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DreadDomain

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  1. From their websites, both le Valet d'Coeur (Montréal) and l'Imaginaire (Québec, Longueuil, Laval, Sherbrooke, Trois-Rivière) both carry RQ. Lightbringers and Earth Godesses are not on their websites yet but since the Prosopedia is, I suspect they have the intention to get them. I suggest you give them a call and make sure they order and reserve them for you. Now if you live in Val d'or, Gaspé or Jonquière, that is not quite local but maybe shipping is not that bad?
  2. Reading this thread is helpful even to understand why I love RQ3 so much (aside from the nostalgia factor of course). After all, aside from the front cover, RQ3 was far from a beautifully produced book nor was it inspirally written. But when when it came to rule, it was concise and generally well explained. I did not like all the rules but they were all easy to understand and generally internally consistent. That's the main reason why I do not like RQG attack, defense matrices as they are and I simply streamline the results. To make it even easier, I could just use RQ3's resolution. Maybe I should try that. While it is a fair comment, it was counter balanced by the fact that skills were capped at 75% (or 100% for some) so there is a clear limit of what can be acheived throught previous experience. Depending on skill base, skill category modifier and early increase, some skills would cap at around 27 (some earlier, some later). Every years thereafter, previous experience bonuses for that skill were lost, effectivelu lowering your yearly allocation. Quite true. When I bought it I initially browsed pver that section to later realise that it was actually a very useful section. That is another intangible that really resonated with me. RQ3 offered a playstyle that was very grounded and felt realˋ. Agreed. I discovered Glorantha because of RQ3. RQ2 never even came close to grab me as a game (I blame it at the way it was (not) organised) but with RQ3, I discovered both a system (RQ3 itself and then BRP as a whole) and a world that I loved. I'll reiterate. RQ3 is far from perfect. Nowadays, I would mix and match stuff from RQ3, RQG, BRP and Mythras to create my perfect RuneQuest.
  3. RQ3 is the game that literally cimented me to the hobby. I really like character creation and the race-culture-age-occupation-religion structure remains my favourite to this day. I am happy that the structure was retained for RQG, with the addition of family history. RQ3 character creation was further enhanced by the addition of the player book in the Genertela box set and Gods of Glorantha. I also like how RQG implemented character creation, withe the same structure but with skill bonuses instead but I like how in RQ3 you can easily adjust your starting age In a coherent manner, something RQG doesn't do off the shelves. I generally prefer how secondary attributes, like hit points, are figured out in RQ3. In combat, I like how movement works in RQ3 more than how it works in RQG and interactions between attacks levels of success and defenses levels of success are a lot easier and straightforward in RQ3 than it is in RQG. It feels like RQ3 combat generally works better, more seamlessly. Having said that, we introduced some house rules over time. As examples we used multiple defenses from Stormbringer and personality traits from Pendragon. We also used the resistance table or opposed skills instead of RQ3 skills contest. RQG introduced similar rules, or better in the case of runes and personality traits. I also like magic better in RQG and prefer the RQG skill list.
