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BMonroe

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Everything posted by BMonroe

  1. For what it's worth, in Magic World, attributes not only deliver a skill category modifier to skills, but influence your ability to raise your skill level once you've hit 100%. In BRP/ELric!, it used to be that when you got over 100% in a skill, you had to roll under INT to raise it further. Now, the attribute that offers the skill modifer to that skill's category is used instead. So, to raise the Ride skill past 100%, means you've got to roll under STR. Pick Locks you have to roll under DEX. Orate, under APP, etc.
  2. Depends on how you do it, honestly. If you're talking about a main villain for a whole campaign, I might never bother to get around to statting him out (other than noting a few details of what sort of influence he has over things). If it's non-important NPCs for a given scenario, I usually just note something like this: Physical Stats (STR, DEX, CON): 10 Mental Stats (INT, POW): 16 APP: 12 Skills: Anything related to Botany: 65%, Other Natural Sciences: 50%, Combat (brawling): 35%, d6. I don't sweat the details. It doesn't break anything, and nobody ever knows the difference. Also, I'm lazy, so I prefer to spend more time working on the bits of the game that the players actually experience: plot, mood, and tone.
  3. Chimera are in the MW Monsters book, right between "Children of Lir" and "Crabs, Giant".
  4. Yes. It's in the production queue, probably to come out sometime between Advanced Sorcery, and the Chronicler's Companion.
  5. Yes. Ha! I've seen that happen before. Good question. I'd give it the same base chance as something like a staff or short spear. If the player uses it successfully, don't forget to give them an experience check! It might encourage them to do it more often, thus ruining their bow, and allowing your orcs to close with them faster.
  6. Obviously skill base chances represent the average, archetypal version of a species. If you want to make your any given species different from the 'norm', playing with the base chances is a great way to represent that. For example, how might the skill bases for "Sea Elves" differ from those of "Wood Elves"?
  7. It would happen on the victim's DEX rank. He can make an attempt every turn until he resists and breaks free. It's not a 'free' action, but once he's loose, he could take a second action (at -30%) to snicker-snack the frumious beast.
  8. Well, it's completely written and edited. I believe there are two books ahead of it in queue for layout/art. I also gather that one of those books is nearly done, and that some art has been chosen for AS. My -hope- is that we'll see AS this summer. As a bonus, I beleive (since they're easy to put together), they'll be fast-tracking the GM Screen pack to come out shortly before or after. So, with luck, by GenCon, Chaosium should have two supplements out for it.
  9. Fmitchell has the gist of it. I swear I had a better, and more overarching description of it, but it doesn't seem to have been included in the final version. I'll post that in the reattaching ASAP.
  10. The Power of my Awesomeness thwarted you.
  11. Whaddyamean "drove it off"? We totally killed that thing. I've got the Stoorworm-hide Armor to prove it!
  12. There's a setting book on a small-ish area of the SR in the works right now (imagine something like a hybrid of "Keep on the Borderlands" and "VIllage of Hommelet" for AD&D). The source material is going through the final draft, and the scenarios are under way. SHould be a great little book. There's also a bit of Southern Reaches content in the Chronicler's Guide. After that, who knows? If the setting is popular enough, and the game does well, there's a good chance the setting will be developed further. I've spoken to some guys about doing a campaign pack set in the Reaches, and I've got some other ideas as well. It's really just a matter of waiting to see if folks like it enough to keep working on it. Personally, I'd love to see a full gazetteer of the setting, ala the excellent "Val Du Loup" monograph.
  13. Stoorworm jerky.... Them's good eats...
  14. I ended the session with only two hit points left. Technically I went into a coma coming back from our group hunting down a storeroom for its dung (don't ask), but then was healed up to two hp when I was dragged back to town where the healer was able to concoct an antidote to the poison I'd ingested earlier in the game, which was slowly killing me. Sadly, one of the other PCs died while we were getting the poop from the monster. On the plus side, we were able to get enough meat off the stoorworm to build two suits of stoorworm-skin armor.
  15. I doubt Ghost Sword's got the cajones to come back. It's clearly some kind of pitiful "fire and forget" insult he tried to make at my expense. At least when I 'disrespected' Moorcock, I had the balls to stick around and take my just punishment... I thought about just deleting the thread outright, but didn't want to be disrespectful to Mr. Sword.
  16. Yeah, good luck with that. As editor of the game, I reserve the right to make any changes to the rules I want, in the name of "balance".
