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About peterb

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    Senior Member

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  • RPG Biography
    Long time GM, RQ, CoC, Traveller.
  • Current games
    RQ, Magic World, GreyHawk
  • Location
    Lidingö, Sweden
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  1. Version 3.5.1


    This is the third revised edition of a document which is part of a project, which I now, after many years in the back burner have picked up again: to create a magic system for d100 systems that would make it easy to port d20 OGL spells into the d100 eco-system. The system is designed to be able to coexist with other magic systems for BRP, such as sprit magic and divine magic. This is the second document of the project. The third is a compilation of converted and adapted d20 OGL spells from the d20 SRD and it's still in the works. /Peter Brink
  2. Version 1.0.0


    This is a short text I wrote a long time ago in order to provide an "in world" explanation of how sorcerers believed magic worked. The knowledgeable reader will recognize most of the ideas in the text, because they are not new. It did fit into the project I had at the time, which I now, after many years have picked up again: to create a magic system for d100 systems that would make it easy to port d20 OGL spells into the d100 eco-system. Hopefully this text will find some use. /Peter Brink
  3. Hmm, I think games that rolls a d20 or a d100 and then add the skill level, and requires a 20+ or 100+ result to succeed, still qualifies as d100 compatible since they just changed the math. That being said I don't consider the Rolemaster system to be a BRP/d100 compatible system, but I (IMHO) do think that Kult is a BRP compatible system as is "Western". But the OP is the one who lay down the rules....
  4. There's also another Swedish game, "En Garde!" which has similar rules to Kult (mainly because the authors of En Garde also wrote parts of Kult). The setting is 17th century Europe. This game is not the same as En Garde by Paul Evans. The of course, we have "Western". It's clearly a BRP relative, even if you roll high as in Rolemaster. The setting is the American Wild West. In fact, as a side note, most Swedish RPG:s are BRP related. Drakar och Demoner had the same position on the Swedish RPG market as Dungeons and Dragons had on the US market in the golden days of table-top RPGs, so it's only natural that BRP has inspired almost all Swedish roleplaying games.
  5. Mutant belonged to the BRP-family so it's setting should be a d100-setting. Later version drifted away from d100. The original version of Kult was a BRP like game. Later versions less so. IMHO, The game mechanics of Trudvang Chronicles are more like that of the CRPG Fallout. The setting Trudvang was originally written for use with Drakar och Demoner 6 which was a BRP like game (see link to info about DoD below). So I would say that Trudvang is a d100-setting even if Trudvang Chronicles aren't really a d100 game. Ereb Altor was the original setting for Drakar och Demoner, so that is a d100-setting (see https://en.wikipedia.org/wiki/Drakar_och_Demoner).
  6. If Harnmaster is considered a D100 system then Harnworld would qualify as a fantasy setting.
  7. Privateers and Gentlemen. By Jon Williams. Published 1982 by Fantasy Games Unlimited. Age of Fighting Sail (1755 - 1815). I'ts a bit weak on detailed background info but does give details on trade, ships and ports from across the world.
  8. RQG is RQ2 compatible by design, the intention is to be able to easily reuse the supplements brought back into print by the RQ2 reprint kickstarter project. I haven't seen any traces of RQ3 yet, but then I've haven't played RQG yet...
  9. Thanks for the all comments. When looking closer I realized that the formula is quite simple. It's the result of (((hp- 6) / 3) rounded) added to the starting value for each hit location. That's easy to implement. The reason I asked in the first place is that i'm modifying a couple of spreadsheets, that I created way back when I was playing RQ3 a lot, to RQ2.
  10. Hi, The RQ3 rules had a table with percentile values per hit location per creature type. Has anyone done something similar for RQ2? I have a vague memory of such a discussion (maybe on the old mailing list ;)) /Peter
  11. Please correct me if I'm wrong but isn't it so that a swordsman (using only a single weapon) that parries with his sword, after having made an attack, gets a -30 modifier? And if he had used a shield or a parrying weapon he wouldn't have peen penalized. Also I thought that the difference between how shields and weapons HP work was the norm and not an optional rule. But I might be mixing things up...
  12. And just for clarity: all the Gloranthan Classics are available in PDF format... So no need for ebay (unless you want to). You can find the PDFs here.
  13. Note that my suggestion for the MP cost of spells assume that you'll use Convocation skills. The effective skill level of a convocation skill is modified my Spell Level * 5 when you cast spells. So a 3rd level spell is -15 to cast and a 5th level spell -25. If you don't want to use Convocation skills then I would suggest the following: Skill Level Base MP cost Up to 50 3 51-75 2 76+ 1 Then use the multipliers as per spell. For example, the 3rd level Fyvria spell "Ketherian's Persistence" has a FP cost of (15-SI) x 2.0. In MRQ the Mp cost for a mage with a skill level of 56% would be (2 x 2) 4 mp. MP cost is also influenced by the level of success: CS = ½ cost, MS and MF = normal cost, CF = cost x 2. A MF/CF might (should) require a resilience test.
  14. On page Shek-Pvar 9 you'll find the fatigue rules. One fatigue level in HM2 is = 5 FPs in HM1. The spell descriptions I linked to are written in the HM1 format. So 1 FL = 1 MP. My suggestion is that whenever a mage has used more than 3 MP he must make a fatigue roll => Resilience skill - (5 x FL). Failure should leave the character at least Tired (IMHO). Magic in Harn is not as powerful as in Glorantha (the setting for which MRQ is written). A spell that does 1 or 2 d6s to each hitlocation and only costs 1 MP is still of course quite good. So you might consider Spell Level = MP cost. I don't think you'll need to change the damages that much. Some spells might have a base damage + a number of d6's. IMO you could leave it like that or treat the base damage as the average of a dice. So a spell with a base damage of 4 should do 1d8+1d6 points of damage on a normal success. Divine magic in the RQ sense does not exist in harn setting. Harn is magic weak compared to Glorantha so divine magic needs to become more costly. I would recommend making it a bit more costly to get by requesting a permanent sacrifice of POW (as per RQIII).
  15. My take at a quick MRQ conversion of the HM magic rules: HarnMaster magic is skill based. It uses Fatigue instead of Magic Points (a good conversion is 5 FP per 1 MP). All spells belong to one of six convocations. There is also a seventh "grey" convocation called Neutral magic. The 2nd ed. of the magic rules uses "convocational skill" instead of individual spell skills. A mage has one prime convocation and his skillbases are calculated based on the relationships between his prime convocation and the other convocations. In MRQII terms the primary convocation would have a base of INT + POW + POW. Neutral would be opened at INT + POW and all other convocations could (in game) be opened at either INT + POW (if the experience roll needed to "attune" to a new convocation is a Critical) or just POW. A huge list of HM spells are available from lythia.com. Note the links to more documents in the box to the right. I'd recommend using these spells, since they are designed to fit the setting.
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