  4. Same here. The SW size table is still the best.
  5. For creatures, there is a nice table on page 203 of Pendragon 5.2. It says: "Generally, a creature up to SIZ 10 weighs roughly 10 pounds per point of SIZ; thus, a SIZ 7 hound weighs about 70 pounds, give or take a few. Beyond SIZ 10, each number indicates a 10% increase over the previous value. Thus, a character of SIZ 15 weighs 10% more than one of SIZ 14." It follows with a table (example below) SIZ 10 = 100lbs SIZ 13 = 134lbs SIZ 15 = 162lbs SIZ 18= 216lbs SI 42 = roughly 1 ton SIZ 66 = roughly 10 tons Siz 90 = Roughly 100 tons What is nice with the table is that it has a constant, non-linear progression that does not have the non-sensical taper off at the end high. Each +7 or 8 SIZ doubles mass, each +24 or 25 multiplies it by 10. The drawback is that values are too low for average modern humans (on that chart Ian Absentia would be a 16 or a 17) and there are no relations to height. Mythras also has a good chart with heights and weignts (p.9) where SIZ relates to height first and mass second. SIZ 10 gives 161 to 165 cm and each +1 SIZ (up to 21) gives another 5 cm (SIZ 21 is 216 to 220 cm). When it comes to SIZ, it gives a range where the lower part (lithe) increase per 5 kg each +1 SIZ and to upper range add 9 kg. SIZ 10, 161 to 165cm, weight from 46 kg (lithe) to 90 kg (heavy) SIZ 13, 176 to 180cm, weight from 61 kg to 117 kg. Ian Absentia would be SIZ 15 with a build somewhere between lithe and medium. The RQG Bestiary p.9 also has an extended list giving weight and height for humanoids up to SIZ 32. As usual, each +8 SIZ roughly doubles weight. It also gives a corresponding height. On this chart, if we rate Ian Absentia on weight, he would be SIZ 14 but on height, he would be SIZ 16. Note that the RQG table closely follows the mass progression of the Superworld chart given above by Atgxtg (at least at the lower end).
  6. Thanks Rick, that is very helpful. While discussing what we want (and I am NOT asking you to answer me in any way), my dream RQ3 reprint would be: RuneQuest 3rd based on the Deluxe 1993 paperback with the inclusion of: the Genertelan Character Creation (page 22 to 34 of the Genertelan's Player's Book from the Genertela box) added to Book 5: Glorantha Book the errata at the back of the paperback incorporated in the text. But I would also settle for just the RQ3 paperback 😉 With that, anyone could use RQG products and mix and match with any kind of flavors from RQ1, RQ2 and RQ3.
  7. Not sure I have a lot of wisdom to share but I have played The Broken Tower (from the Quickstart) and A Rough Landing with my 2 daughters who were playing Vasana and Yanioth. I had played Call of Cthulhu with them previously, so they had a grasp of how BRP works but as my youngest said, the characters in RQ have a lot more options to play with. While CoC is super easy to manage, mainly d100 rolls with level of successes with options to spend Luck or push rolls. Even combat in CoC is quite seamless. RQ, being more complex, I had to help them manage spells and what they do, explain what the runes mean, and how they interrelate with the spells. For combat, the strike rank tracker from the Starter Set was really useful for them to understand when they were supposed to act. I was also managing the attack/defense matrices myself because having the players manage the results themselves always pull them out of the story and engulf them in the mechanics.
  8. Here goes the Man of Steel himself, Superman, built at Cosmic level. The challenge with Supes is how powerful he is in a broad range of powers. I sacrificed 150% of skills to add an extra 5 power slots. I had to add 8 levels of Strong Powers to his Enhanced Strength to give him a decent level of lift and damage (1d3+2d10+1d8/E). I also used Blast with Variable Effect to represent his Heat Vision 3d10/E with Armor Piercing and Sunder - OR - Strong Breath 3d10/E with Radius 3 and with an automatic Bash SFX but it does only half of real damage, and it is short range. Excluding Boosts, they cost 2PP to activate (which explains why he generally uses his fists). Instead of buying both Enhanced Speed and Flight, I created a Flight boost to his Enhanced Speed. With is he can run or fly at a top speed of 96,000 km/h (60,000 MPH). According to DC Adventures his to speed is 64,000 MPH. Oh, and under gear, you will find the Fortress of Solitude!
  9. That is a tough one. While for GURPS I see 4th as a general improvement over 3rd, even if I loved 3rd, I do not find HERO evolution so clear cut. I do not like all that it had done but I generally choose 6th, if only because it is the latest edition, but 4 and 5/5R are absolutely fine.
  10. No, no, not at all. I totally got what you meant (especially since I am a fan of both systems). And thanks! I find building characters in Destined quite interesting (and much easier than creating supers in GURPS). Like I said, I am not trying to break it but at the same time, it does seem to balance quite easily. When it comes to the superhero gaming, I come with a strong HERO/Champions bias. I have tried many other super systems and they never stacked up to Champs in my book. So far Destined seems to hit a sweet spot between verisimilitude (being d100/Mythras based), high level of customization and ease of creation. Not as powerful and complete as HERO but easier to manage.
