Jump to content

10baseT

Member
  • Posts

    294
  • Joined

  • Last visited

Everything posted by 10baseT

  1. You should look at some of the RQ6/Mythras stuff and convert it. It's very easy. I converted Caravan from Book of Quests. I think i had the caravan leave from Jansholm. Then to Smithstone then Aylesford (i can't remember, but it was quite easy). Anyway, RQ6 has a good amount of scenarios out and they're top notch.
  2. I thought this was pretty cool. Did you know there was an article in The Dragon magazine (#40) that had some RQ artifacts? I was looking for some Divine Right articles and ran across an article called 'Artifacts of Dragon Pass'. Here are the 6 artifacts for those that are curious... (in parenthesis is the area mentioned for the artifact, where it's at or last seen). The Ring of Black Fang (area between Dwarf Knoll, Moonbroth, to the Dead Place) The Impenetrable Shield of Kiahn (around the road near the Haunted Lands between Notchet and New Crystal) The Wands of Ectal (the wilds of Prax) The Medallion of Chaos (Snakepipe) The Mighty Blade of Kamax (Snakepipe to edges of Tarsh) The Crystal Egg of the True King (Dragonewt City)
  3. Dang, good info. I didn't even think to look in there, thank you.
  4. So how would you use shields with the 7e rules? I'm converting some of the Invictus scenarios to 7e and not quite sure how to address this since combat is an opposed roll with the better roll winning. I dont think dodge would be appropriate because i'm not dodging. I mean sure, i'm trying not to get hit, but with a shield i am purposely putting an object between myself and the attacker, and possibly moving to not get hit as well.
  5. For a good read on what this could look like, read Doomfarers of Coramonde by Brian Daley. An APC and crew in Vietnam is transported to a fantasy realm and they do fight a Dragon... these guys wreck havoc and take some lump themselves. There's been good coverage on the military/police aspects so i'll touch on something else. The things the Necromancer can do with magic. I dont know if he's the only wizard or if there are others, but some magical things to consider: *Fire, Air, Water, Wind Spells - cast on a tank, helicopter, etc can roast or damage the crew. If cast on weapons or ammo, these will explode in the users hand killing or hurting them. Lightning type spells would do the same. A fire elemental can enter a tank by going thru the main gun. Wind spells or wind elementals can bring down air craft. Rain can bog down armored vehicles. Freeze all their drinkable water. *Charm/Teleport - a wizard can teleport into the HQ, wrap his arms around the commander, then teleport back, essentially kidnapping the brains of the opposition. Can be done with anyone of importance. Same concept with invisibility and charm... walk unseen into the camp, and charm the person in charge to make stupid mistakes and are conducive to you sides victory. Or at least eavesdrop and know what they're going to do. A recon if you will. Magic can just do alot if applied in a spec op sort of manner. You attack the head and let the body die... something like that, you get the point.
  6. A Colonial America and French and Indian Wars setting would be great. But also add a module on the US West Coast at this same time. While the colonies were fighting England, Spain was building missions up and down the West Coast subjugating the Native Americans, looking for gold, etc (Father Junipero Serra and San Juan Capistrano)... with the Russians and English encroaching in Northern California to Alaska. Or maybe some years later on the West Coast, the Mark of Zorro period. The actual story 'The Curse of Capistrano' is a great read and what gave rise to the 'Mark of Zorro', as he was the curse of Capistrano. More Dark Streets, Five Points, and did i say Colonial or Frontier America. Liking the Napoleonic period as well, something like Sharpe's Rifles.
  7. I picked up the Bundle of Holding Trail of Cthulhu +2 bundle and paid for the threshold upgrade, well in there, are 2 sweet soundtracks of cthulhu-themed music that are really impressive. One is an hour the the other is an hour and 14 min. Both set the tone and the mood. (Plus you get all the good Cthulhu content, which was my goal but i'm just surprised and impressed with the music)
  8. I always found the GURPS books very informative, (Their Old West and Steam Tech pdf's are only 7.99). I use many of their books for BRP and I typically use the same damage for BRP/CoC that GURPS uses for their weapons damage. Just a straight port over. Someone already mentioned the Investigator Weapons vol 1 and 2. I have to say, those are both informative and a nice addition to any gamer's library.
  9. Ditto, backed as well. If it's anything like their other CoC kickstarter, The Things We Leave Behind,it will be bitchin!
  10. If you're playing some good ol' Land of Ice and Stone, check out what a caveman's voice sounded like. http://media.knssradio.com/a/116810310/we-find-out-what-cavemen-sounded-like.htm jump to the 3:13 mark to bypass the tripe (it's a 10 minute audio of the news). A caveman that was killed by an arrow in the Alps basically had his vocal cords studied, then his voice was appoximated. There's not much voice, only the vowels said in Italian, but pretty cool i thought.
