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p_clapham

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Everything posted by p_clapham

  1. Here are some alternate rules I have been tinkering around for character advancement in Legend. Skills derived from Profession and Personality Types The advancement for these skills is 1D6+1 rather than 1D4+1. If the improvement roll is failed the character gains 2 points in the skill rather than 1 point. Taking the Average Rather than rolling for skill points after a successful advancement roll the player can choose to take the average. If the roll is 1D6+1 the player adds 4 points to their skill, if the roll is 1D4+1 the player adds 3 points to their skill. Automatic Advancement There is no need for the player to make a advancement roll for their character. It is assumed they automatically succeed. Skill linked Attribute Advancement When a character reaches a certain % in a skill one of their attributes associated with the skill goes up as well. When you reach 75% in a skill choose one associated attribute and increase it by one point. When you reach 150% in a skill choose one associated attribute and increase it by two, or chose two associated attributes and increase them by one. For example a character increases their Sword and Shield weapon style up to 77%, they can either add a point to STR or DEX.
  2. I'd love some feedback on the rules. Still not sure what I should have for the initial mishaps results, suggestions would be very welcome. So far I am thinking of changing #20 to 1D8 damage to 1D4 hit locations. 2D8 damage if a seatbelt isn't being worn.
  3. I started putting together some rules for automobiles, chases, and crashes. They are far from complete, but I'd love some feedback and suggestions on what I have so far. I have been trying to keep the system pretty simple. These are the stats I am planning on using for automobiles and other vehicles. Movement is going to be listed in MPH and Zones. I think it is pretty realistic that a Motorcycle can outrun a dump truck. Movement Strike Rank Modifier Handling Modifier SIZ Armor Hit Points Carrying Capacity Here is the chase rules. I think they are pretty solid. I based them off the close combat matrix, but had the success levels equal zones of movement, essentially how far one car is from the other. The Attacker is the car attempting to catch up, the Defender is the Car attempting to outrun the other car. Chases are measured in Zones. A fumble on the driving roll indicates the car is out of control, the driver must make a Drive skill roll or roll on the driving mishaps table. Once the vehicles are in the same zone the drivers have the option of ramming or sideswiping each other. In addition to the driving skill roll for attack and defense, both drivers must make a additional drive roll or lose control of their vehicles and roll on the driving mishaps table. I can't get the chase matrix to show up properly. It just uses the levels of success matrix from page 131 of the main rulebook. Instead of combat maneuvers use zones of movement instead. I like the mishaps table. So far I have the really bad results, now I need to come up with the minor and moderate damage results. Mishaps table 1 – 7 minor damage 1) Fenderbender, -10% to handling, lose one additional zone 2) Shattered side mirror! -10% to handling. 3) Flat Tire! -10% to handling, lose one additional zone. 4) Side swiped! -10% to handling. 5) Flat Tires! -15% to handling, lose one additional zone. 6) Broken windshield! -15% to handling. 7) Lose your bumper! -15% to handling, lose one additional zone. Make a drive roll to regain control. 8 – 14 moderate damage 8) Minor Collision, -20% to handling, lose two additional zones 9) 10) 11) Shattered windshield! -25% to handling, lose two additional zones. The driver and front seat passenger take 1D3 damage to a random hit location. 12) 13) Transmission damage! Lose two additional zones. The vehicle's speed is reduced by 50%. 14) Lose a Tire! Make another Drive skill roll to regain control enough to stop safely. Otherwise roll again on the driving mishaps table. The car cannot be driven until the tire is replaced. 15 – 20 major damage 15) Collision, -30% to handling, lose three additional zones. Make a Drive skill roll to regain control. If the roll is failed roll 1D10+10 and consult the driving mishaps table. 16) Bent Axle! Make another Drive skill roll to regain control enough to stop safely. Otherwise roll again on the driving mishaps table. The car is incapable of being driven further. 17) Car Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D3 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D3 to a random hit location. 18) Severe Car Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D6 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D6 to a random hit location. The car is totaled. 19) The Car crashes and catches on fire. If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D3 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D3 to a random hit location. At the beginning of the next round the car counts as a Small Fire damage source, with everyone in the car taking 1D6 points of fire damage to a random hit location. The car is totaled. 20) Potentially Fatal Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D10 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D10 to a random hit location. The car is totaled.