  11. Here is Thor, the God of Thunder, created at, guess what, Godlike level. Even at that level, I had to sacrifice 90% of skills and 40% of Allotment to get more power slots. Even then, I blew the maximum limit budget (15 over 7). With Mjolnir, or his Lightning Strike, Thor inflicts a lot of damage that Hulk overtakes only when fully enraged. He has better armor, unless the green giant is enraged but not as much HP, but close. He is however a more skilled fighter. He is also stronger than calm Hulk (2,560 tons) but not as strong as enraged Hulk. With Mjolnir, he can fly at high speed (mach 2) but also swirl the hammer to create a defensive barrier. He can obviously attack in melee, but also throw it very short range (reach 2) returning immediately or throw it (thrown) and call it back next turn (Quick Draw). Finally, he can call forth a lightning strike for a mass 3d10 of damage (it takes a turn and cost 1PP) which can be boosted with Armor Piercing and Detonate. With 26 PP, Thor could pump a lot of PP in it. As an example, 1PP for the Lighting Strike (17 hits) and 4 to 10 PP for AP would smack Hulk quite hard. It could be effective against calm Hulk but not against enraged Hulk who could then spend 2 to 4 PP on Nigh Invulnerability. Finally, he has a good Elemental Control creating quite a bit of trouble to weaker opponents.
  12. Hey Bil, I love GURPS, it's one of my favorite systems to be honest and I guess Mythras scratches that same itch for me. Both are mechanically well designed and internally consistent. They also "make sense", as rules feels "right and credible". Of course GURPS has so much more than Mythras but Mythras does a lot of things just... simpler (not quite the word I am looking for). And as shown in Destined, it scales up much better. There really isn't a lot of things I would change in Mythras.
  13. For Hulk, I should have added that if something triggers it and an Enraged roll (70%) is succeeded, he will hulk out, unlocking various boosts like Armor-Up, Tireless and Amped-up (bonuses to Brawn, Endurance, Willpower, Intimidate and Perception). It also unlocks 1 level of Strong Power for each of Close Combat, Enhanced Strength and Inherent Armor and one level for each will be added each round thereafter for a maximum of 3 levels. It means that his armor and damage depends on his emotional state: Calm: 2d8+1d10/L, Armor 4 Enraged (round 1): 3d10/L, Armor 6 Enraged (round 2): 2d6+2d10+1d2/H, Armor 8 Enraged (round 3): 2d8+2d10+1d4/E, Armor 10 Fully enraged Hulk dishes out on average 22-23 hits which I think balances well, if he had to battle himself, with his HP, Armor of 10 and his defensive boost. It does enough damage to make it significant and make the player think about spending PP to reduce it or keep it for something else. Decisions, decisions... Now consider the Tank Test with Hulk. At first, it would work similarly than with Colossus (described above) except that he has more HP to absorb damage but with Superleap, he would get to the tank much quicker. He could open up with a leaping attack on the tank, which would destroy its armor (Sunder). Once on the tank, he would total it (0 HP) with another 2 blows (depending how enraged he is) or he could lift it and throw it. If fully enraged, he can throw the tank about a 100 meters.
  14. Here is a big one, The Hulk! I will be honest; I was a bit concerned when I started putting this one together. Would "Expanded" Destined pull it off? I think it did. But I did trade a lot of skills and allotment to get more power slots. And I exceeded the max Limits significantly (12 over 7 at World-Class). This Hulk is tough. More HP than Thor and Superman. His upper limit of armor and damage (when enraged for 3 turns) is also above the other two heavy hitters. But that is the thing. Some of his powers and increasing over time (3 rounds) when he is enraged, and his Brawn and Endurance go up to 150%. For Hulk, I have reskinned Flight as Superleap. With Stratospheric jump and 3PP on Strong Legs, he can jump a distance over 12 km. His max lift when calm is 640 tons, when fully enraged, 5,120 tons.
