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sladethesniper

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Everything posted by sladethesniper

  1. Hmm, note to self...DO NOT FIGHT the Dragon Turtle... Very nice, as usual. Appreciate seeing those wonky MM critters here. Any chance you could work up some Kaiju/gargantua a la the Terrasque or Godzilla? -STS
  2. Very nice...My creature descriptions seem lame and...pedestrian by comparison. Are you a biologist? One note for evil GM's...add donkey as a creature to be "reincarnated" as...for really evil PC's...there is no other creature as pitiable or treated as badly worldwide as the poor donkey. I have personally witnessed 2 donkeys commit suicide ;-( -STS
  3. They "appear" real... which means that as long as they do not interact physically, they will appear real, but they can not affect the physical world. Thus, illusionary aircraft can strafe and bomb things causing explosions, but there will be no heat, no concussion, etc. The fake fire will look real, cause fake smoke (that can be used as concealment, etc), but nothing else. I rule that an illusionary knight can fight a real knight, but as soon as the blades come together with a clash of ringing steel, the real blade will not be stopped on its journey, thus passing through the illusion... Also, if a character is in the area of effect for an illusionary fireball or something, they will appear to be on fire, but no damage will occur and after they move out of the area of effect or the time limit passes, all the "illusionary" damage disappears. That's how I handle it... -STS
  4. A long time ago in a galaxy far far away, yes, but now...not so much...more of a powerpoint ninja. Apparently, as one increases in rank and skill, you don't get to practice the badassery as much ;-( -STS
  5. I hate being unoriginal...that and making a LOT of vehicle/damage sheets for use in the BRP Rifts game... Also BRP Star Wars (converted from D20) -STS
  6. Sounds good...especially if I can put right into a Call of Cthulhu one shot (or mini campaign). -STS
  7. ummm... I think that I am going to have to "agree" with Aikighost. I liked the settings of Witchcraft and Armageddon a lot...but instead of converting stats and numbers from Unisystem to to BRP (for Call of Cthulhu use), I just took the ideas and went from there. The system itself didn't do much for me, and I really didn't see all that many crunchy bits to be gained from the conversion...so I did took the RIFTS approach...I just took the names and ideas and BS'ed the stats to what I wanted them to be... Granted, if you really want the conversions, I can dig up some Unisystem stuff on PDF and post it... -STS
  8. Hello all, just a quick note to say that I won't be around that much for the next 18-ish months. I'll be enjoying Afghan cuisine for the nexr six months, then off to historic Baghdad for 12 months. I just want to say thanks for the good discussions and good gaming...even you aikighost. Don't delete my profile for at least 3 months. -STS
  9. I prefer personality guidelines and GM rewards for keeping a player in character. That lends itself to characters that change over time, allows a modicum of GM control for out of character actions and lets them grow. Of course, the previous statement is opinion and not able to clinically proven. Of the very few games that have personality mechanics in them, I have used them each exactly once, and never again. -STS
  10. Better you than me PK...If you get to Trashcanistan or Iraq in the next 18 months, drop a PM. As for your submission, now that you have Mythos in it, I'll buy it. I have a shelf full of monographs, so you'll at least get my dinar! I'm a big CoC fan. -STS
  11. I like the idea, a lot. These wild dice could be used as a control for the "power level" of a game, similar to the Fuzion... For 0 dice, it will be a very street level game, to 3 dice for a cinematic, to 5 for a superworld campaign. Very nice. I tried to download the file, but XML files aren't working to well for me lately, so this is just based on what you wrote in the thread. -STS
  12. OK, I posted up the sample setting in the downloads sectionBRP Central - Downloads - Vhraeden Sampleand asked for some feedback, and so far, 20 downloads and 0 feedback. Maybe because no one knows my email...so here's a thread for that feedback I asked for. If it sucks, I can totally deal with it...but this is a serious attempt to get feedback for two reasons: 1) to improve the setting if possible and 2) to improve my creative skills. As this forum is not my private advertising space, I won't post back in this thread or bring up the topic again, but if you took the time to download it, the least you could do is say "hey this blows" or "s'ok...I guess". I would have put the full PDF up, but at over 10 Mb it was a bit large and I doubt anyone would really look at it.... -STS
  13. I do...but I am apparently in the vast minority ;-( -STS
  14. I'll buy that It also makes a nifty mental image. :focus: I think that 4E will, IMO simply be a rules set that I pull from to add to my Warhammer 40K/Inquisitor/Warhammer games (or my Star Wars mini games) or Heroscape mini game rather than add having it anything to any RPG that I play. -STS
  15. If you've got CoC and want angst...I recommend Pagan Publishing's Delta Green series... Angsty but not emo, modern but not cyberpunkish, awesome but not egotistical... 5 out of 5 for modern horror! Will need some tweaking to play a monster, but it is good. -STS
  16. Ah, but was it FUN? I love BRP as a game, but having played with some complete buffoons, the system does not guarantee a fun game. Likewise I have played exceptionally fun games using D20, Palladium games wonky rules, etc. Granted, some systems make the fun easier/harder...but it the game master, fellow players and the adventure that make the GAME fun or not, the rules set can hinder or help, but claiming that 4E is an abomination of gaming and will doom all who play it is a bit disingenious...I am positive that there are some very good DM's out there that will have great and fantastic games using it, just as I am sure that there were people who had fun playing Phoenix Command in the early 90's (or not...it was the hardest and most unfriendly gaming system I've ever seen). With that said, I won't be running any games in 4E, but I am sure that I will play in several games using it, and after the learning curve levels off, I may even have fun during it. I am still a hardcore BRP fan, but bashing a system is rather pointless...a GM's skill and ability to craft a fun story is far more important. -STS