  17. Nice! Brian, these spells look good, and give a neat little side quest for Gary's PC.
  18. i was actually going to text you about this earlier, but life got in the way. Another way to do this would be to build a few custom spells for him using the "Powers" in the BGB. It's a poorly-guarded secret that the demon abilities in SB4, which were the prelude to those in Elric!, were created by making up little clusters of powers/disads using the Superworld rules. The "CV" cost of those powers is the end result of building them with the Superworld system. So, one way to do it would to be give Gary a budget of points to spend, and just let him make up his own powers using those rules. Failing that, maybe look at "Deep Magic" in AS?
  19. I would -love- to see someone do a BRP Scifi game. Sadly, I'm not the guy to tackle that. I'm more of a fantasy/horror guy, and don't think I'd be able to give a scifi BRP game the attention it would deserve. Stage a coup!
  20. See the tables on pp. 72-74, under the column, "Base %".
  21. Here's a character I posted in another thread. Figured I'd drop him here too. Name: Roac Species: Human Age: 27 Gender: Male Birthplace: Windriver Valley (from my homebrew campaign setting) Culture: Chiefdom Occupation: Hunter Looks/Attitude: Guarded expression, piercing eyes Allegiance: Light - 15, Balance - 25, Shadow - 5 STR: 14 CON: 15 SIZ: 13 INT: 15 POW: 16 DEX: 17 APP: 13 (In my own campaign, I allow all PCs to roll their characteristics by dropping a die, and adding the max value instead. So, for humans, this means all characteristics are 2D6+6) Hit Points: 28 (I use the 'Heroic Hit Points' option, which makes HP the total of SIZ+COn Skills: Physical + 7: Brawl 27, Climb 47, Dodge 39, Jump 32, *Ride 52, Swim 32, Throw 52, Wrestle 32 Communication+7: Bargain 22, Disguise 22, Fast Talk 22, Oratory 32 Knowledge +8: Evaluate 23, *Nature 83, Navigate 38, Own Language 83, Physik 38, World Lore 23 Manipulation +8: Conceal Object 34, Hide 29, Move Quietly 69, Pick Lock 14, Repair/Devise 77, Sailing 24, Trap 34 Perception +8: Insight 23, Listen 43, Sense 63, Search 28, *Track 48 Weapons: Broadsword, 62%, d8+1+d4 Longbow, 79%, 2D6+1+d2 Armor: Leather and Rings - d6+1/d6 Shield: Small, 22%, 20 Hit Points Spells: Raven Form (4) - Only able to cast it on himself (The Hunter profession normally can only offer 3 levels of magic. I -really- wanted to make a guy who can turn into a raven, so I took the 4-pt spell, but altered it so he can only cast it on himself.) Raven Form STR: 2 CON: 5 SIZ: 2 INT: 15 POW: 16 DEX: 28 Skills: Dodge 80, Search 100, Sense 100 Weapons: Claw, 40%, 1d2; Bite, 25% 1d3
  22. Wow. You registered for an account on this forum to call me out for a comment I made on another forum almost two years ago? Okay... http://forum.rpg.net/showthread.php?571828-The-BRP-Renaissance&p=13807034#post13807034 First off, let me say that I'm a fan of moorcock's writing. Indeed, over the last few months, I've gone back and reread the entire Eternal Champion oeuvre. That being said, I am not a fan of the way Mike has consistently bashed Chaosium over the last few years, nor the way he's consistently sicced his fans on Chaosium. Without going into details of his contract with Chaosium (which I have read, have you?), I will address my point about the Moorcock IP being an "albatross". Simply, it took just as much time, effort, and resources to put out a Stormbringer supplement as it did a Cthulhu one. And the Stormbringer books sold in significantly less quantities. Sadly, the fans of the game were also increasingly vocal and critical of the work. Attempts to make them happy resulted in more name-calling, factless accusations, and grousing. My understanding was that when Chaosium no longer had anyone interested in helping the line, it became easier for them to sign it over to Mongoose. I have no idea what that deal might have entailed, nor how happy Mongoose is with their relationship with Moorcock. As far as my "not having a job" if it weren't for Moorcock allowing Chaosium to create the game that was he basis for MW... I don't really know what to say about that. When I started working on MW, we were discussing doing a fantasy supplement to BRP. Around this time, I found out just how ill Lynn Willis had become (the author and editor of Elric! and most of the Stormbringer line). At that point, and after talking with Chaosium, we decided to use Elric as the basis for a complete fantasy game, to be released as a tribute to Lynn, and all his work over the years. Lynn had been a mentor to me in the publishing field for many years, and I wanted to do something to honor him. Magic World was the result. I also decided to decline any sort of monetary compensation for the book, in order to make sure it got out. For me, it was truly a labor of love.
  23. I beleive some were. I haven't had time to update it recently, but will do so as soon as I can.
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