  11. I want to pick your collective brain on the 'Mary' scenario in 'Before the Fall' (converting to 7e) ** SPOILER ALERT** In the scenario, Mary appears as an attractive woman in her 30s. The PCs will interact with her briefly when she hires them to find her son. Well, when the PCs go to Innsmouth and see her birth certificate, they're going to know she's closer to 75 years old and thus shouldnt look the way she does... which knowing my group, they'll go pay her a visit. I guess i can just have her appear as an elderly woman to mitigate that. Just want to know what you all did? Secondly, what did you all use to clue your PCs that after Innsmouth, they should go to Arkham? Rowley can't say the wife took her infant son and moved to Arkham because they would like to know where he's at too. And if they knew that, then they would have investigated. Innsmouth PD can easily engage Arkham PD and say they want to speak to the foster mom on some trumped up charge... then follow the investigation trail on their own. Kidnap the child/Mark and use him for bait to get their hands on Mary. How did you bridge this?
  12. For DG, i'm going to give you several answers. The first is, I would get the original DG setting which was made to work with CoC rules. Even if you don't ever run DG, the content and source book is just so awesome. It stands as a piece of literature on its own and is just fun to read (Majestic 12, Project Covenant - the raid on Innsmouth, Nazi Karotechia, Saucerwatch, the Greys, Intergovernment Task Forces, Roswell, MK-Ultra like you see on 'Stranger Things',... i can go on and on). You can get it at DTRPG http://www.drivethrurpg.com/product/99212/Delta-Green . And if/when you do run DG, use the 7e rules or the new DG rules (both are d100)... i use both and very easy to go back and forth or pluck and use what suits you. (I reccomend all the original DG source books for everyone's CoC Library... you can't beat the price on DTRPG). For the new DG, they just released the Agent's Handbook and quick start rules which is called Need to Know. It's on DTRPG as 'Pay What You Want' http://www.drivethrurpg.com/product/175760/Delta-Green-Need-to-Know . I'd get it so you can check it out. But since you like the 7e rules (which i do as well), use the 7e rules... DG is the setting. (DG finished a very successful kickstarter and there are tons of bitchen stuff scheduled to come out) Since you're playing in the Arkham/Boston area, your PCs can be part of a Boston PD special unit (or Boston FBI field office) that utilizes contractors like professors, animal control, etc, ie specialist that have certain skills. Actually, there may not be an FBI depending on the time setting you run. So maybe a group put together by Arkham that is funded by multiple departments to further research and discovery. Your PCs are part of this diverse group. There's a short story you should read about NYPD's special unit that work in the subways, in the 1920s i think. They're secret, get paid more and you have to qualify, but anyway, it's because things have been seen and they are fighting the menace. I don't want to spoil it and i'll post the name when I find it.
  13. Have you tried Delta Green, either using 7e or the DG rules? They give an excellent reason why the PCs are together or affiliated. Or use something similar in your setting...maybe like in Ken Hite's book 'The Cthulhu Wars' they are part of Unit X/Unit 10 (which can be tied into DG as well). Or instead of being part of a government agency, they can be part of a society like in Pagan Publishing's Golden Dawn... all which give a reason why the PCs do what they do together and why/how new PCs can be introduced to an existing party.
  14. Yes, but the physical copies havent reached the kickstarter backers yet. The pdf was released about 4-5 days ago... then feedback for errors were going to be taken into account, fixed, then hardcopy shortly after.
  15. Convicts & Cthulhu is also 7e. (A very nice piece or work!)
  16. So has anyone heard any update on when or if this issue is still going to come out? Their webpage didn't have anything recent. GoogleFu turns up the same question asked some years ago, but no recent news or updates. However i did come across a Vietnam scenario called Charlie Doesn't Surf. (I haven't read it yet, but love the name.)
  17. LOL, love that.... it soooo paints the picture and the mood, semper fi.
  18. My group refers to it as RQ7 simply because it's the 7th in line, there's no other reason. Now we know it's not official, but that's okay... when anyone says RQ7, we know what rule set is being referenced and it's how we differentiate. (Seems the community informally has been gravitating to this reference, it's where we picked it up... so by default, we use RQ7 now)
  19. They communicate among themselves with the song and life sense, empathically with each other and the forest (trees, runners, dryads, etc)... so all know what is happening. Word can spread about invaders this way, call a council meeting or, what part of the forest needs tending or pruning. There is a difference between the two, and i think life sense permeates thru the trees. While the song is between all aldryami, like a hive mind i guess, and it lends to better use of life sense. Anyway, 'A Guide to the Aldryami' has great info on it and i think you may still be able to get it for $1. (Actually, anything written by Shannon Appelcline is very informational...i wish Oak and Thorn would be released). I would say humans cannot learn it. But the aldryami dont use life sense/the song with outsiders... probably speak the local tongue.
  20. 10baseT

