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Posts posted by p_clapham
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Hey Clapham, is there anything in there about epic Magic like what I'm referring to above?
I'll take a look. I think the Contrivances (artifacts) were more on a personal power level. I could be wrong though.
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Corum is well worth it. The book has a fantastic take on the Sorcery rules. In a nutshell Sorcerers have a list of effects that they can put into their spells. As a example you could take the choking and fire effects, throw those into a spell that burns and chokes your foes at the same time.
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I fiddled with it a bit and was able to change my username, but not my title.
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I had no idea you had to drop to the ground as a result of a evade. I thought use of the skill allowed you to keep standing.
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Incidentally, here are a few of the Feats and Class Features I've converted. They require a magic point to activate, and either last for the scene or have a instant duration. These "Edges" cost five advancement points to purchase, and require you have the relevant skill at 50% or higher. Once you get to 100% or more in the relevant skill you can spend five more advancement points to purchase the advanced level of the edge. I have a ton more of these.
CleaveA Combat Style incorporating a edged melee Weapon 50%Self, InstantIn close combat you are able to strike out at one opponent and hit a adjacent opponent with the same attack. The character makes one attack against a first opponent, if the attack is successful make a second attack against a adjacent opponent. This secondary attack deals damage equal to the character's damage bonus.This edge can be taken a second time when the character reaches 100% or more in the relevant Combat Style. When making the secondary attack the character now deals double their damage bonus. This upgrade costs five advancement points.Rage
A Combat Style incorporating a Melee Weapon or Unarmed 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. This upgrade costs five advancement points.
Uncanny Dodge
Evade 50%
Self
The character is a defensive whirlwind in combat, evading his opponent's attacks with ease. While this edge is active the character gains one extra Combat Action which can only be used for Evasion attempts.
This edge can be taken a second time when the character's Evasion Skill reaches 100% or more. While this edge is active the character gains two extra Combat Actions which can only be used for Evasion attempts. This upgrade costs five advancement points.
Tough Guy
Resilience 50%
Self, Permanent
The character is able to endure punishment that would cripple a lesser man. The character adds one additional hit point to all hit locations.
This edge may be taken a second time when the character reaches 100% or more in their Resilience skill. The character now adds two additional hit points to all hit locations. 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.
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The system I put together had them tied to skills. They are abilties that enhance or change how a skill is used. Some of them enhance other aspects of the character. Their hit points, damage bonus, or recovery time.
More cinematic is what I was going for. The class features wouldn't be tied to professions but rather you would buy them and make your adventurer however you want.
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I prefer the Runequest/Legend method. Most of the other games I play use it, or a variation on it for their difficulty levels. It is simple and it works. That is good enough for me.
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That would be cool. I've done some work on that myself, converting both feats and class features for the Legend system.
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I'm planning on doing that at some point. I was just going to go with the Legend/ Runequest spells, but add some of the more iconic d&d spells. I've already converted some feats and class abilities in Brp mechanics.
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I don't think there is, but that would be a really interesting conversion to do. Ghosts of Albion is one of my favorite magic systems too. I used it for a dark Harry Potter game several years ago.
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Saw there's Mongoose OGL cyberpunk pdf on sale for $2.00 on Drivethru for a short time only.
What's it called?
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Does Renaissance use professions? If that is the case I have a file in the downloads section that is a listing of pulp era professions, complete with some new skills. It is for the Legend system, but that should work with Renaissance too I think.
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Oh yes, I have a bit of professional interest in the genre. Next week I am giving a quick pedagogy on dime novels and their transition to the pulps.
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I will give Fire and Sword another look.
Ray Turney's Fire and Sword, available from this fine site (ie. BRP central) is a system which has done just that: d20 in stead of percentages and high-rolling. It's a good system with a lot of very interesting design notes (which are also available here and well worth a look).
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I ran a evil Harry Potter game. It didn't really start out evil per say, just that the school they were going to was very lax about what it taught it's students. The game was based on the medieval legend of Scholomance.
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Possibly during winter break, but more likely next summer I am going to combine all of my pulp alternate rules into one file/ supplement. I think I will include power points as a alternate to hero points as a optional rule. Given that most characters are going to be running around with just edges that makes power points a underused resource.
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Depending on how magic/ power light your game is, it does make sense to use power points like hero points.
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See I was more reading into the skill more broadly Insight into someones motivations, insight into a problem, insight into a situation, etc...
