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p_clapham

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Posts posted by p_clapham

  1. 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

  2. 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.

    I heard yesterday that the British CoC 7e team are very much involved but I don't know if your friend knows the same information. I opted out of playtesting scenarios for it because I already run a game on Wednesday evenings.
  3. 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.

  4. 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.

  5. 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.

  6. 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.

  7. 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.

  8. 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%.

  9. 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.

  10. 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.

    • Like 1
  11. There are some nice ones in that document. Thank you for the heads up.

    I agree, I really liked that book. I think Mongoose will be sticking with the Arcania line of books, which I also like. Just my guess since I have no inside info. There is an old thread on their forums. http://forum.mongoosepublishing.com/viewtopic.php?f=79&t=50757. They put together a bunch of player built spells that's pretty extensive. Some are OK but some are pretty good.

    Miles

  12. I'd love to take a look at it. Here's my email address. patrickclapham@gmail.com

    I was not happy with the way that Superworld worked either. It is the only one of the multiple BRP products that just didn't feel right. I much prefer the way M&M did it (specifically 2nd edition) as a point buy system. I pointed out in one of the other threads that I find myself making characters in other systems to capture the feel of the setting, then porting them into BRP (everything's a skill!) and running the game that way.

    Character creation in BRP is fine, but makes a lot of vanilla characters IMO, and I like having the flexibility to make a physical adept in Shadowrun, a Cyclone rider from Robotech, a 1/2 demon sorcerer from D&D and a superhero from M&M and run them all in BRP.

    If you want, I can send you the basics of my M&M to BRP point buy system in a PM or an email.

    -STS

  13. 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.

    Right now am making a supers game using mutants and masterminds 2nd edition, with some additional feats from d20 added, then converting the whole character to BRP. I don't know how well it will work in play, but mechanically, it seems to be working so far.
  14. Funny you mention that, but Cinematic Unisystem is my favorite set of rules for magic too. Right now I'm working on a modified version of Barbarians of Lemuria using a variant of the Cinematic Unisystem. Another game that comes close, and is another of my Sword and Sorcery favorites is Desolation. It has a free form magic system similar to the Unisystem.

    In regards to your question... I just feel the simplified cultures cover the range well. Cimmerians are obviously Barbarians, Picts Primitives, and Stygians Civilized (debatable).

  15. I've used modified D&D rules in the past for Sword and Sorcery games, but they don't have the same feel Rune Quest has. The game is gritter and more geared towards the low fantasy style of play needed for Sword and Sorcery. I highly recommend Lankhmar it's my favorite setting following Robert E. Howard's setting.

    I went and dug up the Black Magic rules for you, here is a brief synopsis.

    It functions almost identically to Sorcery found in the Mongoose Runequest rule set. Each spell counts as an advanced Skill. Then there are the four Manipulate skills: Magnitude, Range, Duration and Target. The additional rules are Sympathy, Agony, and Hatred. The better a Sorcerer knows his victim, or has a personal effect or body part, the easier it is for them to cast a spell on them. A Sorcery is also able to burn off hit points giving them a +5% to their Spellcasting and Manipulation rolls. Finally the more a Sorcerer hates his target the easier it is to inflict harm upon them with Black Magic.

    Corruption works like detrimental mutations from Runequest. The energies warp the Sorcerer's body, mind and soul. A test to see if a Sorcerer gains corruption is made whenever they learn a new black magic spell, casts a black magic spell, kills someone with a black magic spell (two corruption tests are made in that case). It's a 50/ 50 chance that the Sorcerer will gain a corruption feature, with the following modifiers. Every 5% used of Agony in spell casting is added to the chance they will gain a corruption feature. If they use Hatred they suffer a 5% penalty per level of spell Magnitude to the test.

    Looking through the Conan book I'd recommend Agony be used to represent Ritual Sacrifice/ Torture to gain arcane power.

  16. Have you checked out the Lankhmar RPG, it uses Sorcery as the base magic system and has some neat rules for corruption.

    From a Legend perspective I'm not sold on the Cultural backgrounds, or the Borderer. Both of those can be done easily under the existing rules.

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