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DreadDomain

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Everything posted by DreadDomain

  1. so the two things are cleary different. You can have a positive % increase roll, but no option to increase your characteristic because it is already the max So Minotaur STR 33 is rolling to increase his strength to its species maximum of 34. He has ((45-33)x5%) 60% chance of success... Of course the example is silly but man, why introduce an extra rule that doesn't make any sense instead of basing it on the existing rule (racial maximum) which does make sense?
  2. I thought about making him 85 but since he is often described as having the strength of 10 men (hyperbolic I am sure) I made him 90. Either/or I'd be comfortable with the Phantom at 85. Conan would surely be 95 as it is his iconic feature. But again, would be comfortable with 90. In any case, he has to be stronger than Phantom. Cool!
  3. I was also thinking about using World United (Mythras) or Astounding Adventures (BRP) but the fun was in trying Pulp Cthulhu as is. I might try one or two character with WU or AA just for fun. I suppose you meant the Shadow, not the Phantom. There is no Telepathy power in Pulp Cthulhu, it's in A Cold Fire Within (which I do not have yet). I simply stole Telepathy from the BGB which covers a lot of ground when it come to clouding the mind of men (reading thoughts, digging into memories, implanting false memories, etc.). Mental Illusion is not called out specifically but it seems to fit the spirit of the power and there is no alternative in the psychic power in the BGB. Not sure if Telepathy in A Cold Fire Within is more limited.
  4. Are rune spells in BoD associated with Runes? Are they associated with gods/cults? There are a few different magic systems in RQ, Rune Magic, Spirit Magic and Sorcery. The RBoM only covers Rune Magic and Spirit Magic, not sorcery. To keep it simple, access to rune spells are limited in two ways. First, to access rune spells, you need to be part of a cult and each cults will have access to a number of spells. To learn a rune spell, they need to sacrifice to their god (1 POW per spell). Second, all spells are associated to 1 or several runes. To cast a spell, you need to have a % in one of the runes. Generally, trying to emulate their god, characters will have % in the runes important to the god (generally 3 runes) so they will have abilities to cast runes from their cult (if they have learned it of course). Now if you use them for Magic World sorcery, anything goes!
  5. I am more interested by the third printing to be honest
  6. That's what Rapid Fire is for Potentially but then you run into the problem of going very specific with the skills. That's were as a group you need to agree on some ground rules and accept broad justification for some checks. As an example, the Phantom is trying to figure out a poison. Pointing at the background section of their character sheet, the player pleads that he has partly educated by the Bandars and that he knows something about poisons. If the GM buys it he could rule that the Phantom can try an extreme INT roll. If it would have been the same poison used by the Bandars (very specific), a hard roll would have sufficed. I think it is important that players can pull on their background to justify doing stuff not covered by their skills.
  7. This is what I would do. Of course you will have to double check talents and archetypes to make sure they fit the era. I agree, it would have been nice to have more guidance in the book like what they have done for Down Darker Trails.
  8. On a thread on RPG.net, a quote from Mark's Patreon was shared: Mark Smylie said: That adventure might wind up being a playtest for SWORD & BARROW, the new edition of the ARTESIA RPG. The covers that I have done recently for the folks at Chaosium and the Jonstown Compendium have helped precipitate a conversation about doing an edition of the RPG with rules based on and adapted from the new edition of Chaosium's RUNEQUEST, and the folks at Chaosium have kindly offered to publish it if I go in that direction. As the Known World was originally built as a RuneQuest setting, this is a natural fit that would feel like a homecoming, though the world and my thinking on how it works has changed a great deal since it was conceived, so there will need to be some tinkering with the rules set to make it all work (you can't go home again, after all). After BLACK HEART is wrapped up I will move the GEOGRAPHIAE and SWORD & BARROW to the fore, including playtest rules.
