Jump to content

BMonroe

Member
  • Posts

    451
  • Joined

  • Last visited

  • Days Won

    28

Everything posted by BMonroe

  1. Oh, this sounds awesome... I'll be making a trip down to Chaosium to pick it up sometime in the future, methinks.
  2. Sure. Pendragon uses a D20, and that game is really a refinement of BRP. HeroQuest uses a D20, and it's got hardly anything to do with BRP or D&D.
  3. The Underlined skills are those given to you by your profession. It's important to note them because there's some Experience Roll trickery to your Occupation Skills. The Asterisked skills come from your Culture. Each Culture template has a list of a few skills (half a dozen or so), and you get to choose three of them in which you were trained. Each of those skills gets a +10 percentile bonus when you make your character.
  4. This I don't know. I know it's actively being worked on in Hayward right now. I'm assuming it'll be out later this summer/fall. But don't quote me on that.
  5. There's not a lot of changes to what you'd consider the 'core' BRP experience. The main thing I've fiddled with is the way Skill points are allocated, and a few other chargen-related things. But, I keep the original "Here's a bunch of skill points: spread 'em out however you want" system that everyone's familiar with. All the chargen changes were done for the sake of quicker character creation, but I feel they still give interesting, well-rounded, and robust characters. Aside from that a few little tweaks and polishing here and there. Minor stuff, really; I'd be surprised if most people even noticed the few changes I've made to the core system.
  6. Here's a little teaser for y'all. A 'mostly by the book' character I just made up for Magic World. By "mostly" I mean that it's almost entirely by the book, with a few houserules/options turned on. I'll italicize anything that's non-standard, and explain it in parentheses. 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 If you've got any questions, feel free to ask. I'll be away from the computer tomorrow, but will answer when I get back. Or, there are a few people on this board who are familiar with the MW rules as they are currently, and they can probably answer any questions.
  7. Just make up something that sounds fun. Worse comes to worst, start with an existing monster, and then fiddle with it until it suits your needs. And, I always keep this in mind: "Game balance is for pussies." -- Greg Stafford
  8. According to the Chaosium site, Mythic Iceland has begun shipping.
  9. Just what you see on the website. It'll be the first MW book released after the core rules. I'm guessing some time in early fall, but I really have nothing to go on aside from speculation and assumption...
  10. The extra "Advanced Sorcery" spells in the Advanced Sorcery supplement are drawn from Charles Green and Richard Watts' "Gods of Law" and "Gods of Chaos" unpublished manuscripts. As in "Elric!" creating enchantments ("Magic Items") is the province of the GM. PCs can still create minor items by binding spirits/demons into things. The Staff/Wand rules from the BGB are included in Magic World, as are systems for binding a variety of spirits into things (POW Spirits give you MP to spend, Spell Spirits store magic for you, freeing up your Free INT, etc.)
  11. No, the Battle/Spirit Magic stuff was in the Magic Book, and will not be in Magic World. Runes will be in the "Advanced Sorcery" supplement, along with a bunch of extra Sorcery spells, the Demon creation rules, Deep Magic (AKA: "Eastern Magic"), Herbalism, etc. Also, I have to ask forgiveness if I don't reply to these threads often. For some reason, despite my subscribing to it, I'm not getting notifications of further discussion. I'll try and fix that again, and see if it does anything.
  12. Can be found here: Stormbringer! » Interview with Ben Monroe
  13. Yup. I hate games where I feel like I've got to get a monthly subscription to keep up with all the books just in case one of my players pulls some random rule out. And, as far as I know Mythic Iceland is at the printer. It should be out any day now.
  14. Yeah, thanks for the suggestions, and neat ideas, but the book's out of my hands at this point.
