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Harshax

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  1. Sample Difficulties:

    Damage

    This type of magic has a base difficulty of 2, for 1d8 damage per rank.

    Heal

    Heals 1d8 damage per difficulty. Reduces the POT of diseases, poisons, or toxins by 1d6, and allows the recipient another recovery roll.

    1 Heals scars.

    2 Repairs minor organ damage, or medical condition, such as poor eyesight, lactose intolerance, or infertility. Cure 1d3 Attribute damage.

    3 Revives coma victim.

    4 Restores paralysis.

    5 Regrow limb or major organ. Restore damaged Attribute completely.

    6 Raise the dead.

    Increase/Decrease Attribute or Skill

    Each difficulty rank alters an attribute by 1d6, or skill by 1d6 x5%.

    Mind

    1 Cause a mild headache. Slightly alter someone's mood. Know someone's age or race. Communicate with someone at a distance.

    2 Fill someone with strong emotion, such as fear, or lust. Cause someone to fall asleep. Create an illusion that effects 1 sense.

    3 Reveal a character's knowledge by probing their mind, or forcing them to speak it. Detect lies.

    4 Edit a memory. Affect someone's sanity (+/- 1d6). Cure temporary insanity. Force someone to perform a specific action, at 1/2 the target's skill if they are unwilling. Create an illusion that effects all senses.

    5 Cure permanent insanity. Make someone go permanently insane.

    6 Take complete control of someone, willing or not.

    more to come . . .

  2. In a Rank Check, roll a number of dice equal to the magician's current rank. If the number of successes is equal to than the magician's current rank, then he advances one rank. That would give a fairly fast progression at first, but quickly taper off at higher ranks.

    That's neat. You're right, the mage would experience a fast progression, but then his progression would seem to virtually stop. Remember, you have slightly better than a 10% chance to roll 3 Successes on 3 dice, and the probability steady drops about 1/2 ever after.

    There is roughly a 2% chance to go from Rank 5 to Rank 6, which equates to my suggestion of 100 - 120% Skill range. A character with a very good Skill Category modifier (Say 10%), has exactly that chance to increase his skill over 100%.

  3. Additionally, or parrallelly (?), BRP needs some good flavor text to help GM's make BRP there own. This is more true when it comes adding flavor to the magic system.

    You're definitely on the right track though. I think a really good Monogram would take the existing system and pour some love on it. Suggest ways to use the system exactly as presented. Then, after you've exhausted the possibilities, add something entirely different. More spells, alternate spell systems, alternate mechanics (blood magic, anyone?). etc.

  4. More suggestions:

    Various names for cabals - sorcerous, assassins, hereditary guardians, etc. Assassins of the Silk Vine, Brotherhood of the Ebon Flame, etc.

    Various groups/cultures/creatures that use poisons.

    How about some signature moves for warrior types? Specialty skills if you will?

    This might seem funny, but my recent go at converting Desolation Magic to BRP was precisely because I thought magic was not treated well in the rules because each ability was a discreet skill, whereas mundane skills were not treated so.

    Therefore, to be inclusive of the spirit of this setting, I'd argue the opposite. Warriors need discreet skills that cost fatigue to use, such as "Groin Kick", does 1d4 damage and victim must make a CON check or be stunned. "Throat Punch", does 1d3 damage and victim must make a CON check or be rendered speechless for 1d6 rounds. "Sand to Eyes", victim must make DEX check or be blinded for 1d2 rounds. etc.

    Just getting into the spirit of it. . . .

  5. Ah RQ2! I completely forgot about that. Although, to be fair, I got into RQ2 months before RQ3, and immediately switched after finding Avalon Hill's version to be superior in a number of ways.

    I too have also had issue with calculating SR when combat is not static (this initial maneuvering about and squaring off). I just wanted to see how the SR system in BRP compared.

    It seems BRP drops the 3 SR between multiple actions in the same round. Am I reading this right? (See page 201)

  6. I just got my Barbarians of Lemuria POD book form LULU and the more I read it the more I think people should just use the Barbarians of Lemuria RPG since its actually perfect for this type of S&S gaming.

    Shame on you! :P

    I do think the mechanic is neat, but I prefer game systems that fit somewhere between rampant numbers inflation and ultra simplicity.

  7. New idea: if an attack is a failure and a defense roll is a fail, then the attack still succeeds (normal success).

    I haven't had a chance to really think about this yet, but do you think this would be bad for the game?