  9. For the Phantom, I have removed Strong-Willed and added Animal Companion (for both Satan and Hero). I have shaved a few skills to improve Animal Handling to 40%
  10. Good call. I have updated the write-up above.
  11. Which one do you think I should remove, Linguist, Quick Healer, Sharp Witted or Strong Willed?
  12. Totally agree. PC comes a bit short in that department. I thought about it but Indy is not a big guy and to get +1d4 damage he would need STR 65 and it would give him Build 1. It did not feel right. Maybe a "Heavy Hitter" talent instead? That would be great!
  13. [snip] One-Use spell I add not seen it that way. For one use spells the jump of consequence between failure (nothing) and fumble (permanent loss of RP) looks harsh but when you put it that way... I like the symmetry.
  14. In Pulp Cthulhu, I do not believe there is a "sidekick" feature. I suppose they would be listed under Significant People/Contacts instead. For Hero and Satan, I should replace one talent with "Animal Companion". Theoratically, I would need it twice but I do not think it is unreasonable to take them both under one. Also, I need more skill in Animal Handling, only 25%!! What do you guys think about skill levels. Pulp heroes are generally super competent and broad and their expertise, which is why I gave them but aside from a few signature skills, their skills are generally in the 40 to 60%. Good enough? I also was fairly stingy in combat skills. The Phantom and the Shadow would probably need a bit more (knife, sword, etc..)
  15. Not dumb at all. Pulp Cthulhu is fairly limited in the psychic department. It has only 5 psychic abilities, clairvoyance, divination, medium, psychometry and telekinesis (not even telepathy). If I wanted to develop the Shadow more "faithfully" (well, depending on the source), I would certainly use BGB/Astounding Adventures. That's is why he has high intimidate and Scary (which reduce the difficulty level or add a bonus die) and high Steath and Shadow (same mechanic). The same can be said for gadgets. The jet pack in the book is more a jump pack. Pulp Cthulhu is very much low level pulp and the weird part of pulp is not very developped.
  16. I have not yet tried to add traits, personality and background elements. It showed me that Pulp Cthulhu was very light in gadgets. The Rocketeer Archetype: Thrill-Seeker Profession One: Aviator Profession Two: Athlete Characteristics STR 65 CON 75 SIZ 60 DEX 95 INT 60 APP 75 POW 70 EDU 60 Move 9 Damage Modifier 0 Build 0 Hit Points 27 Talents Beady Eye, Fleet Footed, Gadget (Jet Pack), Handy Skills Charm 65%, Climb 60%, Credit Rating 40%, Drive Auto 40%, Electrical Repair 60%, Jump 50%, Listen 60%, Mechanical Repair 60%, Navigate 70%, Persuade 50%, Pilot 95%, Spot Hidden 50%, Stealth 60%, Swim 50%, Throw 50% Combat Brawl 65%, Handgun 70% Gadget Jet Pack
  17. I have not yet tried to add traits, personality and background elements. It showed me that Pulp Cthulhu was very light in psychic powers. The Shadow Archetype: Mystic Profession One: Criminal Profession Two: Dilettante Characteristics STR 75 CON 80 SIZ 70 DEX 80 INT 85 APP 75 POW 95 EDU 85 Move 9 Damage Modifier 1d4 Build 1 Hit Points 30 Talents Psychic Power (Telepathy), Rapid Fire, Scary, Shadow Skills Appraise 30%, Credit Rating 80%, Disguise 80%, Hypnosis 90%, Intimidate 90%, Language (Other) 40%, Occult 20%, Persuade 50%, Psychology 50%, Spot Hidden 50%, Stealth 95% Combat Brawl 80%, Handgun 90% Psychic Ability Telepathy 75%