  4. Here are a few new Heroic Abilities I've been playing around with. They are originally intended for a Pulp setting, but could work in a Sword & Sorcery campaign as well. The first two are adapted from Mutants and Masterminds, and Adventure! respectively. Hide in plain sight Requirements: DEX 15, Stealth 75% Hero Points: 5 Duration: One Attempt The character is exceptionally stealthy, able to vanish in a heartbeat. The character may make Stealth checks at no penalty even while being observed. One man army Requirements: STR 15, One close Combat Style or Unarmed at 75% Hero Points: 5 Duration: A number of rounds equal to their CON The character is a whirlwind of violence in close quarters, cutting through lesser opponents with ease. In close combat the the character takes out Underlings on a successful hit, there is no need to roll for damage. Underlings in close combat with the character are reduced to making one attack against the character per round, regardless of remaining combat actions. Improvised weapon master Requirements: STR 15, One close Combat Style or Unarmed at 75% Hero Points: 5 Duration: A number of rounds equal to their CON Almost anything is a deadly weapon in the hands of this character. The game master will determine what properties if any the improvised weaponry will have in the event of a Combat Maneuver. The character may use their Unarmed skill or a close Combat Style when attacking with improvised weaponry. Use the following chart to determine damage. ENC less than 1 – 1D3 damage ENC 1 – 1D4 damage ENC 2 – 1D6 damage ENC 3 and greater – 1D8 damage The game master has the final word on how much damage a given object does. A length of rope may be ENC 2, but he may rule it will only deal 1D3 damage because of its weight. Certain objects may not be appropriate as improvised weapons such as feathers, or candles. A lit candle on the other hand...
  5. The Heroic Abilities, Combat Actions, and Hero Points all give the game a very Pulp feel. I was also very happy to find rules for minions/ mooks in the main book. If I get around to running Call of Cthulhu again I will likely use Legend as the base system.
  6. After getting input on the mongoose boards I have finished the list. If you want a copy, you can download a pdf version of the list here. http://basicroleplaying.com/downloads.php?do=file&id=549
  7. 149 downloads

    Here is a listing of modern professions with skill bonuses, geared towards a pulp setting. Included in the file are some new advanced skills and combat styles.
  8. Here is a collection of pulp era professions using Legend. Academics and Science are are a supplement/ replacement for the lore skill. Diplomacy replaces the Courtesy skill. Adventurer - Explorer, Big-Game Hunter, Treasure Hunter, Cowboy Common Skill Bonuses – Pick two at 10%: Athletics, Evade, Lore (Regional), Perception, Ride Combat Styles – Two combat Styles at +10% Advanced Skills – Pick one: Academics, Language, Survival, Track Academic - Student, Teacher/ Professor, Scholar, Librarian,*Archaeologist Common Skill Bonuses – Pick two at 10% Culture (own), Evaluate, Influence, Insight Advanced Skills – Pick three: Academics, Culture (specific culture), Language, Lore, Oratory, Teaching Athlete - Acrobat, Martial Artist, Boxer, Football Star Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, Resilience, Swim, Unarmed Combat Styles – Pick one at +10% Advanced Skills – Pick one - Acrobatics, Academics (Sports) Criminal -*Assassin, Burglar, Gangster, Thug, Gun Moll, Mastermind, Femme Fatale Common Skill Bonuses – Pick three at +10% - Drive, Evade, Influence, Sleight, Stealth Combat Styles – Pick one at +10% Advanced Skills - Streetwise Dilettante – Idle Rich, Nobility, Trust Fund Baby Common Skill Bonuses - +10% to influence. Pick two more at +10% - Culture (own), Drive, Evaluate, Insight, Ride Advanced Skills – Pick two - Academics, Diplomacy, Commerce, Gambling, Language Doctor - Surgeon, ER Physician, Battlefield