    Nope. That's the way HarnMaster does it. (I love saying that)

    More specifically, a Defender's level of success is subtracted from the Attacker's level of success. So a Critical Attack vs. a Standard Defense yields a Standard Success. But a Critical vs. a Fumble introduces heaps of nastiness. Use that, along with SPQ's ala-carte combat result table, and combat is slightly more interesting then: Miss, Parry, Parry, Explode at higher skill ranks.

  8. For the time being, I am going to use Nick Effingham's Fumble Tables to illustrate the severity of Fumbles.

    FUMBLES

    If a magic attempt is a complete failure (no Successes), a Fumble has occurred. Make the entire roll again, as the magician attempts to safely disassemble the unstable magical forces called into being. The number of Failures determine the severity level of the Fumble. If the magician had only attempted 1 die magic, then he loses 1 more MP (Success), or 1 HP (Failure).

    Now roll d100 and consult the appropriate table.

    Example. A Magician is attempting to summon a small salamander. He attempts the feat with 5 dice and fumbles. He rerolls his 5 dice and gets 2 Successes and 3 Failures. He now rolls a d100 on Table 3, and gets a 28. The magical attempt has paralyzed one of his legs for 2d10 rounds, and he falls prone.

  9. Sample magic by tradition. (I'm still working on hard numbers)

    KYGER LITOR

    KL's magic focuses on interacting or calling upon troll ancestors and working with elemental darkness and demons.

    Difficulty

    1 Increase the damage of lead or bludgeon weapons by 1d8. Heal injuries. Sanctify troll grave. Improve Stealth skills.

    2 Grant someone Darksense. Freeze your foe from a distance (1d8 damage). Emulate minor Hero Cult ability, such as Gerak Kag or Stone Biter. Embolden Troll Warriors. Bite Chaos.

    3 Absorb incoming enemy magic and convert to MP. Create darkness over a great area. Suppress Chaos in an areay.

    4 Summon a Shade, or Demon. Speak with the dead (requires bones).

    5 Heal severe injuries, cure deadly poisons or diseases.

    6 Speak with/commune with a distant Uz Hero. Bless Troll Pregnancies (Korasting)

    7 Invoke the spirit of a great Uz Hero. Commune with Kyger Litor.

  10. Thanks for the ideas.

    Monsters. Tentacly monsters? Please describe. Like mind flayers of D&D fame?

    Short answer: Yes. Slightly longer answer: Hell Yes!

    I think an underlying story element would be the introduction of a decaying and decadent race of ancient people that were highly advanced at one point. Something more along the Kuo Toa of D&D Fame. This also seemed to imply a Cthulhoid, but I've only ever seen it played out as one of savagery and tragedy.

    Insect men is good, maybe like raknids from Talislanta. They can be foes of the Ceruleans on the plains, issuing from the chasm.

    I like it.

    Creatures like manticores and chimerae could be the results of vat experiments.

    I like this too.

    The armor is going to be like SB1, random, no defense but with parry/dodge being interchangeable within the round. Armor will be like, for example chainmail bikini 1D3-1, bracers bring it up one level to 1D4-1, boots to 1D6-1, helm to 1D8-1. Other armor working the same way with the heaviest being 1D12+2 and reducing DEX and movement 6 points. Essentially working as the BoL armor rules with values to suit SB1 BRP.

    Great start!

  11. ADVANCED TECHNIQUES

    Group Casting

    Several magicians may work in conjuction to create magic, lending their dice pool to a single group leader. All participants should belong to the same tradition. A GM may allow characters of different tradition to work together if the magic would be thematically appropriate to all participants.

    The highest ranking magician usually leads the group. She may be assisted by a number of magicians equal to her Magic Rank. Each participant may lend up to half of their dice pool to the leader's magical attempt. The GM may limit participants of different traditions to less dice.

    The cost of group magic is shared by all participants equally. Fumbles however, affect the group leader primarily, although secondary effects could befall other group members as appropriate.

    Ritual Magic

    Rituals are lengthy procedures that help magicians accomplish magic that strains the limits of their ability at a terrible price. Rituals require preparation of mind, body, and place, and demand a magician's undivided attention.

    The amount of time it takes to complete a ritual is dependant on the rank of the spell. 1 - 3, 1 Hour; 4 - 6, 1 Day; 7 - 9, 1 Week; 10 - 12, 1 Month; 13 - 15, 1 year, and so on.

    Rituals cost permanent expenditure of one's own life force, in the form of points of POW. At the ritual's conclusion, the character makes a magic attempt using her full dice pool. Additionally, for each point of POW expended, one Success is added to the attempt.