  15. Yea, I think we might just be over thinking this. SIZ is taken into account into the damage modifier. Realistic? Hopefully not, it's Four Color.
  16. Not a bad idea. What would be the progression then? I changed the table to make the damage inflicted a bit more reasonable compared to STR+SIZ, Blast and, you know ballistic missiles 😉
  17. Here is Bruce Banner. I wonder who I will post tomorrow. For someone with a Powered Form, Destined suggest a character that is Street level, with no powers and only 75 points of characteristics. I decided to give him 80 points if only because I wanted to give him a intelligence on par with Stark. I even sacrificed 45% of skills to get him Savant and instant specialization for Engineering, Science and Medicine.
  18. I don't disagree and might look further into it. That being said the base DM already takes SIZ into account and even the engineer in me accepts that in a 4 color game, it's more important to emulate the genre. For vehicles or objects, It could be as simple as limiting the damage done by the structure/armor/size. HERO does something similar using BODY and rPD as a limit of dice. I'd be interested to hear your thoughts on how you would convert it in dice of damage.
  19. Tony Stark is another character who benefitted from the versatility of Savant, providing above 100% in all engineering, science and craft skills. I retroactively conceptualized Stark as an Epic level bloke getting boosted to World-Class once in the Iron Man armor. On the sheet, I forgot to add Stark Industries (giving him an extra 10 Allotment points) and could/should have added more gear and a workshop as a base. I quite like how gear, vehicles, bases and organizations are done in Destined, there is a good level of definition and is quite easy to put together. Looking at balance, I believe a fight between Iron Man and Colossus could be interesting, even if Tony is one level above. Of course, Iron Man would fight from a distance, making Col's life difficult, but Pyotr has good armor (8) and HP plus defense abilities to back it up. With 2d8 Blast, Iron Man would need to expand PPs to get through his armor and wear him down and Colossus could use his own boosts to absorb the impact. To get to him Colossus would need to throw stuff at him, a motorcycle, a car or something. On the receiving end of 1d10+1d12 damage Iron Man would need to use his shield (costing PPs) or he would get in trouble quickly. Even with his full servos on, Iron Man does not quite deliver as much damage as Colossus, but close. Another comparison with Colossus is how much he can lift. With Enhanced Strength and a hard Brawn roll (67%), Colossus can lift 40 tons. He can push it up to 160 tons with Power Lift. As a base, Iron Man can lift 4 tons, 16 tons with Power Lift. With his enhanced servos he could push up to 128 tons. His Brawn is not great at 32%, let alone 22% for a hard Brawn roll. Still, if he makes it, he could push above Colossus maximum lift. Maybe I should not have added a level of Strong Power to his Enhanced Strength. Or maybe Colossus does not have enough lift.
  20. One thing to be said about the character that I am creating, and more generally the higher power levels, they are not deeply play tested. The power levels feel right, it is a simple extrapolation of the current levels, but when I create the characters, I do not attempt to break the system. I rather try to assign abilities, skills, characteristics and values in accordance with what I would think they should have, within the budget and in relation to one another. Spidey is the most acrobatics and has better reaction time (initiative) than most except The Flash, Cap and Batman and better fighter than all the others eve if Thor and Hawkman, with their thousands of years of experience, come close. So far, I really appreciate Savant, Parallel Knowledge and Instant Specialization, making it a breeze to create ultra competent characters (often difficult in other systems unless they are not really granular). The distinction between Cores and Boosts, what they they, how much they cost, is really good, opening up quite a few options in play. With "Strong Power", some core powers scale up quite nicely (Enhanced Strength, Enhanced Speed, Flight, etc.) but some other powers do things in a weird way. Growth is an example of that. While the growing part seems alright, the lifting and damaging part is convoluted and those not really scale well. Also, how the powers are attached to characteristics feels grounded and works at lower level. At higher level, having them increasingly disconnected, with Boosts including Strong Power, also makes sense.