Medic Common Skill Bonuses – Evaluate and Lore (regional) +5%, First Aid +20%, Perception +10% Advanced Skills - Healing Investigator - Gumshoe, Paranormal Investigator, Conspiracy*Theorist Common Skill Bonuses - Perception and Insight +10%, Pick one more at +10% Evade, Influence, Sleight, Stealth, Unarmed Combat Styles – One at +10% Advanced Skills- Streetwise Entertainer - Artist, Actor/Actress, Singer, Writer, Celebrity, Magician, Femme Fatale Common Skill Bonuses – Influence +20%, Pick two at +10% - Dance, Insight, Sing, Sleight Advanced Skills – Pick one - Academics (Literature), Art, Oratory, Play Instrument Laborer/ Artisan – Carpenter, Construction Worker, Plumber, Mechanic Common Skill Bonuses – Brawn, Evaluate Advanced Skills – Craft, Mechanisms Lawman - Police Detective, *Beat Cop, G-Man, Lawyer Common Skill Bonuses – Perception at +10%, Pick one more at +10% - Evade, Influence, Insight Combat Styles – Two at +10% Advanced Skills – Pick one – Academics (law), Bureaucracy, Streetwise Man of Mystery – Masked Detective, Scourge of the Underworld, Vigilante Common Skill Bonuses Stealth at +10%, Pick one more at +10% - Evade, Influence, Perception, Insight, Sleight, Unarmed Combat Styles – Two at +10% Advanced Skills- Streetwise Mystic – Psychic Detective, Paranormal Investigator, Dabbler in the Unknown Common Skill Bonuses – Insight and Persistence +10%, Pick two at +10% - Influence, Perception, Sleight, Stealth Advanced Skills – Lore Moneyman - Industrialist,*Businessman, Philanthropist Common Skill Bonuses – Influence and Evaluate at +10%. Pick two more at +10% - Insight, Lore (regional), Perception, Persistence Advanced Skills - Commerce Noble Savage – Tribal Warrior, Shaman, Lord of the Jungle, Common Skill Bonuses – Pick two at +10% - Athletics, Brawn, Evade, Resilience, Unarmed Combat Styles – Two combat styles appropriate to the culture at +10% Advanced Skills – Pick one – Track, Survival. Pilot - Daredevil, War Hero, Test-Pilot, Rocketeer Common Skill Bonuses – Perception +10%, Pick two more at +10% - Drive, Evade, Persistence, Unarmed Combat Styles – One combat style at +10% Advanced Skills - Pilot Politician - Assistant District Attorney, Mayor's Aide, White Knight Common Skill Bonuses – Influence +20%, Pick one at +10% - Culture (Own), Insight, Lore (regional), Persistence Advanced Skills – Pick Two - Bureaucracy, Diplomacy, Oratory Priest -*Missionary, Crusader, Exorcist, Nun Common Skill Bonuses – Influence +20%, Insight +10% Advanced Skills – Academics (Theology), Pick one more – Academics, Diplomacy, Language, Oratory Reporter - Muckracker,*Paparazzi, Newspaper Man Common Skill Bonuses – Insight and Influence at +10%. Pick two at +10% - Culture (Own), Evaluate, Lore (Regional), Perception Advanced Skills – Pick one – Academics (Literature), Diplomacy, Streetwise Sailor – Navy, Sea Dog, Mate, Navigator, Ship's Master, Merchant Mariner Common Skill Bonuses – Swim at +10%. Pick two more at +10% - Athletics, Brawn, Perception, Unarmed Combat Styles – One combat style at +10% Advanced Skills - Boating Scientist - Engineer, Chemist, Naturalist, Inventor, Mad Scientist Common Skill Bonuses – Pick two at +10% - Evaluate, Insight, Perception, Persistence Advanced Skills – Pick Three – Engineering, Mechanisms, Science Soldier - Grunt, Intelligence Officer, Marine, Soldier of Fortune Common Skill Bonuses – Pick three at +10% - Athletics, Brawn, Evade, First Aid, Perception, Resilience, Unarmed Combat Styles – Two Combat Styles at +10% Spy - Secret Agent, Double-Agent, Code-Breaker, Femme Fatale Common Skill Bonuses – Influence +10%. Pick one more at +10% - Evade, Insight, Perception, Persistence, Stealth, Unarmed Combat Styles – Pick one at +10% Advanced Skills – Pick two – Diplomacy, Disguise, Gambling, Language, Seduction, Streetwise
  9. My information is a few years old. I'm glad to hear someone else has gotten involved. I would like this product to see the light of day eventually.
