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p_clapham

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Posts posted by p_clapham

  1. 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.  

  2. 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.

  3. Any comparison between Enlightened Alchemy and Enlightened Sorcery with the Alchemy and Witchcraft in Renaissance?

    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.     

  4. 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.

  5. 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 

  6. 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.  

     

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  7. 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.

  8. I think that's how Renaissance does it:

     

    A PC's sanity is equal to POW. Their major insanity level (MIL) is equal to POW/2. When a horrific event occurs, a Persistence test is made (with potential modifiers). In the case of a failed roll, or fumble, Sanity points are lost. If the number of lost Sanity points are equal to or greater than the MIL, the degree of insanity is worse.

    Sounds good.  I'll check out Renaissance for more ideas.  Thank you.

  9. If you are not interested in having magic tied to professions, having them tied to skills may be the way to go. If a player wants their character to know sorcery, they must purchase the sorcery skill. If they want divine magic they would need a pact skill with the appropriate deity. If you want to limit players from having access to more than one magical tradition you could have subsequent magical skills taken after the first cost double.

  10. Which format do you prefer for your gaming collection? I like physical books, but at the same time I like how electronic copies take up less space, and that I can read them on my computer, kindle, or phone. I find if I really like the book at some point I will acquire a physical copy as well.

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