  21. Ahh, why wait tomorrow? In Destined, The Flash is a named example for Paragon level so I initially tried to create it at that level. However, while I was somewhat happy with his speed, I realized I had messed-up the calculation because I used Supersonic with Enhanced Speed. This is what made me think to standardized some of the effects boosts based on what they modify (weight, speed, range, attributes, etc.) See the second post of this thread above. Second, I had to leave out his ability to phase through matters at high speed. In the end, as @Raleel pointed out on Discord, I had to accept The Flash is not a Paragon, but a World-Class hero. Like for the Atom, instead of just winging his power I looked at his write-up in DC Adventures, where he is listed with a top speed of 3,200,000 km/h. Taking into account boosts like Supersonic (which I called Super Speed here and excluded the base x10 since there is already x20 included with the core of Enhanced Speed), Hyper Speed, the Athletic bonus and the sprint multiplier, I had to add 3 levels of Strong Power (a boost described in my second post above) to get him to 2,560,000 km/h. Close enough methinks! Of course, achieving that speed is taxing, costing a total of 6 PP. Fortunately Flash has plenty of energy with 23 PP. I have listed his various running speed on the bottom right end side of the Abilities section. The Flash is also the reason why I re-worked Velocity damage (see my third post) to give values that are a bit more sensible at high speed. Barry being always on the move, I have listed 3 different charging speed. The first is him running at above Move 400 up to 768, a normal combat move for him. This speed doesn't cost him any PP and he is at full skill, delivering 1d3+5d6. However, he would also take the same damage and Barry not being the toughest, would tend to punch-by or roll with the blow, avoiding any damage but delivering only half of that (still an average of about 10). Of course, he could deliver less against goons by running slower. Imagine with Speed Charge for a mere 2PP plus 1 PP per extra target, et could run around the room clocking a bunch of goons out of their socks. For extra punch, he can charge even faster either by Running (attacking at half skill), using Hyper Speed (costing 2 or 3 PP) or both! For the latter, he would need to hyper run at minimum Move 6,401, inflicting 1d3+9d6, but he would roll with it for an average of 17 hits! He would need to succeed his attack at 30% and pay 3PP. Some other random notes: With Surface Runner (inspired by Wallrunner) he can run of walls and liquids as long as he runes fast enough. Hyper Action allows him to buy more move maneuvers. Enhanced Reactions gives him an Initiative of 30 and, for a price, addition action points for reactions. With Tireless, he can remove fatigue levels. Speed Phase, a renamed Vaporous Form, gives him his various insubstantiality tricks. In short, he has many Power Points, but he has a lot of Boosts to spend them on. I think he would be fun to play.
  22. From tomorrow, I will post characters built at higher levels. Coming up will be The Flash and Iron Man (World-Class), Hulk and Thor (Godlike) and Superman (Cosmic).
  23. Here is another original at Paragon level, Synergy. It is when I was creating her that I was reminded of Living Steel, as few posts above. They are actually professional rivals, both being preeminent scientists. A past endeavor ruined her professional reputation. She is now impoverished and seeks to repair her reputation General Background: Someone close to you claims to have psychic ability, and their predictions about your life have been eerily accurate. Will you use their visions to further your career, and what do you do when one of these visions predicts some dark fate for you or someone close? Origin Background: While out in a remote area you came upon a strange craft and found the technology you use inside of it. Where did the craft originally come from? Will the original owners come to Earth to try to recover what they lost? Core Powers: Using the alien tech she found (the body suits she wears), she creates and control robotics entities, but she is also an inventor of her own right. She creates constructs (Summon and Legion) that may have their own abilities (Empower Constructs) and can use a construct as her own powered armor (Homunculus). Using the suit itself, she generates a powerful blast (Blast) and can hack computer systems and technological devices (Technopathy).