    Example:

    A death cultist wishes to bring his fallen champion to life. With 140% skill in his tradition, the cultist barely grasps the ultimate expression of his goddess's magic: bring the dead to life. Even with such depth of this dark and mighty knowledge, the cultist has little chance at succeeding. After ritually cleansing himself and the body, and then sequestering himself in a temple hidden far from prying eyes, the cultist begins the ritual. After a week of supplication, the cultist expends 4 points of POW and rolls his full dice pool. If he achieves at least 3 successes, his champion will rise again!

  12. Here is what I've written so far.

    ASSUMPTIONS

    Magic is made of many nature forces that permeates the worlds, both mundane and unseen. The understanding of magic begins with recognizing the patterns of these forces, and developing sensitivity to the flow of magic all around us. In many societies, people with the same sensitivities gather to form colleges, traditions, and cults that train members in developing magical skill. Whether these traditions are scientific, religious, or philosophical in nature, magic works the same way. These groups horde even more advanced knowledge which is recorded as spells. Magicians can create a variety of thematically similar magical effects based on their skill and understanding of their chosen style of magic. Magicians can learn to manipulate more than one force of magic.

    SKILLS

    Each type of magic has an associated skill, which represents a character's total talent and understanding of a body of knowledge surrounding a style of magic. Each 20 percentile, rounded up, in a magic skill represents 1 Magical Rank of power. A journeyman with 67% has a Magic Rank of 4. A character is limited to a total number of Ranks, in all magical skills, equal to his POW. A character who uses magic and gains experience, will continue to slowly increase in Rank, limiting their ability to understand other styles of magic more thoroughly.

    MAKING MAGIC

    A magician who wishes to work magic, follows the following steps:

    1. Describe the magic. Tell the GM what your character is attempting to accomplish with her magic. Feel free to describe how it looks or sounds as well.

    Example: An earth magician awakes on a sandy floor to find herself trapped in a cell. She examines the foundation of the cell's bars and notes that they are firmly set in stone. The magician decides she will use magic to change one of the stones to soft mud, hoping she can dislodge one of the bars.

    2. Determine the difficulty of the magic to be cast. The GM first judges whether the spell is in keeping with the style of magic to be used. Turning stone into mud certainly fits the style of magic used by the magician in the example above. The GM must now determine the rank of the magic. Turning a solid stone to mud is a Rank 2 magical attempt.

    3. Test your skill. Unlike other skills, a player does not roll against their magic skill directy. As previously mentioned, a character has 1 Rank of power for each 20 percentiles known about that style. This in turn translates into a potential pool of dice the character may use in attempting to create a magical effect, and the number of dice decided upon represent the effort the character is making to create magic. If the magician in the example above had an 80% in Earth Magic, then she would have a maximum dice pool of 4 at her disposal. A character must have a number of MP equal to number of dice used in the attempt to create magic.

    INTERPRETTING THE RESULTS

    It is only important to note whether a die results in an odd or even number. Even numbers are successful results, while Odd represent wasted effort. A player must roll at least as many successes as the magic's difficulty in order to be successful. If the magician gets no successes, then this is treated as a Fumble. The severity of the Fumble is determined by the size of the dice pool used when attempting magic.

    COST OF MAGIC

    Successful magic costs a number of MP equal to the number of failed die rolls made in the attempt. In the example above, if the earth magician's player rolled all 4 dice, and got 2 Odd and 2 Even results, then the cost of turning stone to mud would be 2 MP. A Failed attempt costs only the number of failed die rolls. A Fumble costs a number of MP equal to the number of failures, plus the result from the Fumble Table.

    SPELLS

    A spell is a type of magic that can be reliably reproduced. It may be called different things; depending on the tradition that developed the spell; such as formula, prayer, rote, or simply, spell. Formalized traditions usually hoard spells developed by their masters, and teaching spells is common service provided by such an organization. Spells are often recorded for prosterity, but they are not limited to grimoires and liturgical volumes. They may be written as poems, encoded as patterns, heiroglyphics, or statues. Whatever is appropriate to the magical tradition that created the spell.

    Characters can memorize a number of spells equal to 1/2 their INT. Characters may learn new spells by voluntarily forgetting a memorized spell, and studying a new one.

    The benefits of memorizing a spell is that it adds 1 additional die to the character's magic pool. This die is not counted if the magic attempt Fumbles. A character still needs a base Magic Rank equal to the difficulty of the magic attempted, in order to use a spell. If for example, the earth magician had memorized a magic spell called "Turn Rock to Mud", then her available dice pool would have been 5, not 4.

