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p_clapham

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Everything posted by p_clapham

  1. I managed to find a copy of the Elf Book online! Good thing too, I have no idea where my Elfquest book is.
  2. I was working on a hack of mutants and masterminds a little while ago. I think I had each attribute level equal one character point, and ten skill points equal one character point. Does that sound about right? Having a attribute point being ten times more valuable than a skill point?
  3. I wrote up some optional advancement rules a while back for the Legend board, but they work equally well for BRP. The skills derived from profession and personality types comes from Magic World. Since I am terrible at rolling dice I came up with the other two rules. 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.
  4. I think I have a copy of elfquest buried somewhere. I will try to find it
  5. Neat! I wonder if that site is inspired by "Edison's conquest of Mars".
  6. I gave the powers in BRP another look over, and I think I am going to go with a modified version of them. Rather than using the character's POW to determine the strength/ duration/ range of the power I am going to divide the skill by ten and use that to determine the potency of the power. I am essentially applying the sorcery intensity rules to the powers. Psychic powers that deal damage will use the Wrack damage table to determine how much damage they deal. I think this will keep psychic powers on par with sorcery. It will be more powerful up front, but will not have the same flexibility as sorcery.
  7. You are welcome! I may have missed it, but I was a little suprised there was no spell for making zombies. Also if anyone is looking for inspiration for more spells gurps spirits has a excellent ceremonial magic system.
  8. The Third Circle allows you to summon Angels, Demons, and Elementals.
  9. The Great Martian War - a "Documentary" from the History Channel on The War of the Worlds. I caught part of it tonight on BBC America. It was pretty well done. https://www.youtube.com/watch?v=b95Ge1w61YA
  10. I'm still fuzzy on the alchemy rules, but the Enlightened Sorcery and Witchcraft rules while mechanically different, are trying to do the same thing more or less. A ceremonial magic system where it is more effective to cast magic in a group than on your own. Enlightened Magic seems to have more bells and whistles associated with it. There are optional rules for various modifiers to your spells depending on the time of day, month, or season. The spells are very different, in that they are organized into three circles. The first circle can be quick cast, these are cantrips and petty spells. The second circle is more powerful magic, still capable of being cast be a solo practitioner, but ceremonial in nature. The third circle are mighty spells that require a group of dedicated sorcerers to cast.
  11. A interesting article on cracked.com. http://www.cracked.com/article_19943_the-9-most-hilariously-irresponsible-old-timey-weapons.html
  12. I'm looking to do some rules for Psychic Powers as part of my Pulp Legend project, I have a few ideas, and wanted to know what folks think of them as I am not sure what direction I want to go. Here is what I have so far. Psychic Powers as Edges - In this case Psychic Powers would simply be another kind of edge. A character advantage that can be purchased during character creation, or during play. Edges are minor abilities, kind of a hybrid of Heroic Abilities, Common Magic, and Folk Magic. Under this system Psychic Powers would be very low-powered. Psychic Powers as a kind of Sorcery - Under this system psychics would make use of two skills for their powers. Persistence, which would act as a measure of their mental strength and act as the Manipulation Skill, and a Powers specific skill such as Telepathy, which would act as the Grimore skill for all Powers with the Telepathy keyword. Psychic Powers as Common Magic - I'm less than enthusiastic about this method, which is just letting characters purchase Common Magic relabeled as Psychic Powers. If you have any suggestions for any other systems I'd love to hear it. I am trying to keep away from magic point intensive rules such as the powers in Basic Roleplaying.
  13. So what is your ideal vision for Call of Cthulhu 7th edition. I'd like to put together list of what everyone wants and sees what we get. Here is what I would have liked to have seen. - Legend/ Runequest 6 style skill setup. Skill defaults based on attributes, smaller list of skills. - Hero Points as a optional rule for pulpier games. - Combat Actions - Character feats/ edges as a optional rule for pulpier games. - Psychic powers as a optional rule. - Minion rules as a optional rule for pulpier games. - A separate attribute for sanity points, aka the Stability attribute
  14. Back in highschool I started making Lovecraftian artifacts in art class. They were primitive looking bronze figurines that had a air of sinister antiquity about them. Unfortunately all of my early pieces were lost at a art show. Years later I took some classes in foundry and bronze casting at a nearby college, and created some new pieces. Shub Niggurath Idol, bronze. Lost wax method. Weighs about sixteen pounds. Mysterious disk, impregnated sand method. Weighs about eight pounds. Kicking around somewhere I've got a Cthulhu idol that is partially finished as well. I just need to snip off the sprues, file it down and polish it a bit. Not 100% happy with it, as I had some of the details break off prior to casting, and I never cast up a pair of wings to go along with it.
  15. Bingo! Specifically I'm after gadgeteering/ wondrous devices rules. Aside from that I am just generally curious what rules/ systems C&C has that DR does not.
  16. I have been buying the pdf and print copies from separate sites. Pdfs from mongoose, and the print books from amazon. I would love to get them from a lgs, but there aren't any in my area.
  17. Does C&C have any additional rules deluxe Renaissance does not? Mad science, wondrous devices, that sort of thing?
  18. From the album: Lovecraftian Artifacts

    bronze, lost wax method.
  19. p_clapham

    Lovecraftian Artifacts

    Here are some projects from my brief stint in art school.
  20. Oh cool! Ive been buying their print copies and pdfs separately.
  21. I'm not overly thrilled with the attributes expressed as percentages. The bonus die/ penalty die system is interesting. I would have been happier if they had kept closer to the core rules, cleaned up skills a bit, and added a stability attribute that you derived your sanity points from. A system of advantages/ feats to make the game more pulpy would have been nice too. Frankly it seems like what I want Call of Cthulhu 7th edition to be, I'm already creating with my pulp Legend project. I have the cleaned up skill list, hero points, combat actions and a system of advantages/ feats that are skill based.
  22. Okay, so what is the difference between MRQII and Openquest? I don't recall seeing any glaring differences when I peeked through the PDF file.
  23. I'm curious what is the difference between Renaissance Deluxe and the Clockwork and Chivalry books? I just bought the PDF of Renaissance Deluxe and was curious if Clockwork and Chivalry had the same magic and sanity rules.
  24. Are the spells similar to sorcery from legend/ mrq2, or is it more like common magic?
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