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AikiGhost

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Everything posted by AikiGhost

  1. Well got back at about 2.30 in the morning last night, and have to say I thoroughly enjoyed the con. Put some faces to names and played in some great games and playtests. My A/State game also went pretty well, even the player of the character who got beaten up by the rest didn't seem to mind at all Anyway cheers to all the organizers and those who I played with, see you all at the next one hopefully.
  2. As regards bladesharp. I've always wondered what the logic behind having separate spells to enhance the damage of sharp weapons and bludgeoning weapons was, it is supposed to be magic. Id just wrap them all up into a single "Damage Boost" or "Magic Weapon" spell.
  3. Somebody did a similar thing a few years ago on RPG.net and AikiGhost appeared as a character in his Tribe 8 chronicle.
  4. Ok so I've gone and dug out my WFRP core book (partially for my own edification and just because I like the curse results charts so much ) Ok here we go Minor Effects Witchery - Within 10 yards of you, milk curdles, wine goes sour and food spoils. Rupture - Your nose begins to bleed and will do so till a successful toughness test Breath of Chaos - A cold and unearthly wind blows through the area Horriplation - Your hair stands uncontrollably on end for 1d10 minutes Wyrdlyght - You glow with and eerie light for 1d10 rounds Unnatural Aura - Animals within 10 yards of you spook and unless controlled with a successful animal handling roll will flee the area Haunted - Ghostly voices fill the air for the duration f your spell Aetheric Shock - The magical energy coursing through you causes 1pt of damage regardless of toughness or armour Mental Block - You channel too much energy, as a result your magic characteristic is reduced by 1 for 1d10 minutes (this would be equivalent of about -30% in BRP) Whimsy - GM can choose any effect form this chart and apply it or make up a comparable minor effect Unlucky - Roll on major effects instead Major Effects Witch Eyes - Your Pupils turn bright Red, they revert to normal at dawn the following day Silenced - You cannot speak for 1d10 rounds Overload - You are stunned for 1 whole round Craven familiar - A craven demon imp materialises and attacks you next round Chaos Unseen - You get a glimpse of the realm of Chaos (essentially hell) and gain 1 insanity point, at any point in the future spend 200xp to gain the Dark Lore (Chaos) talent. Atheric Attack - Energy Burns through you loose 1d10 wounds regardless of toughness or armour Enfeeblement - Chaotic energy wracks your body reducing your toughness buy 10% for 1d10 minutes Mindnumb - You channel too much energy your magic characteristic is reduced by 1 point for 24 hours Daemonic Possession - You are possessed by a daemonic entity for 1 minute. During this time the GM takes control of all your actions after the entity leaves your character has no memory of what happened. Perverse Delight - The GM can choose any effect from this table or make up a comparable effect Trick of Fate - Roll on the Catastrophic Effects cart instead Catastrophic Effects Wild Magic - You loose control of the magic you are wielding and everyone within 30 yards takes 1 wound point regardless of toughness or armour. The Withering Eye - You loose 20% toughness for 1d10 hours Tzeentchs lash - Magical power overwhelms you, you are knocked unconscious for 1d10 minutes Aetheric Assault - The winds of magic lash ut at you, suffer a critical wound to a random location (1d10 to determine critical value - High values can kill instantly) Heretical Vision - A daemon prince shows you a vision of pure Chaos - gain 1d10 insanity points (6 is enough to gain a permanent insanity), , at any point in the future spend 100xp to gain the Dark Lore (Chaos) talent. Mindeaten - Your ability to use magic is burned out of you. Your Magic characteristic is reduced to 0 for each full day that passes increase it back by 1 Uninvited Company - You are attacked by a number of lesser daemons equal to your magic statistic. They appear from the aether within 12 yards of you. Daemonic Contract - You suffer 1d10 wounds (regardless of toughness or armour) as a two inch chaos rune burns its way onto a random part of your body. Should you ever gain 13 of these your soul will be forfeit to the ruinous powers (13 seems a bit silly, Id probably make it 3) Called to the void - You are sucked into the realm of chaos and are forever lost. Unless you have a fate point to spend its time to roll up a new character. Dark inspiration - The GM can choose any effect from this table or make up a comparable effect
  5. Sure no problem, for minor effects you can get things like "Eyes glow an eerie red for 1d4 hours" (not so good in a hick town or when you're trying to negotiate with suspicious locals) or "all food within 50 yards spoils" quite a problem if your in the desert with your party The greater effects can be anything form a misfire or the loss of casting for a short time right up to insanity points and demons disliking the racket you are making in the ether and deciding to descend on you and tear you a new one. There are some pretty cool results on there that I can remember off the top of my head.