  15. Sure! Your mage is trained in a selection of "Spheres" and "Elements". Specifically: THE SPHERES OF INFLUENCE: EARTH: The first of the elements. This Sphere includes all minerals and metals, be they base or precious, solid or liquid. FLORA: The spawn of Earth. This Sphere includes all vegetation, from the lowliest fungi to the greatest of trees. FAUNA: All beasts of subhuman intelligence, including insects, fish, birds and reptiles. WATER: The second element, including all liquids composed mainly of water or which rely on it for their composition: lakes, rivers, streams, the sea, the rain, wine, milk and dew. SPIRIT: The Sphere of the senses: Sight, sound, taste, smell and hearing. This Sphere also governs the soul, the base from which all senses are judged to have emerged from to summon forth the inhabitants of other planes. FIRE: The third element. This Sphere governs all aspects of fire: smoke, heat, and flames. It also covers the associated elements of light and darkness. FLESH: The Sphere of Man. This Sphere covers all aspects of human intelligence and physical being. Anything that directly affects the flesh and intelli5ence of humans is the province of this Sphere. AIR: The fourth element. Air governs the movement of the winds, the hurricanes and the tornadoes—elements which have the capability to soothe or to destroy. THE RUNES OF POWER INHIBITION: This enables the stopping and prevention of things. DIMINUTION: The Diminution rune effects the reduction of things in size, shape, mass and density. SUMMONING: The rune of Summoning allows the mind of a sorcerer to enter into the realms that are unseen and untouchable by ordinary people: it allows the sorcerer to draw forth otherworldly entities. CREATION: The Creation rune governs the making of things from raw materials and. in some cases, the making of things where no raw materials are available. DIRECTION: This rune masters the movement and redirection of things, either up, down, side to side or in any permutation possible within the limits of earthly physics. ENHANCEMENT: The rune of Enhancement is the opposite of Diminution and promotes the growth or acceleration of things. DISMISSAL: The opposite rune to Summoning. This power allows a sorcerer to dismiss from this world creatures that may have come from others. TRANSMUTATION: The Transmutation rune allows for the changing of one thing into another-& it water into ice or steam, or flesh into stone or metal. This is the rune of ultimate Chaos and as such is the most difficult rune to master. You combine a Sphere with a Rune, and then decide what the effect is. Perhaps you want to create "magic beans" ala Jack and the Beanstalk. Mix "Flora" with "Enhancement" and you're all set. Want to make a spring bubble up and provide refreshing clean water for your group? "Water" + "Creation" and you're set. There's a Magic Point cost associated with whatever you're trying to do. This is based on how 'big' an effect you want to get, with a bit of Player/GM negotiation to be had, as well.
  16. And as much as I like Steve, please remember that Greg is the sole owner of Glorantha. Steve doesn't have anything to do with it an longer.
  17. And, in further exciting news, I just got clearance from Richard Watts to use his magic stuff (spells, demon abilities) from Gods of Law/Chaos as well! So, all the spells which he and Charles Green cooked up for those two monographs will now be appearing in the Advanced Sorcery supplement, as the titular chapter. Their Demon abilities will be plopped seamlessly into the Demons chapter of the same book. Yay!
  18. Yup! Loz's excellent Unknown Eastern magic is now "Deep Magic" in Advanced Sorcery. I'm really excited to get it back in print again.
  19. Exciting news! I've been working with Charles Green, who has revised/reworked his magic material from the "Gods of Law" and "Gods of Chaos" monographs. All of the sorcery spells from those two books, as well as a couple of new demon abilities will all be included in the Advanced Sorcery book. So, this adds an additional 27 sorcery spells to the game, all of which are weird, powerful spells. I'm very happy about this addition, and think it adds tremendous value to the book. Also, I'm really happy to be able to get Charles' material into print finally.
  20. Not until things are firmed up a bit, but I'm very excited about what's in the cooker right now.
  21. You'll definitely also want to check out "Enlightened Magic" too, then. It's got some great material on running modern occult/urban fantasy games for BRP.
  22. There's one other supplement after Advanced Sorcery, which is nearly completed. I've got two more on my radar which are in various stages of development.
  23. Yeah, essentially. It doesn't have anything to do with Basic Magic. It's a standalone sourcebook for Magic World, or BRP. It's a setting-free book, so you can do whatever you want with it. As much as any BRP book is compatible with RQ6.
×
×
  • Create New...