  10. I got a little info on this, it is dated so I am not sure how accurate it is. The game is effectively in development hell. The project has been shifted from one writer to another. The friend who I got the information from was not confident about the guy currently heading the project. I think it was his first time writing/ editing a roleplaying game.
  11. I've been playing around with monster stats, part of my Wheel of Time project, and it got me thinking. Monsters as they appear in the base book are average specimens, but what about exceptional ones? Mini bosses, or warlords. I think the easiest way to represent this is to give one of these "advanced" monsters/ creatures a profession, and increased attributes related to that profession. A goblin sorcerer for example would use the base goblin stats, and also have a +4 to it's POW and INT. Then maybe toss in 50 or so skill points to round out the monster.
  12. Another Sorcery spell adapted from MRQ 1 Siphon Life Concentration, Resist (Resilience) This spell drains the life force of the target and transfers it to the caster, restoring his health. This spell inflicts its intensity in damage, split evenly between every hit location of the target creature (roll randomly if necessary). This damage cannot be reduced by armor. For every two point of damage an individual sustains, the caster can heal himself of one point of damage to a hit location of his choice.
  13. Here are some Blademaster forms/ Legendary abilities. Adapted from MRQ 1. Parting the Silk Requirements: Blademaster Legendary Ability, Combat Style incorporating a sword at 90% or higher Hero Points:8 Duration: One Melee attack using a sword If wielding a sword, you can maximize its damage for a single blow. Eyes of the Crane Requirements: Blademaster Legendary Ability, Combat Style incorporating a sword at 90% or higher Hero Points: 8 Duration: One Melee Attack using a sword Eyes of the Crane is declared before a precise attack, targeting a specific location on your opponent. Attempts to dodge or parry this attack suffer a -20% penalty. Should the attack hit, all Armour points from non-power wrought sources are ignored. Hummingbird Kisses the Honeyrose Requirements: Blademaster Legendary Ability, Combat Style incorporating a sword at 90% or higher Hero Points: 8 Heron Spreads his Wings Requirements: Blademaster Legendary Ability, Combat Style incorporating a sword at 90% or higher Hero Points: 8 Duration: One Round While using a sword the blademaster is able to make a series of lighting fast strikes against his foes. You can make two Melee attacks against the same target with a normal Combat Action.
  14. Some legendary abilities adapted/ renamed from Legend and MRQ II Aes Sedai Requirements: Manipulation 50% or more, 3 or more Elements at 50% or more Hero Points: 5 You learn weaves much faster than normal. You may roll your element twice when attempting to learn a new weave and take the better result. You are also subject to the three oaths. To speak no word that is not true. To make no weapon with which one man may kill another. Never to use the One Power as a weapon except against Darkfriends or Shadowspawn, or in the last extreme defense of her life, the life of her warder, or another Aes Sedai. Blademaster Requirements: Dex 15, Combat Style incorporating a sword 90% or higher Hero Points: 5 While using a sword the following effects take place. The character can parry one additional attack per round The character gains +10% to their weapon skill when parrying Increase the weapon damage by +1 Sniffer Requirements: Perception 75% Hero Points: 5 You can smell the psychic residue left behind by violent acts and follow the trails of the characters or creatures that committed them. The power and intensity of the odor give you some sense of the magnitude of the violence, how recently it occurred, or both. This heroic ability allows you to not only sense roughly when and where violence occurred, but it also allows you to track the perpetrators using your Perception skill. Extreme acts of violence such as torture and murder leave a strong trail. The smell fades over time, with the worst acts lingering for about a week. Shadowspawn such as Trollocs and Fades always leave a clear trail whether they have committed violence or not. Dark One's own luck Requirements: Pow 15+ Hero Points: 5 You are cursed or blessed with the Dark One's own luck. Whenever you spend a Hero Point to get a Second Chance, you also get a +10% to the re-roll attempt. When killed you may put yourself in the hands of the gamemaster. You will always survive, but your Hero Points are reduced by 1D6 and you will likely end up in a very dangerous or unpleasant situation. This heroic ability cannot be activated if you have no hero points. I still need to do Old Blood, Dreamwalker, Warder, Wolfbrother, and Wise One. The Blademaster legendary ability is going to be the prerequisite to a bunch of other legendary abilities. The various forms described in the book. The 90% prerequisite seems like it might be a bit much, I might reduce it to 75% to bring it more in line with the others. I might make Ta'Veren a legendary ability too. Originally the idea was that all of the Player Characters in the game are Ta'veren, which is why they have Hero points. I do like the idea of having a mixed party where some characters are Ta'Veren and others are not. The legendary ability will be a two edged sword, it will give you some benefits when spending hero points, but will give you some drawbacks as well. Being hunted by the Dark One and his minions is a obvious downside to being Ta'Veren.