  18. I have not yet tried to add traits, personality and background elements. The Phantom Archetype: Steadfast Profession One: Tribe Member Profession Two: Dilettante Characteristics STR 90 CON 95 SIZ 75 DEX 80 INT 80 APP 80 POW 80 EDU 80 Move 9 Damage Modifier 1d6 Build 2 Hit Points 34 Talents Animal Companion (Hero and Satan), Rapid Fire, Rapid Attack, Tough Guy Skills Animal Handling 40%, Climb 65%, Credit Rating 60%, Dodge 60%, Drive Auto 50%, History 35%, Intimidate 60%, Jump 65%, Language (Other) 40%, Listen 55%, Natural World 40%, Occult 20%, Persuade 60%, Pilot 35%, Ride 70%, Spot Hidden 40%, Stealth 60%, Survival 55%, Swim 60%, Throw 50%, Track 50% Combat Brawl 90%, Handgun 85%
  19. Here a first attempt. I have not yet tried to add traits, personality and background elements. Indiana Jones Archetype: Scholar Profession One: Archeologist Profession Two: Explorer Characteristics STR 50 CON 75 SIZ 60 DEX 75 INT 85 APP 70 POW 75 EDU 95 Move 8 Damage Modifier 0 Build 0 Hit Points 27 Talents Heavy Hitter, Linguist, Quick Healer, Sharp Witted Skills Anthropology 50%, Archaeology 90%, Climb 55%, Credit Rating 60%, Dodge 40%, Drive Auto 40%, Fast Talk 45%, History 80%, Jump 65%, Language (Other) 30%, Language (Other) 30%, Language (Other) 30%, Library Use 70%, Natural World 50%, Navigate 50%, Ride 50%, Astronomy 20%, Cryptography 50%, Sleight of Hand 60%, Spot Hidden 65%, Survival 30% Combat Brawl 55%, Whip 75%, Handgun 60%
  20. Just for fun, I decided to create a few iconic pulp characters using Pulp Cthulhu. Because I wanted them to be very competent (as it goes for some of these characters), I have created them with two occupations (with corresponding skill points) and 4 talents (yes, 4). I choose the archetypes liberally with the preferred characteristics and set of skills that seemed to match best and I have done the same for occupations. For the characteristics, I just winged them. I have added draft write-ups in the next few posts. Comments and contribution welcomed!
  21. Very nice. I have been tempted by the Malleus and the Keeper Decks lately... This is very tempting.
  22. If exact distance is ever important, I would go for the maps from the RQG GM Packs. They are more recent and are close enough from one another. I suppose the definitive map of Dragon Pass which Jeff has been showing part of will settle the issue.
  23. Hmmm good point. Losing them permanently seems harsh. Just spending them with no effect is punishment enough.
  24. I will use soltakss as a launchpad for how I view these cultures. Keep in mind that I will be equally wrong. Orlanthi: Celts/Gauls, non-maritime Vikings, Thracians. Even if you could also use them for inspiration, avoid anglo-saxon terms. A bit of all of this but none of them really. Also keep in mind that "orlanthi" as a term is very, very broad so there will be a lot of variation from place to place. Sartarites are from a clannic/tribal culture that have been organised into a kingdom with strong urban centers but they are still very tribal and their core. Lunars: Babylonians, Sumerian, Persians. You can use some Romans element for inspiration but avoid roman terms. They are the progressive layer on top of conservative societies (Dara Happans, Carmanians) Praxians: Steppe Nomads. This one is hard because the Praxians are vey diverse. I'd say ancient (pre 5 century BC) steppes nomads from the pontic steppes (Prax) and Central Asia deserts and steppes (the Wastes with a good dash of American west). I would avoid native american tropes (it just doesn't fit into an ancient world) except for some shamanist elements and some american west desert imagery for the Wastes. Pentians/Grazelanders: Steppe Nomads/Mongols/Huns/Turkic. I have seen them as such for a long time but actually, there are some element of Scythians specifically for the grazelanders Dara Happans: Babylonians, Sumerians I think it is useful to look for inspiration For central Genertela in the ancient world (say pre 5 century BC and muuch earlier) between eastern Europe and India.
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