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Mugen last won the day on December 24 2017

Mugen had the most liked content!

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About Mugen

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  • RPG Biography
    Started with Mega (french RPG about space & time agents) at age 9, began GMing with D&D Basic at age 11, my life changed with StormBringer. Huge fan of Pendragon, Mage and RuneQuest.
  • Current games
    Qin: the Warring States, ShadowRun 4
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    Paris sububrs
  • Blurb
    French roleplayer from Paris suburbs, working in smartcards business.

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  1. As a matter of fact, I think the game would go faster if failed attack rolls could have an impact on a fight. That's especially true with low weapon skills, where missed attacks and succesful-but-parried attacks are the most frequent results.
  2. That's excellent question... I think that, by default, such MP storages are usable by anone. But I'd allow the caster to restrict their use to one person, or a group of person. Perhaps only for permanent ones ? Because, obviously, you don't want people to steal it... Maybe at item's activation, decide that everyone touching it can use it, or anyone spending at least 1 MP during its creation.
  3. So, if you buff him using your spell, he'd have DEX 18, making him better than you. A crucial spell to learn for all sorcerers is the one that lets you create MP storages. I don't remember its exact name, or if it's Sorcery or Spirit Magic...
  4. Well, you're supposed to work as a team, and you should cast spells on him also. I'm sure that he's better at fighting than you if you do so.
  5. You could use the Mongoose books for MRQ2 as an ispiration, as that game is basically a beta version of Mythras.
  6. Well, at least it's how I understand how the rules are supposed to work, yes.
  7. Sure, but the merit of this part of the book is that it gives a consistent and (pseudo-)scientific way to determine magic costs or difficulty, even though it needs to be simplified a lot. Of course, computing the total energy needed to lift an object is not fun at all and I don't want to do it (and it's something I could do without refering to this book anyway). But, at least, I have a (pseudo-)scientifically method to judge how TK needs to be more taxing than telepathy or mental domination.
  8. It really depends on the relationship between the PK and his wife, as marriage is rarely a matter of love. It may even be a relief if he has a Love Passion for someone else. Politically, it may be a big problem if no living child survives, as the bond between two families is broken. Also, remember that in Pendragon times, life expectancy is much lower than in present day, and death was seen as part of life.
  9. As I said in another post, there has been 5 french Nephilim editions. I even made a short description of 5th edition system. IMHO, Nephilim's french edition's masterpiece is the first Selenim book for frist edition. It takes the concept of the Vampire and twists it with great talent.
  10. It seems to me the reasoning was that there was some overlap between POW and CHA as the "personality characteristic". In a time where characteristics were typically rolled and not chosen, it did not matter much that APP was such a garbage stat and POW so good.
  11. It only applied to Communication skills, though. Not like in Mythras, where having a high CHA grants you extra Xp after each session.
  12. There was a rule for this in MRQ 1 and 2. Another solution would be to consider that, on average, a character needs 1/p rolls to get a success, where p is the probability to get a success. So, with skill 75, you need 1/.75 (or 100/75) = 1.33 times the base time for an action. Of course, that formula doesn't work for skills > 100%, unless you want to consider Specials and Criticals change execution time and don't want to deal with a much more complex equation...
  13. Well, considering the hero of his Donjon comic book is a duck and it contains broos, that's not a surprise.
  14. As far as I remember, StormBringer cost 210 French Francs (~21£ I think) and RuneQuest 224. So, no, the difference in price can't explain why SB was much more popular. And we did not wait very long before getting Gloranthan content, as the boxed set included an introduction to Glorantha instead of Fantasy Europe (even though Cormac remained a Pict in the rules examples). The only non-gloranthan material published were one generic game master's book and Land of Ninja (thanks to the success of L5R, I think - GURPS Japan was translated almost at the same time as LoN). The company that translated RQ, SB and Hawkmoon also issued a magazine that had lots of excellent content for all three games, especially concerning Glorantha. I learned it the hard way. I tried to play with the first translated supplements (Gods of Glorantha and Glorantha : Genertela, Crucible of the Hero Wars), but it was obvious my game didn't look like Glorantha at all.
  15. I didn't read it, so my explanations are based on reviews I read on internet ( http://www.legrog.org/jeux/nephilim/nephilim-legende/quintessence-cinquieme-ed-fr, for instance) A Nephilim is defined by ranks in each of the five Ka elements, and rankings in a series of "Vécus" (past lives). Base system use d100 rolls under one of the character's Vécus (+/-difficulty) x10. A double (11, 22, etc.) is a critical (and the only reason why the game uses a d100 and not a d10...). On other values, the tens die indicate degree of success. It's possible to add a Ka element to the Vécu, with a risk to expose the Nephilim's nature (I don't know how). I'm not very keen on the "doubles as crit" system, especially since it requires you to multiply a score by 10 just for the sake of having doubles, and I hope Vécus are not too low on average. But otherwise, I like what I read, as it looks a lot like BRP variants I developped.
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