combat Weapon skills. Deadeye Any Ranged Combat Style 50% Self, Instant The character is preternaturally accurate with ranged weapons, able to make impossible shots. When the character activates this edge he is able to increase the range of his chosen ranged weapon by 50% This edge may be taken a second time when the character reaches 100% or more in their relevant skill. When activating this edge the character can automatically select the hit location struck. This upgrade costs five advancement points.
  3. I've got my own pulp project using the Legend rules, it'll be interesting if I come up with anything similar to the pulp Cthulhu rules. I will definitely be plundering those rules for ideas when they come out. Off the top of my head they had professions with special abilities/ powers?
  4. This sounds very interesting. While the Necronomicon was used in more stories, I always felt the King in Yellow was a more skillful execution of the invented text technique.
  5. Here are a few more. Additional Limbs 1 point per rank Base Range: Self Duration: Continuous Power Point Cost: None Density 4 points per rank Base Range: Self Duration: Sustained Power Points Cost: 1 per rank The character is able to increase his mass, bringing up his strength and durability up to superhuman levels. Each level in Density adds one point to the character's STR, SIZ, and one Armor Point to all hit locations. Your character possesses one or more additional limbs, such as legs, arms, tentacles, or a prehensile tail. Each rank gives you one additional limb of your choice. These limbs give your character a additional hit location as well. For a tentacle or tail use the arm hit location rules. These limbs do not allow you to take extra actions in a round. All limbs except your dominate limb are considered your off-hand. Anatomic Separation 2 points per rank Base Range: Self Duration: Continuous Power Point Cost: None The character is capable of splitting off parts of his body, keeping them functional and animated. For each rank in the power the character is able to split off a hit location from their main body. Rank 1 could let you detach a arm, leg or head. At rank seven you can split all of your hit locations from each other. Separating or reattaching your parts takes a move action. Your parts remain fully functional, so you can see through a separated head, grab through a separated arm etc.. Your parts are limited to whatever movement their form allows. A arm could crawl, while a leg could hop. As a side effect of having this power you are effectively immune to to severed hit location major wound result, as you can simply reattach those hit locations. Animal Control 2 points per rank Base Range: 15 Meters Duration: Sustained Power Points Cost: 1 per rank The character can exert mental control over animals. Make a Persistence skill roll vs the animal's Persistence. The character may attempt to dominate a target of up to 3 INT per rank in his Animal Control power. If the target fails to resist, it must obey the commands of the character for the duration of the power. Suicidal commands instantly end the control. Animate Objects 3 points per rank Base Range: 15 meters Duration: Sustained Power Point Cost: 1 point per rank With this power the character can animate objects, imbuing them with a semblance of life. The character can animate three points of SIZ or a cubic meter of material for each rank in Animate Objects. The objects move at a rate of one meter by default, although points of SIZ or ENC may be substituted for extra movement. Armor 2 points per rank Base Range: Self Duration: Continuous Power Point Cost: None The character is incredible difficult to damage with this power. For each rank add one Armor Point to all hit locations of the character.
  6. In between some pulp projects I've been working on adapting powers from Mutants and Masterminds to the BRP system. Like Mutants and Masterminds it is a point buy system. This is the breakdown: 1 character point will buy you 1 point in a attribute 10% in a skill Buy you a Advanced skill at the base level Powers cost a variable number of character points per rank. While working on the blast power it struck me, should I include a power point cost on these powers? The power point system from BRP always struck me as very limiting and cost inefficient. This is what I have so far for my "improved" blast/ energy projection power. Blast 2 points per rank Base Range: 15 meters Duration: Instantaneous Resist: Evade Power Point Cost: 1 per level You can make a damaging ranged attack. When you purchase this power your character gains the Combat Style Blast, which starts off as DEX+POW. Make a Blast Combat Style roll. The attack deals 1D3 damage per rank in Blast to a random hit location. During character creation or when you upgrade this power you have the option to sacrifice a level of damage per rank to either: Increase the range of the Blast power by 10 meters, or to increase the blast power damage die up one step. For example Firebrand takes 6 ranks in blast, one of those ranks is used to boost his damage dice to a D4, another rank is used to boost the range 10 meters. His blast does 4D4 damage and has a range of 25 meters.