    The Sea Cave

    I would buy an OSR version if it's fleshed out (well, even it if weren't actually). Then also pick it up again if it were updated and released in the future.
  21. Thanks folks. (I was also thinking maybe have PC make CONx5 or go unconscious.)
  22. What does Functionally Incapacitated mean exactly? How do i become no longer functionally incapacitated? I'm looking at page 20 in the rulebook, RQ Classic/RQ2, and it says i can no longer fight until healed, i'm in shock and i can heal myself. If i can heal myself what's the difference between casting a different spell than healing (maybe because i can't fight i cant attempt to overcome another's POW)? And how far do i need to be healed before i'm no longer functionally incapacitated? I'm curious to see what others do. I house rule the functionally incapacitated condition ends when the location in question is healed to positive hit points. And anyone trying to hit you automatically does. But anyway, curious to see what others do. Also curious to see what the new RQ will do.
  23. Me too. Also gonna buy Mythic Britain Saxons as well (i think that's what it'll be called)
  24. Everything from TDM is damn good, and you can't go wrong. There's a new RQ6 supplement for Mythic Britain that's in the works, about Saxons i think. I can't wait, it's gonna be sweet.
  25. My group has been playing RQ since the early 80s and we haven't lacked for any storytelling, or felt a lack of it anyways. The cult right ups in Cults of Prax/Terror gave us good fodder to drive our PCs and ambitions/motivators. If there was something we wanted to do or add, we just added it or took care of it. I guess i'm on the other side 'cause i'm fine without it. I must admit though, from what's mentioned in the designer note updates, the new chargen and background sounds cool. But you do mention DnD Inspiration. Towards that, i can say i did like Stormbringer's elan points. We actually use that somewhat for RQ in that a PC will get an extra point or so for DI attempts... depending how in character the PC was to his cult, (at GM discretion. (one thing i hope we dont and never see is bennies or coins/tokens for rollovers/rerolls... i think we're safe there)
×
×
  • Create New...