    The overall parameters of a spell are fixed. Components such as range, duration, or number of targets can never be altered when casting a spell.

    SKILL AND EXPERIENCE CHECKS

    As mentioned previously, a character's total magic knowledge is limited by her POW. When resolving experience checks, characters should test their highest magic skill first. If this test results in a Magic Rank increase that would exceed the character's POW, then the character's lowest unchecked magic skill is reduced a full rank.

    A magician with a 11 POW has a 117% skill in Earth Magic, and a 94% in Plant Magic, for a combine total of 11 Magic Ranks (Earth 6, Plant 5). If during the course of her adventures, she earns an experience check in earth magic, that results in her skill rising to 121%, then her Plant Magic skill immediately drops to 80%. This gives the magician ranks of Eath 7, Plant 4.

    If every magic skill has an experience check, then drop the lowest skill one rank. Skills reduced this way lose any experience checks the character may have acquired through her adventures.

    MAGICAL TOOLS

    There are eight broad categories of, permanent or one-use, magic enhancing tools or treasures.

    Teaches a Spell

    A scroll, grimoire, table, or heiroglyph that contains the details of one spell. Studying with the item allows the magician to store its spell to memory.

    Stores a Spells

    This item allows the magician to cast the spell as if committed to memory. This may be a one use item that crumbles to dust, or loses potency, or a permanent item, like a magic wand or amulet.

    Increase a Magic Skill

    This type of item increases a specific magic skill by 1 to 19%.

    Increase Magic Rank

    This item increases a magician's available dice pool for casting magic. Such items are usually restricted to certain spells or traditions.

    Reduce Magic Fumbles

    This rare treasure reduces a fumble pool by 1 or more dice.

    Reduce Magic Point Cost

    Items which reduce MP costs are often tied to specific spells. This power is often tied to spells that are also stored within the item. Temporary items can include special plants, or iconic spell components that are consumed in creating magic, or items which store the true essence of a type of magic.

    Store Magic Points

    A relatively common magic item. This stores 1 or more Magic Points which a magician can draw on when casting spells.

    Universal vs. Tradition Focused Items

    Most magical tools are tied to a specific magical tradition, or theme. An Elemental Staff of Earthly Might may, if the GM agrees, be used by the scholarly College of Elemental Enlightenment, or the mighty Cult of Grug the Earth Tumbler. The Crucible of Rare Earths, on the otherhand, might only be of use to the True Alchemists of Aquilonia.

    Gamemasters should outline the potency and useability of any magic treasures placed in adventures.

    GUIDELINES: MAGIC DIFFICULTY

    Damaging Magic - Magic that causes damage has a starting difficulty of 2. If said magic affects a single target and is auto-accurate, then the magic causes 1d6 damage per Magic Rank. If the magic then relies on a secondary skill attempt, such as being thrown, shot, or delivered by a successful melee attack, the damage is increased to 1d8 per Rank. Magic that effects an area, or group of targets does 1 die less damage.

  13. Of course! My memory was confused about the length of RQ3 round. Having just got ahold of my book, I realize I was confusing a 12 Second Round with 12 Strike Ranks; when in reality there has always only been 10 Strike Ranks per round.

    Silly me.

    Thanks folks.

  14. The Ubiquity game system is one of dice pool vs. X number of successes. The game is only concerned about a die being Even (success) or Odd (failure).

    Magical effects are grouped into styles of magic, called traditions. The traditions presented vary, but it is clear that a tradition can be scientific, philosophical, or religious in principle. Spells must fit the tradition being utilized, but is otherwise freestyle, with good/clear examples of the varying difficulties of magical tasks.

    To turn a small stone into mud, for example, might require 2 successes.

    Each magician has a magic rating, which determines the maximum amount of effort one can put toward casting spells. However, in the Desolation RPG, magic is dangerous and can result in "Burn" which injures a magician.

    For each failed die result, a spell causes 1 point of Burn. Therefore, putting forth a lot of effort (rolling a lot of dice), while increasing the potential of success, also runs the risk of causing more Burn. If all dice are successful, then no Burn is incurred.

    If all dice result in failure, then a magical mishap occurs.

  15. After reading a few great online discussions on the subject, and going through a number of books these last few days, I think I've finally found a system that I intend to use as the foundation for the magic system of my latest homebrew attempt.