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Pirates of Legend gives an alternate way to build hero points with vices, where if you indulge in a vice you get hero points based on how strong that vice is.
My game Magic & Flintlock uses this idea but expands it into Virtues and Vices. Role play out a Virtue and you get a Hero Point, suppress a Vice and you get a hero point. You can try to not do a Virtue, but you don't get hero points if you do and if you give into your vice, again no hero points. It's a strong role play element and helps to generate valuable hero points.
Hmm... I think I'd rather have characters gain hero points when they act in accordance to their virtue or vice. The vice is there to be a downside to the character that gets them in trouble from time to time, at least that's my perspective on it.
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Mostly BRP and openquest home brews now. However still occasionally dabble with AD & D, Traveller, Megatraveller, Traveller TnE, car wars and for miniature gaming XWing. Saying all that may well try and do a Traveller port for BRP as my current gaming group love the simplicity and yet also crunch ability of BRP.
I remember car wars. Good times. I had a yellow Volkswagen beetle with flamethowers.
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This is something that has always troubled me. Though short of totally revising Damage Bonus and perhaps even the entire damage system, I don't see any way around it other than simply adjusting base bite damage for creatures.
SDLeary
Adjusting the base damage for creatures seems to work for Call of Cthulhu, Runequest, and Legend.
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This was in another thread, but I feel it needs it's own thread.
In very pulpy games I want to try to make Hero Points more available to the players. This can be done in a couple of ways. I can increase the amount given at character creation, Runequest 6 gives you "Luck Points" equal to your POW. I could also increase the rate at which Hero Points are refreshed. Or I could do both. This is what I'm thinking of doing for my Pulp Legend Rules.
Starting Hero Points
Characters in a low pulp setting receive Hero Points equal to their POW+CHA divided by 4.
Characters is a high pulp setting recieve Hero Points equal to their POW+CHA divided by 2.
With this system a low pulp character with average scores in both POW and CHA starts off with more Hero Points than a starting Legend character. I feel having it based on both POW and CHA prevents POW from getting out of hand, particularly when you add Psychic Powers and Sorcery into the mix. Low pulp and High pulp are two things I'm working on, two different styles of play really. Low pulp is meant to be gritter, more suited for horror. High pulp would be perfect for masked avengers, and globetrotting adventurers.
Stunting
This is a rule inspired from the old Adventure! rpg, that eventually made its way into the Exallted rpg. Stunting in a nutshell is where you describe your character's action in a cool and unique way. If the gamemaster thinks it is good enough you get a bonus for that roll. This is how I'd have it work for the Legend rules.
Prior to the dice roll the player describes how he is going about his action/ how his action is going to resolve (if successful). If this is described in a sufficiently cool and unique way the GM can allow the stunt to proceed. The character makes his skill roll but instead of rolling two dice he rolls one additional tens dice and takes the better of the two dice. If the skill roll is successful the character also gains a Hero Point.
Stunting is not only a way of increasing the refresh rate of Hero Points, but it leads to some very entertaining roleplaying sessions as well.
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Incidentally, here is a link to the PDF with all of my collected edges in the downloads section. I'll be adding more periodically, particularly when I can iron out some Mad Science rules.
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I like your take on those Feats! Very good way to add damage, without seeming to be overpowering.
Thanks! I tried not to make them too powerful. They are all supposed to be the equivalent of a magnitude one or two Common Magic spell. When you take the edge the second time it pushes it up to a magnitude three spell roughly. They are meant to be minor abilities, kind of a cross between Heroic abilities and Common Magic/ Folk Magic. I also made them so they'd be available at character creation.
Large Magic Items
in Magic World
Posted
Okay so the Artifact rules in Corum can indeed be used for larger objects, one of the examples is a boat. The thing is the rules don't really give any abilities like flight, or invisibility to a object, you are limited to three options.
1) Quality - artifacts with this option are of superb quality. Armor crafted with this option protect for its maximum rolled value, a weapon with this quality always does max damage.
2) Mechanics - this option allows you to create clockwork mechanisms, beasts, vehicles, servitors, even limbs.
3) Plane Shift - the artifact allows you to shift to another plane
You can combine all three of the options into a single artifact, so for example you could have a Quality Clockwork ship that requires minimal crew, and can shift all aboard into another plane.
I think if you combined the Corum Sorcery and Contrivance rules together you might get more what you are looking for.