  6. That table is ok, but its not as flavoursome as the WFRP ones. There are some great RP possibilities caused by even the minor effects on the WFRP tables, especially given the "Burn the heretic/witch" attitude of the setting.
  7. How about having a magic fumbles table and just nicking the ideas from WFRPs Tzeench’s Curse tables. Maybe having a +5% to your fumble roll per MP put into the spell?
  8. Personally I'd give the player the 400 points but Id say "No skill over 75%", that would stop the new PC outshining anyone in their specialist area.
  9. Very cyberpunk, having said that it is blatantly for killing people brutally and nastily, anyone carrying one in the UK should do serious time.
  10. This is the full skill list I tend to use for most games now... Acting Animal Husbandry Arcane Lore Athletics Awareness Bargain Climbing Computer Hacking Computer Programming Conversation / Whit Craft (Specific) Cryptography Culture (Own) Culture (Other) Disguise Dodge Drive (Specific Type) Electronic Design / Repair Electronic Security Film & Television First Aid General Knowledge Gunnery (Specific Type) High tech (Specific Type) History Intimidation Knowledge (Specific) Law Leadership Lip Reading Magic (Specific Sphere) Medicine Melee Weapons (Specific Type) Natural World Navigation (Specific Environment) Painting Perform Persuade / Lie Philosophy Pilot (Specific Type) Play (Specific Instrument) Poetry Potions / Poisons Politics Public Speaking Ranged Weapon (Specific Type) Read (Specific language) Ride (Specific Animal) Search Seduction / Charm Sense Mood Sing Slight of Hand Social Skills Speak (Own Language) Speak (Other Language) Stealth Streetwise Storytelling Swim Tactics Track Theology Unarmed Combat - Grappling Unarmed Combat - Striking Thats it really.
  11. But RQ3 allowed phantom touch, and allowed it to do damage too. I had a friend in a non gloranthan RQ3 game that had a pc with a 1 year duration sight & touch illusion (of controllable flame) up that could do 1d8 damage. He used to do all sorts of displays etc etc with it and use it in combat instead of a sword.
  12. I always think of illusions of projections into the targets minds rather than some k,ind of "magic lantern" effect, so personally I have no problem with touch, taste, smell and sound as part of an illusion.
  13. Quick aside, after reading the illusion spell definition in the BRP magic section of the powers chapter it would appear to make reference to illusions with sound, but it does not define how one creates the effect of an illusion with sound (or touch). I presume this is an oversight. How would you handle adding sound, touch, smell, etc? 1 extra MP per sense?
  14. Just received mine this morning. that s one big assed tome. Shame its not hardback really or it would rival Talislanta 4th ed for player bashing.
  15. Adjustments Id make... For PCs and Major NPCs 1. Allow spending MPs for damage soak/bullet dodges 2. Allow spending MPs for over the top actions 3. Allow spending MPs for adding to success rolls 4. Recharge MPs to full after each fight scene. Also 5. Give Mooks 1 HP in combat
  16. What does it say about this forum that a new player comes on and asks a question that then gets answered by the games author. Man I love this place
  17. Personally I prefer the Stormbringer system (for many reasons) but for one that has not come up here which is that the major wounds one receives actually have some character. You can specifically get scars on your face, loose ears, have fingers removed, be cut and bleeding into your eyes, etc, etc. The when recovering you make a luck roll to see if any effects are permanent, its full of WFRP style nastiness. To some degree I found RQ could get a little "Lopped off another left arm, one more for he collection" after a while.
  18. Are we talking about how Stormbringer does it or something else?
  19. You can do that without using the hit locations system.
  20. Personally I wouldn't bother, you doing a lot of work to transfer a game from one solid workmanlike system to another. There is nothing to be gained from this conversion IMHO and it will be a LOT of work to convert all the qualities and drawbacks from the WC/AFMBE/Armegeddon/Unisystem to BRP. Not useful I know, but true never the less.
  21. So has anyone got the PDF? How is it? What are the production values like? Are there any bits you found particularly interesting that have not been covered by the authors description? How prevalent is demonic influence? Is it a lot different in feel to say WFRP or Evernight?
  22. Does anyone know if there are any forthcoming Sci Fi Settings? Ive always thought BRP/CoC was great for military sci fi.
  23. Lol to this, bit close to the bone I guess
  24. What are you 7 or something?
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