  17. Since I have been on this forum (and a few others) where skills are given a theoretical maximum, I ask the following question (granted it should be a poll, but I don't know how to do one :eek: 'cuz I suck): Does a 100% in X skill mean a 100% chance of doing something (hit an opponent, build a rocket, embezzle cash) with that skill modified by circumstances...OR does it mean the amount of knowledge that the character has in that field of study? It is important to recognize the difference...since IMO if it is merely a marker of ability, then we can have skills that go into the high hundreds... but, if that 100% in a skill means that the character knows everything there is to know about that area of knowledge, then the only real way to give skills over 100% is to say that the character is adding to the amount of knowledge available, like Einstein would have had physics above 100% in the 1940's or Nakayama Hakudo would have Katana (or Swordsmanship) at above 100%, or Sun Tzu would have Strategy at 100% +.... Just curious to see what others think. -STS
  18. It's very easy to run an urban dark world/goth type campaign with BRP. I ported over all the White Wolf stuff (1 dot = 20% for skills, knowledges, abilities and 1 dot = 5 for attributes, used BRP for everything else) and it runs very easily. The great thing about BRP is that it scales very easily from low level stuff (Call of Cthulhu) to insane power levels (a lot of the stuff online) and it allows other stuff to ported into it very easily (Interlock, Storyteller, Palladium, etc.) Not having access to BRP Zero, I used Call of Cthulhu for 90% of the creature inspiration for my setting with Elric! making up the 10% for demons and other powerful beings. -STS
  19. Finally revisiting this setting. It is now complete, playtesting is done and now just need people to check it out. It is posted in the downloads section. BRP Central - Downloads - Vhraeden Sample If you do download it, let me know what you think, good or bad. Be advised it is only the sample. That means it has chapters on the world, a story, three races, 2 nations, 7 locations, complete rules and character creation. If you download it, like it and want the full pdf (sans artwork) email me at sladethesniper@sbcglobal.net -STS
  20. True about the cost. I do like the energy types, and so I already stole them from 3E for my BRP games. It all fits together nicely for a derivative magic system. -STS
  21. OK, I'll agree that it seems nifty to move your opponents around, but wouldn't that simply be a codification of how many items/effects already do that (teleport, daze, stun guns, wind blast, explosions, gravity effects, throws, displace, etc.)? One fiddly bit isn't bad, it's just not worth the cash. Granted, eventually I'll probably dole out the cash (since my son loves D&D and all the munchkiny evil-ness therein, plus the 4E minis are already out...and of course he's hooked on them) for 4E, but not any time soon...maybe for his birthday next year. I am all about taking ideas from any game system and making them work for me. -STS
  22. When looking over all the options for publishing via Chaosium, WOTC, MRQ, others et al, at what point is a product considered "original" with regard to the rules. To make a setting, almost all of that is original work done by the author, flavor text, etc. When doing up equipment, it seems that you run a good chance of making a lot of "similar" items...there are only so many swords, pole arms and armor types after all. With sci-fi, there is a bit more freedom, but a lot of will have a "derivative" feel to it. The above are givens, the fruit of our creative labors....the question I am asking is a bit more esoteric. "When using a published rules set, how much change/how many changes can that system support before it becomes something new"? Basically, you use BRP or Silhoutte or D20 and are using their rules set to create settings, campaigns, etc. but modify the rules set (house rules, options, GM fiat, etc.), at what point, in your opinion, do the new rules change the rules set to an extent to where it is something "new" and not "derivative" (if there is even a difference in your mind)? This is an opinion question only. -STS
  23. While I do love the idea of non-lame monsters, I am a bit confused by re-imagining old monsters when that idea has been done before with pretty good results. Are you wanting to Modify Monsters for a homebrew game or make a New Game with New Monsters? Why not take Vampire:the Masquerade (or the whole WoD) and change the rules set...say each dot = 20% (or 10% depending if you want powerful vampires or Epic Bad A$$ vampires)...dump the stuff that is lame (angsty emo kidz) and keep the good stuff (clans, disciplines, backstory) and go from there. The rules were lame (unless you like handfuls of dice), but the creative work was pretty good. It would seem a lot less work doing that, than re-creating an entirely new setting. The only benefit of re-imagining Vampires is to publish it as your own. If you are going to for simply a free setting...or a home brew kit bash, just chop up other games backstories... For ghouls, use the ones Pagan Publishing did in Delta Green... For most other "classic" monsters, there are some very good ideas in Ravenloft. There is a lot of leeway to go from Goth to Emo to Splatterpunk with minor adjustments. I shall now await the flames :thumb: although I do not mean to cause offense...simply opinions...which is pretty much all I am useful for most of the time anyway. -STS
  24. Skunkape has stated what I thought I was trying to say, although he did it in a more appropos and easily understood manner. Distilled, I think it comes down to the GM, with player input, determining what the campaign will focus on. From that information, make characters to fit that campaign instead of making a campaign to fit characters, which has happened far too many times in my experience. frogspawner's point:
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