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rust

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Everything posted by rust

  1. Besides those you already mentioned, I very much like the fact that Mythras has no character development restrictions like character levels (as in D&D) or career terms (as in Traveller). Mythras characters can learn new skills or improve their skills whenever it makes sense within the framework of their stories,
  2. Yes, but they are not very detailed.
  3. M-Space, the science fiction supplement for Mythras, includes a simplified combat system which uses general hit points and a reduced number of special effects.
  4. I mainly use the story elements. While there are no true conversions, I use the material from the three Star Wars roleplaying games (West End Games, Wizards of the Coast and Fantasy Flight Games) as inspiration for my own designs of stuff like vehicles or starships.
  5. I realized that I did not have the necessary time to design a suitable background universe with an interesting history, near future timeline and events for my setting, so I went looking for a well developed universe supported by some roleplaying material and finally ended up with Star Wars.
  6. Yep, it certainly is - I moved my Thalassa setting to the Star Wars universe some weeks ago, and it works just fine.
  7. While I rarely use brotherhoods or cults in my fantasy or alternate history settings, their science fiction equivalents (the Circles from M-Space) are rather prominent in my science fiction settings. They have the role of patrons who can provide expensive equipment (e.g. a starship), specialized training and useful connections to the player characters, and at the same time burden the player characters with obligations and missions (read: reasons for adventures).
  8. And while you are at it, you could take a close look at M-Space and carry over to it some of the ideas which do not fit well into the Travellerverse ...
  9. Hmm ... perhaps this is a language problem. In Germany a weapon is usually considered a Speer (spear) when it is primarily used for throwing, and a Spieß (no English equivalent term ?) or Lanze (lance) when it is primarily used for thrusting, especially by mounted fighters.
  10. Looking at the descriptions of high medieval German knights, I would tend to delete the spear and to add the battle axe instead.
  11. Well, still short of time, but here is a first opinion (apart from the 5 stars I gave it on DTRPG): Like Very Much: Extended Conflicts, Circles - both are excellent and very useful concepts. Like Much: Everything Else - every chapter is well presented and useful. Dislike: Nothing, really. A few words on the construction of droids/robots could be a nice addition, I think. Overall, thank you very much for M-Space, it is what I needed for my science fiction settings.
  12. If she looks pretty, I am disappointed that she resists me - and who is that guy named pitting ?
  13. So do I. To add to your points, a typical weapon of the Merowingians (=pre-medieval Franks) was the Angon, a throwing spear very much like a Roman Pilum, designed to lock in the enemy's shield and thereby make it useless. An Angon can only work like this against rather simple wooden shields, it would make no sense at all against metal shields or shields covered with metal.
  14. Got it, of course. It looks very good indeed, but unfortunately I did not yet have the time to take a closer look.
  15. Looks very good indeed, congratulations.
  16. I think you should take a look at the "Devil's Gulch" supplement for BRP, it could prove useful for your campaign. http://www.drivethrurpg.com/product/101278/Devils-Gulch
  17. What you describe seems to be much closer to a foil / fleuret than to a rapier.
  18. It depends of course on your music taste and that of your players. That said, I usually prefer classical music. One of my favourites is Purcell's "Cold Song" in an instrumental version: https://www.youtube.com/watch?v=M_UiYLSJOyg
  19. rust

    Aeon Games

    According to their website they accept PayPal.
  20. Ah, rapiers are probably the best weapons against armour padding.
  21. I am not so sure about this, in fact in my view improvement points are actually the better approach to simulation. They enable the character to improve the skills he puts his personal focus on, the things he really wants to learn and spends some effort on. It is conscious, aimed improvement, while experience checks can be got without any thought on whether the character actually attempts to learn anything from the activity he was rewarded for.
  22. I think you should keep this habit. While it is not a part of the Call of Cthulhu rules, it is the rule in many other games and I consider it quite useful because it adds detail to the referee's descriptions.
  23. The late Roman legionaries wore armour padding under their metal armour. It was named "Subarmalis", and according to the Roman military author Justasian in his book "Peri Strategias" it was "one finger thick" (= probably ca. 1 cm).
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