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BMonroe

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Everything posted by BMonroe

  1. I think in the end, they decided the baboon had cracked his skull on his opponent's armor or something. But that was after the initial hilarity died down.
  2. It was something where the baboon was using a bite attack against an opponent, fumbled and rolled the "hit self, do critical damage" result. Then they rolled the location, and it was the head.
  3. Good stuff! Looking forward to what else you come up with.
  4. Awesome. Greg Stafford once told me about his baboon PC that fumbled and bit its own head off.
  5. That's great to hear! Let us know how your game goes.
  6. Indeed, I just stopped by Chaosium and picked up my copies. It looks marvelous.
  7. I'm assuming you are aware that Larry DiTillio, lead writer of "Masks of Nyarlathotep" was also one of the main writers for the He-Man series, and created the character of She-Ra, and her spin-off show. If not, now you know.
  8. I'm sure I've told the story before, but... Running an RQIII game, circa 1988 or so. Homebrew setting, and the PCs are being charged by a mob of mutant orc-like things. So, the chief of the monsters charges one of the PCs, and fumbles his attack roll. Checking the chart, he loses a piece of armor. A random roll tells us he's knocked his helmet off. Shenanigans happen, and then it's the next turn. The mutant-orc-thing attacks the same PC again, and Fumbles. Rolling on the chart, he's hit himself for critical damage. ROlling again, we discover that he's killed himself in the head. After the laughter dies down, we take a moment to reflect. The bad guy leader runs up, knocks off his own helmet, and then sticks his axe in his own head. At which point, the other orc-mutant-chaos-monster-things surrender to the PCs, and their obviously superior magic.
  9. I just read your post on the swordmage. I really liked seeing how you extrapolated ideas out of the text to make the character fit your vision, rather than adhere to just what was in the rules. That's very much what I'd hoped I'd see after the game came out. In many ways, the system's just a skeleton, and there are many areas where the Chroniclers and Players need to fill in a few blanks. I'm hoping people see that as a feature, not a bug.
  10. Since you're allowing anyone access to Sorcery, maybe both? They have to use Craft to build the summoning "device" and then Art to perform the ritual. This way, there's no POW-requirement, but its not super-easy to become a powerful sorcerer. It takes time and dedication.
  11. Nice! This is cool stuff. Any reason why you're using Craft instead of Art for the Suummoning spells?
  12. As I mentioned when you asked that before, I'm looking into how that can be done. I can probably put together a small appendix listing what creatures in MW use which existing hit chart from the BGB, and then create a few new ones for those that don't have analogues in the existing charts. I don't know if this would be able to fit into the Bestiary, but worse comes to worst, it could be a freebie download on the website.
  13. Essentially, yes. Note that the demon powers were culled from -all- of the Elric! and SB5 supplements. There's no special focus skills, per se, but we do have a new system "Arete", which is based on the old "Land of Ninja" Ki-powers system, but broadened a little bit. It's pretty cool, and gives non-sorcerers something do do with their Magic Points. Lastly, we pulled all the spells from Gods of Law and Gods of Chaos, and put them in the intro chapter, "Advanced Sorcery". It really is a pretty massive book. It's one of the reasons I decided to only use the single Sorcery system in the core book. I get annoyed by games where the 'powers' system takes up more than half of the book, especially when an inverse proportion of PCs can actually use the material (D&D and Pathfinder, I'm looking at you...). So, we decided to put one robust system in the core book, and then put everything else in a follow up. Yes, and see below. Yes, we pulled all the critters from the Gateway Bestiary that didn't appear in the core rules, and then reskinned a lot of monsters from the Stormbringer and Elric! books. I then dug into Hawkmoon, Elfquest, etc. to pull over anything useful. Finally, I got some guys to write up a ton of new monsters. I'd say it's about 50/50 recycled and new stuff. Yes. Some stuff was pulled from the GM's book, because it doesn't apply specifically to Magic World (cost to buy pieces of armor in different levels of industrialization), or because it just wasn't anything anyone actually used. The Cults material is really neat. I think people are really going to like it. Yes. It's about half setting, half scenarios, and has some of the usual 'extra junk' to use in your MW games: probably some new occupations specific to the southern reaches, a couple of new monsters, maybe some new spells, etc. When we originally conceived of the book, we were using the classic "Keep on the Borderlands" and "Village of Hommlet" as inspiration. We came up with the idea of creating a 'campaign-starter' area, where PCs can begin their adventures, and then detail it, and the immediate surroundings. I can't recall the exact size of it, but we've got a little town that's more important than it's size would suggest, and then maybe 25 or so miles around it. And in addition to that setting material, there's 5 or 6 full scenarios to use in the area. Hope that helps!
  14. I couldn't be happier with the way the book turned out. It's reminiscent of Elric!, yet having a distinct trade dress of it's own. Gotta say, too, that it looks -great- on my iPad.
  15. In all honesty, Call of Cthulhu is about the greatest single-volume RPG ever created. Seriously when I run CoC, I only use the material in the core book. There's enough in that one book to keep you gaming for years.
  16. Okay, I've logged a number of errors and omissions since the release of the rules last week. A number of these Chaosium was able to incorporate quickly before the book was printed. Not all of them, sadly. I'm talking with them now about getting the PDF updated so those of you with it will be able to get the corrected copy. You should all get some kind of alert when that happens. The top post on this forum has the link to the Google Doc where errata will be kept going forward. But, for those reading this, here it is: https://docs.google.com/document/d/1o8MZHsodx3zzFSXGSNaz80DfCZzhuMjjgXILy4L12U4/edit?usp=sharing You'll see that it's nothing game-breaking. Just a couple of little omissions, and a handful of things that were incorrect, or explained poorly. If you have any questions in the future, or find any other errors, post them here, or email to magic-world@chaosium.com Game on!
  17. It's missing. I'll add it to the errata at some point.
  18. We're not talking about specific spells in this case. Any protection or counter magic-type spells fall into this rule. So, yes, Sorcerer's Shield and Reflection would work.
  19. The rest of the book remains unchanged from the GW hardcover of SB3. The only things I altered aside from the sorcery rules, where any place in the book where those rules came into effect. E.G.: updating all of the NPC demon weapons to the new system.
  20. FYI: There's going to be some neat stuff in the MW Chronicler's Companion that'll make Allegiance very cool indeed. It allows you to take the simple essence of Allegiance, and use it to build out full pantheons with unique outlooks and philosophies.
  21. That's an error. Add "World Lore" to the Sorcerer, Fisher should have "and one weapon skill, or one other skill as a personal specialty." I've already made a note of that, and if I can't get those fixes in the final printing, I'll make sure to add them to the errata.
  22. I'd say the bonus d3 is related to total, unmodified skill percentiles. And yes, that's a typo. Logged.
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