    As the title points out, I'm going with Desolation's freestyle magic system. I intend to incorporate some additional elements, side by side, to add some rigidity to the system, such as introducing predefined spells that offer simpler and easier ways to work magic. I also intend to add concepts like special spell components, and I intend to write up various types of magic items of interest to spellcasting characters.

    Is anyone else interested in such a thing? Before you respond, a word of caution: This system would be considered pervy, as I fully intend to use Ubiquity's resolution mechanic, alongside BRP's d100 task resolution for everything else. I can understand how this might not appeal to everyone, but I am definitely among the group of people that appreciate a magic system that is not entirely like the predominant task resolution mechanic, as it always seemed to me that many players take interest in watching special rules in play. eg. "Ooh look! Ran's doing magic."

    Ubiquity's task resolution mechanic is fast and straight forward, and different enough from d100 mechanics as to be interesting but not distracting. Its nature also adds a little opaqueness to the mechanic as well. While a clever mathematician can probably whip up a spreadsheet faster than I did, most players aren't going to be discussing the probability of successfully using magic as straightforward as he describes his 38% in Sleight of Hand.

  16. My recollection (and this is about three years later) was that all the non-combat spells had crazy-high power point costs while the combat spells seemed balanced (at least against what fighters could do). I seem to recall 20 PP could either deliver a massive lightning attack destroying a squad of orcs or create a single glass of beer.

    I guess HARP proves that it is easier to create than destroy. :)

    Thanks for the reply. As I've only read the system, I appreciate an actual players incite far more than my own.

    As I prepare to write up my setting, and customize BRP to my liking, I have spent much of my free time over the last weeks reading various discussions in order to determine what I want in a magic system.

    I thought HARP would fit that bill, but I don't want to do a huge amount of conversion work. Nor, after some thought, does it actually fit the bill.

    I'm going to spend a few days mulling over converting Desolation's magic system, and see what I come up with. I think there is some potential there.

    Again, thanks!

  17. I am beginning a conversion as per the title because I think BRP and a Thongor inspired Lemuria setting would be perfect together. The setting seems like a natural for the system. I'm going to use SB1, mostly, but I would like to attract some players (I am going to try it at a local gamestore) so I would love to have some input from anyone here who knows BoL about what to include. For instance, should I include some 'regular' fantasy monsters that might fit in with the dinosaur and wierd creation monsters of the setting? I mean things like manticores and griffins, skeletons and chimera. What do you think would fit if so? Should I include things like fireball and lightning in the spells or leave it as almost all slow ritual type magic? I could see how the 'feel' could easily be ruined, and suggestions along those lines would certainly help.

    I think I will make skyboats more common too, so as to have aerial battles a la Barsoom.

    And what elements from the new BRP book do you think would be appropriate? I can see psionics being appropriate, like for the Morgaluth and Slorth.

    Really, any advice or help would be most welcome. If I can come up with a good mixture of BRP and this setting it would help spread the word about BRP in general, too.

    I have been looking over the setting, it's definitely worth the price.

    Dinosaurs would fit the setting well, as well as active volcanoes, giant mosquitoes, semi-aquatic tentacly monsters, skeletons (fast harry hausen types), giant serpents, and ogres. I'd also throw in skybulls from Glorantha, as well as various insect-men (thri-keen, timinits, etc). You should have giant sentient queen ants directing swarms of her ant legions (regardless that this theory of ant society has been scientifically disproven).

    And yes, this setting could use the equivalent of orcs/beastmen/goblins, but it could also use some T&T flavor, such as playable trolls, ogres, centaurs, etc.

    Rule suggestions:

    I'd look at the Far East Elric! Supplement, because the magic system would fit the setting very well.

    You should give some thoughts to alternate armor/defense rules for handling bare chested barbarians, and chainmail bikini clad amazons.

    [i don't remember if SB1 had the Defense attribute, but I would consider adding it, modified by Armor Check Penalty]

    You'll also need (IMO) a wealth of plants, salves, potions and poisons on the same level as Rolemaster (It's packed with tons of flora descriptions).

  18. Two quick comments before I pack up and head to work:

    1. Taunt should be an Int vs. Int (or POW) roll, as you are specifically trying to to think of the most damaging thing to say to someone.

    2. I think the results of a successful taunt, intimidate are too mild. I would make an opponent's Parry or Dodge a Difficult skill roll against the combatant who makes a successful taunt or intimidate. If the combatant scores a critical success, then the opponent's Parry or Dodge is a Difficult skill roll against all attackers.

    - Just throwing ideas out there.

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