  24. I wanted to try a character with shrinking as their main power and thought using the poster child, Ray Palmer, The Atom, would be perfect. That and because having his stats in DC Adventures is quite helpful. On one hand, I was instinctively thinking about the Atom as an Epic level character but from the start, I believed Paragon level would be required. I was wrong, Epic was enough. Ray is an expert physicist and a driven scientist who always want to test and trial theories (Savant for Craft, Engineering and Science with Instant Specialization). All his powers are based on the White Dwarf Star technology harnessed in his belt. He can easily shrink to less than 4cm (his favorite size being 15cm) which makes him 2 grades harder to hit and perceive. While he retains his strength and structural integrity, his move is greatly diminished, which he compensates by gliding through air currents at close to 50km/h or travel through telephone lines up to 11km. If he spends power points, he has a few tricks up his sleeves. He can go super small (less than 4mm) or even enter the microverse. He can also quickly shrink to dodge an incoming attack, which would bring his defense (Acrobatics) to 90%. This is quite handy as he is not the toughest on the block. He can use his White Dwarf Punch and Growth Momentum to deliver a solid 1d8+1d4/M blow. He could do this quick (1PP) and shrink back for maximum defense (2PP) but that would expand him quickly if he does so repeatedly.
  25. I initially created Colossus to look at the "Tank test". Can a brick designed in Destined, withstand the blows of a tank cannon? Can it rip past its armor? See below for the short analysis. I chose Colossus because it seemed to fit well the classic Paragon brick. While X-men would generally be Epic level, some level Colossus, Wolverine or Storm are well into Paragon while others like Jean Grey might be World-Class. Colossus below respects all the budget constraints of Paragon level, has very decent Combat and Athletics skills with very high Brawn and Endurance skills. His base lift is only 8 metric tons but with Power Lift and a Brawn roll (100%) he can lift 80 metric tons. With a hard Brawn roll (which he has 50% chance to succeed) he could bring it to 160 metric tons. With his big metal fists, he delivers no less than 1d10+1d12/Large damage. Ouch! And he is tough too with high HPs, Armor of 8 and boosts to back it up (Second Wind, Invulnerability, Stand Fast). To top it all, he has Resistance and the Immunity boost against ballistics damage. One thing to note about Colossus is that he is not very mobile. As noted above, the tank test is very theoretical, not taking into account context, like cover, distance, crew skill levels, etc. The goal is simply to figure out if a bout between it and a brick could yield expected, and exciting results. When it comes to resisting the damage delivered by a tank cannon, 3d8+2 with an average 16 hits, Colossus would have a few options (assuming he gets hit). With Inherent Armor and Resistance (no expenditure of PP), only 4 damage would be inflicted (16-8 AP =8, divided by 2 because of Resistance equals 4). It would take 3 such blows in the same location to inflict a serious wound, in which case he could spend 3 PP (Second Wind) to heal back 5 HP and quite possibly not having to roll against his Endurance to avoid the serious. Colossus could instead spend 2 PP (either Immunity or Nigh Invulnerability) to shrug off the damage altogether. Depending on the context, the tank is a threat, but Colossus has 15 PP to use and withstand the attacks while he closes the distance. Going on the offensive, Colossus could use his strength to lift the tank to flip it or throw it. Assuming a tank of 50 tons, for 2 or 3PP Colossus could flip and throw the tank 2 or 3 meters. He could instead decide to punch it with a damage of 1d10+1d12. With an average on 12 hits and Sunder, Colossus would destroy the Hull (armor points) of a tank in one blow. Each blow thereafter, he would chew up through its HP and totally destroy the tank (0 Structure) in 5 blows. Each hit, there is also a fair chance (12% on average) to destroy a system along the way. For fun, Colossus could grab the canon and try to twist it. With a Brawn roll (100%) he would inflict 1d10+1d12, Sunder damage. Using the table on page 133 (unfortunately no AP/HP for the vehicle weapons on page 146), the cannon could have AP/HP of 6/15. It would take Colossus 2 rolls to twist it out of shape. In short, once Colossus gets to the tank, its toast. All in all, I believe Destined succeeds the tank test with flying colors.
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