  15. So I can't find any rules in Legend, MRQ II, or even Runequest 6 on obscured vision penalties due to darkness or fog. I'm working on a Raise Fog spell for my Wheel of Time spell list, I'd appreciate it if anyone could point me in the right direction.
  16. I'm working out some rules for overchanneling. Basically adding more manipulations to a weave than your Manipulation score, or casting a fixed intensity weave that is higher than your element. At best you would become exhausted, possibly pass out. At the worst you would lose your ability to channel temporarily or permanently. I also gave some thought to Angreal and S'Angreal. They are artifacts from the age of legends that let a channeler boost their limits, allowing them to channel more power than they ordinarily could. Each Angreal and S'Angreal is keyed to one or more elements, giving the channeler a corresponding bonus to their element score. Angreal and S'Angreal vary in power, in the series we see some that add 20% and others that add 300% or even 500%.
  17. Flesh Ward Autonomous This spell fills the caster with unnatural vitality, enhancing his ability to shrug off damage. For each 10% in the sorcerer's grimore skill add one hit point to all hit locations. These hit points are subtracted first. Aura of Destruction Concentration, Resist (Resilience) This spell turns the sorcerer into a battery of magical destruction. While the sorcerer concentrates on the spell everything in range but the caster is subject to a magical attack, inflicting a random hit location with an amount of damage according to the sorcerer's grimore skill. This spell affects both opponents and allies with the range of the spell. 1-20% 1D2 damage, 21-40% 1D4, 41-60% 1D6, 61-80% 1D8, 81-100% 1D10, 101-120% 2D6, 121-140% 1D6+1D8, 141-160% 2D8 and so on. Both armor and magical defenses (such as Countermagic Shield or Spell Resistance) provide protection against this spell. There are many versions of this spell according to the rune from which it was derived. For example a Aura of Destruction (Fire) would burn the target, where as a Aura of Destruction Cold would slowly freeze the target.
  18. I'm mostly interested in sorcery for a couple of projects I have going on. Maybe I'll do some conversion work from the Spellbook and post them.
  19. p_clapham

    Wheel of Time

    I was never 100% happy with the D20 treatment given to the Wheel of Time setting. Over the past few months I've been kicking around different systems for the One Power. For those of you unfamiliar with the setting the One Power is a kind of magic that is broken down into five elements: Air, Earth, Fire, Spirit, and Water. A channeler(caster) uses one or more elements in weaves(spells) to create a wide range of effects, from holding someone in place with solid air, to throwing lightning. This is what I have so far. The One Power uses a modified version of the Sorcery rules. You have each element: Air, Earth, Fire, Spirit, Water, and Manipulation. The elements act as grimores and represent the "brute strength" of the channeler, while Manipulation is their skill. Male channelers start off with a score in Air, Spirit, and Water equal to their POW, and a score in Earth and Fire equal to their POW x2. Female channelers start off with a score in Earth, Fire and Spirit equal to their POW, and a score in Air and Water equal to their POW x2. I am considering including rune magic in the system as well. Certain weaves are far too powerful to be represented as a sorcery spell. Balefire being a great example.
  20. There are some nice ones in that document. Thank you for the heads up.
  21. I'd love to take a look at it. Here's my email address. patrickclapham@gmail.com
  22. I played around with the MRQ rules for running Robert E Howard barbarianesq shenanigans. Right now I am looking at the Legend rules, particularly the elemental book, and wondering if I can come up with solid rules for a Wheel of Time rpg.
  23. That sounds pretty cool. I wasn't thrilled with the way the BRP core book handled superpowers. Mutants and Masterminds does a much better job, but the D20 mechanics frustrate me at times.
  24. One of my favorite supplements for MRQ 1 was the Runequest Spellbook. Are there plans in the works to do a similar book for Legend sometime in the near future?
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