  7. p_clapham

    Pulp Edges

    A new one, not sure about the power level, I kind of like it. I'm torn between making the activation of the edge be a combat action or a free action. Given how powerful it is potentially I am tempted to add the following: If the skill roll is failed the character may not activate Indomitable Will again for the duration of the scene. Indomitable Will Persistence 50% Self. Instant The character is a bastion of willpower and self determination, able to persevere by sheer force of will. Before rolling the character may as a free action activate this edge. He adds his POW as a bonus to his next skill roll. This edge may be taken a second time when the character reaches 100% or more in his Persistence Skill. He now adds twice his POW to any skill roll when activating this edge.
  8. I had a couple of other folks asking for a PDF, so I put one together organized by skill category. It is still a work in progress, I'd like to add a couple more pages of edges for the final document, and redo a couple of the edges. Included in the document is a brief synopsis on what edges are and how they work. http://basicroleplaying.com/downloads.php?do=file&id=558
  9. p_clapham

    Pulp Edges

    I've added the updated collection to the downloads section. It is all in alphabetical order and listed by skill category. I included a brief overview on edges at the beginning of the file. http://basicroleplaying.com/downloads.php?do=file&id=558 While I would like to add a OGL license to the file, some of the edges were inspired or even partially borrowed from sources that were not OGL. I don't think it is right for me to slap a OGL on it.
  10. I've got about eight pages of edges so far. Once I get up to page ten I'll upload it as a PDF.
  11. I wrote up a version of Cleave for my list of edges. I ended up going the D&D 4.0 route with it. Cleave A Combat Style incorporating a edged melee weapon 50% Personal The character is capable of making multiple attacks with one action against adjacent opponent. For the primary target make your attack roll as normal, if this connects you may make a secondary attack roll against a adjacent foe. This secondary attack does damage equal to your Damage Bonus. This edge may be taken a second time when the character reaches 100% or more in their relevant skill. The secondary attack now does damage equal to twice your Damage Bonus.
  12. I took the plunge and grabbed the core book and Advanced Sorcery. Magic World has some interesting stuff in it, I like the new take on Allegiance, and will likely end up porting that into my other BRP/Legend/Runequest games. I was puzzled over the lack of zombie stats in either the base book or Advanced Sorcery.
  13. p_clapham

    Pulp Edges

    Here are a few more Double Identity Disguise 50% Self The character has a alternate persona they can take on at the drop of a hat. This cover has a background that will look legitimate under initial scrutiny. This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The cover now has a background that will look legitimate under heavy scrutiny. Escape Artist Athletics 50% Self The character is a old hand at getting out of restraints. He gains his POW score as a bonus when attempting to escape from bonds or restraints. This edge may be taken a second time when the character reaches 100% or more in their Athletics Skill. He gains twice his POW score as a bonus when attempting to escape from bonds or restraints. Rage Unarmed or a Combat Style incorporating a Melee Weapon 50% Self In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. Feather Step Acrobatics 50% Self The character's weight becomes negligible, allowing him to balance on impossibly thin or slender surfaces, including those that should not be able to support his mass. (twigs, saplings, and so on). This edge can be taken a second time when the character's Acrobatics Skill reaches 100% or more. The character is now able to balance or move on liquids. Effectively allowing the character to walk or run across water. Iron Stance Unarmed 50% Self The character has mastered unarmed combat to the point where he can take on weapon wielding opponents with ease. The hands and feet of the character are treated as a size Large for the purposes of attacking and parrying in combat. This edge can be taken a second time when the character's Unarmed Skill reaches 100% or more. When using the Unarmed Skill the character gains an extra Combat Action. Iron Constitution Resilience 50% Self The character is highly resistant to being poisoned. While this edge is active any poison effecting the character is suspended. As a added perk the character has a high tolerance to alcohol, able to drink just about anyone under the table and keep standing. This edge can be taken a second time when the character's Resilience Skill reaches 100% or more. When the edge is activated all poison effecting the character is negated.
  14. I've got another one, not sure if I'm going to include it in the list of edges as it is more D&D than pulp. Rage A Combat Style incorporating a melee weapon 50% Self In combat the character is able to fly into a violent rage, savagely smiting their foes. The character's Damage Bonus die increases by one step (So if their damage bonus was a 1D4 it is now a 1D6). As the rage focuses them on the offense, the character may not parry or evade for the duration of the rage. This edge may be taken a second time when the character reaches 100% or more in a Combat Style incorporating a melee weapon. The character's Damage Bonus die increases by two steps (so if their damage bonus was a 1D4 it is now a 1D8). As the rage focuses them on the offense, the character may not parry or evade for the duration of the rage. I am wondering if the inability to evade or parry is to heavy a limitation, and if a flat penalty should be applied instead. Still a one die shift to the damage bonus is a big deal. I like this version of the rage better than the bonus to STR and CON that the Legendary/ Heroic Ability gave.
  15. You are very welcome! I'm having a lot of fun coming up with these rules. Maybe by the end of the summer I will have enough for a mini supplement.
  16. I've started a thread with all of the collected Edges thus far in the Legend section. Once I have enough I'll create a PDF version and upload it to the site. http://basicroleplaying.com/showthread.php/3916-Pulp-Edges?p=55801#post55801
  17. p_clapham

    Pulp Edges

    These are minor abilities designed to be about as powerful as Runquest 6 Folk Magic, or Legend Common Magic. They are perks that characters can start with off the bat. To qualify for a Edge the character needs at least 50% in the corresponding skill. Once a character reaches 100% or more in that skill they can purchase the Edge a second time for a increased benefit. Edges follow the basic rules for Folk Magic. They cost one Magic Point to activate. Unless the duration is listed as instant or concentration they last for the entire scene. The only difference between Edges and Folk Magic is that there is no "Edge Skill". Edges that use opposed skill rolls use the relevant attribute, all other Edges simply work automatically. You don't need a roll to make Fists of Steel work. Here are the Edges I have so far. Fists of Steel Unarmed 50% Self This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them. This edge can be taken again when the character reaches 100% or more in their Unarmed skill. The hero's unarmed damage increases again by one step. So a character dealing 1D4 unarmed damage will now deal 1D6 unarmed damage. This upgrade costs five Advancement Points. Eyes of the Cat Perception 50% Self This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds. This edge may be taken again when the character reaches 100% or more in their Perception skill. For the duration of the edge the character gains Dark Sight. This upgrade costs five advancement points. Spring Heeled Athletics 50% Self With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically. This edge may be taken again when the character reaches 100% or more in their Athletics skill. For the duration of this edge the character may jump four times his height horizontally, and triple his height vertically. This upgrade costs five advancement points. Vanishing Trick Stealth 50% Self, Instant The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed. This edge may be taken again when the character reaches 100% or more in their Stealth skill. The character has mastered the art of stealth to the point where they can make a Stealth roll in almost any circumstance. Even if there is no cover the character can still take advantage of blind spots and remain a shadowy figure in the corner of your eye. Remove the Instant duration. This upgrade costs five advancement points. Skin of Bronze Endurance 50% Self The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations. This edge may be taken a second time when the character reaches 100% in their Endurance Skill. While using this edge the character has a armor value of two added to all of his hit locations. This upgrade costs five advancement points. Connected Streetwise 50% Self, One Extended Action The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour. This edge may be take a second time when the character reaches 100% in their Streetwise Skill. The time needed to find something is reduced to a half hour. On a critical the character finds what he needs within ten minutes. This upgrade costs five advancement points. Backstabber Stealth 50% Self, Instant The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage. This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points. Distract Deceit or Influence 50% Ranged, Resist (Willpower) The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them. This edge may be taken a second time when the character reaches 100% in their Deceit or Influence Skill. A distracted target counts as being surprised until the beginning of the next round. This upgrade costs five advancement points. A friend of a friend Influence 50% Self, One Extended Action The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours. This edge may be taken a second time when the character reaches 100% in their Influence Skill. The time needed to find something is reduced to 1D4 hours. On a critical 1D2 hours. This upgrade costs five advancement points. Photographic Memory Self, Instant Perception 50% The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically. This edge may be taken a second time when the character reaches 100% in their Perception Skill. In order to remember a crucial fact the character now rolls three times taking the best result. This upgrade costs five advancement points. Human Spider Self Athletics 50% Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty. This edge may be taken a second time when the character reaches 100% in their Athletics Skill. His movement rate while ascending or descending is now equal to his full movement rate. If the hero wishes to double his movement rate while climbing he no longer suffers a penalty to his Athletics Skill while doing so. This upgrade costs five advancement points. Iron Might Brawn 50% Self, Instant The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This edge may be taken a second time when the character reaches 100% in their Brawn skill. He now adds twice his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This upgrade costs five advancement points. Fleet of Foot Athletics 50% Self The character is extraordinarily light and quick on their feet. Easily outracing their friends and enemies. The Hero's movement rate is increased from eight meters to twelve meters. This edge may be taken a second time when the character reaches 100% in their Athletics Skill. The Hero's movement rate is increased from twelve meters to sixteen meters. Two Gun Joe A Combat Style incorporating Sidearms 50% Self The character is proficient in using a sidearm in either hand, and can use two of them with deadly effect. While wielding two sidearms the character gains a additional Combat Action. This edge may be taken a second time when the character reaches 100% or more in a Combat Style that incorporates sidearms. While wielding two sidearms the character gains two additional Combat Actions. Brawler Unarmed 50% Self The character is a master of unarmed fighting, able to attack and defend with ease. In melee combat the character may use their Unarmed skill to defend. This edge may be taken a second time when the character reaches 100% or more in their Unarmed Skill. While using their Unarmed Skill in melee combat the character gains one additional Combat Action. Man of Many Faces Disguise 50% Self The character is a master of disguise, able to change from one persona to another with but a moments notice. The character is able to make quick changes to their appearance, making themselves bland and unrecognizable. It does not affect their voice, mannerisms or physical size/ presence of the hero, but ensures they do not stand out from the crowd. He is actively ignored by anyone searching for him; he is simply overlooked and discounted. This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The character is now able to make quick changes to the appearance allowing them to disguise themselves as a specific person. Wallflower Stealth 50% Self, Instant The character is a master at staying hidden in plain sight. When using this edge the character adds his POW score to his Stealth Skill rolls. This edge may be taken a second time when the character reaches 100% or more in their Stealth Skill. The character now adds twice his POW score to his Stealth Skill rolls. Danger Sense Perception 50% Self The character is preternaturally aware of danger, allowing him to act before others can. The character's Strike rank is equal to half of their POW + DEX + INT divided by two. This edge may be taken a second time when the character reaches 100% or more in their Perception Skill. The character's Strike rank is equal to their POW + DEX + INT divided by two. Vigor Endurance 50% Self The character's reserves of energy are legendary. When others tire, this character is still refreshed on his feet. For the edge's duration all Fatigue effects gained from laborious activity are ignored (but return on the Edge's dismissal). This edge may be taken a second time when the character reaches 100% or more in their Endurance Skill. When the edge's duration ends all Fatigue effects gained from laborious activity are removed. Commanding Voice Influence 50% Concentration, Self Words are the preferred weapon of this character, and his rich golden voice carries across great distances. The character adds their POW rating when making Influence rolls. The character's voice carries across and through even the loudest background noise. Up to a range of ten times the recipient's CHA in meters. This edge may be taken a second time when the character reaches 100% or more in their Influence Skill. The character adds twice their POW rating when making Influence rolls.
  18. Here are a few more. Iron Might Brawn 50% Self, Instant The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This edge may be taken a second time when the character reaches 100% in their Brawn skill. He now adds twice his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This upgrade costs five advancement points. Fleet of Foot Athletics 50% Self The character is extraordinarily light and quick on their feet. Easily outracing their friends and enemies. The Hero's movement rate is increased from eight meters to twelve meters. This edge may be taken a second time when the character reaches 100% in their Athletics Skill. The Hero's movement rate is increased from twelve meters to sixteen meters. Two Gun Joe A Combat Style incorporating Sidearms 50% Self The character is proficient in using a sidearm in either hand, and can use two of them with deadly effect. While wielding two sidearms the character gains a additional Combat Action. This edge may be taken a second time when the character reaches 100% or more in a Combat Style that incorporates sidearms. While wielding two sidearms the character gains two additional Combat Actions. Brawler Unarmed 50% Self The character is a master of unarmed fighting, able to attack and defend with ease. In melee combat the character may use their Unarmed skill to defend. This edge may be taken a second time when the character reaches 100% or more in their Unarmed Skill. While using their Unarmed Skill in melee combat the character gains one additional Combat Action. Man of Many Faces Disguise 50% Self The character is a master of disguise, able to change from one persona to another with but a moments notice. The character is able to make quick changes to their appearance, making themselves bland and unrecognizable. It does not affect their voice, mannerisms or physical size/ presence of the hero, but ensures they do not stand out from the crowd. He is actively ignored by anyone searching for him; he is simply overlooked and discounted. This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The character is now able to make quick changes to the appearance allowing them to disguise themselves as a specific person. Wallflower Stealth 50% Self, Instant The character is a master at staying hidden in plain sight. When using this edge the character adds his POW score to his Stealth Skill rolls. This edge may be taken a second time when the character reaches 100% or more in their Stealth Skill. The character now adds twice his POW score to his Stealth Skill rolls. Danger Sense Perception 50% Self The character is preternaturally aware of danger, allowing him to act before others can. The character's Strike rank is equal to half of their POW + DEX + INT divided by two. This edge may be taken a second time when the character reaches 100% or more in their Perception Skill. The character's Strike rank is equal to their POW + DEX + INT divided by two.
  19. What do you think of characters being able to take these edges multiple times? I was thinking of including a second level to each of the edges. Fists of Steel would increase your unarmed damage to a D6. Eyes of the Cat would switch from Night Sight to Dark Sight. And Skin of Bronze would give you an Armor Value of 2 in all locations. This would require a higher level in the relevant skill.
  20. I did some toying around with the Folk Magic from RQ6 as part of my pulp project. These are all designed to be roughly equivalent to a magnitude 1 spell. I thought some of these might work well as feats. Particularly the hide in plain sight, which I've renamed Vanishing Trick. Fists of Steel Unarmed: 50% Self This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them. Eyes of the Cat Perception: 50% Self This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds. Spring Heeled Athletics: 50% Self With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically. Vanishing Trick Stealth: 50% Self, Instant The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed. Skin of Bronze Endurance: 50% Self The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations. Connected Streetwise: 50% Self, One Extended Action The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour. Backstabber Stealth 50% Self, Instant The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage. Distract Deceit or Influence 50% Ranged, Resist (Willpower) The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them. A friend of a friend Influence 50% Self, One Extended Action The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours. Befuddle Ranged, Resist (Willpower) Deceit or Influence 50% The character's words causes confusion within the mind of the target. These could be bluster, intimidation, lies, or a hypnotic glance. The subject of the edge has difficulty thinking straight, forgetting where it is, what it is doing and why. Befuddled targets can still act in self defense, but cannot initiate any constructive activity until the edge ends. Any sort of attack or threatening action instantly breaks the spell. Whether it was directed specifically at the beffuddled target. Photographic Memory Self, Instant Perception 50% The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically. Human Spider Self Athletics Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.
  21. Well the chase matrix could be used for either of those. I am really frustrated I cannot get it to format properly. As far as ship chases go, I'm sure the Pirates of Legend will have some rules for that. I was tempted to check out that book for the automobile rules, but decided come up with my own rules instead.
  22. The combat feats seem much more powerful than the non-combat feats. It is a very interesting idea you have, I really like it. Didn't mean to double comment in a second thread. I couldn't find my original comment, and thought the site lost it.
  23. I've heard Magic World is the Elric/ Stormbringer rules repackaged and cleaned up a bit. What has been ported over rules wise to the main book and Advanced Sorcery? Is the latter just the Bronze Grimore for the ruleset?
  24. I've wanted to do something similar for Call of Cthulhu/ Pulp games using either BRP or Legend, your rules look interesting. I skimmed them, and it looks like the combat feats are overall much more powerful than the non-combat feats. I really do like what you've done here, and might contribute some from the Mutants and Masterminds books. There is a stealth feat that allows you to "pull a batman", you can make a stealth check at no penalty even while being observed. You are just that good.
  25. I just need a result for numbers 9, 10 and 12 now.
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