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MrJealousy

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Posts posted by MrJealousy

  1. So what is thebasic rule of thumb for skill ranges for NPCs in MW/BRP? For example would a %40 in a given skill be fairly advanced/middle of the road/trainee... ?

    I would approximately advise...

    trainee, basic skill to 40%

    middling, 40% to 60%

    advanced, 50% to 75%

    master, 75% +

  2. How is Fanning a gun works??? Its -1 to Dexia rank and -20% but what happens when u shoot multiple Time??? -20 each at difficult? Please help?

    Sorry missed that one...

    You're talking Aces High again aren't you?

    The -20% is a one off penalty. Fanning sacrifices accuracy for speed. Getting off the shot is quicker (-1 Dex rank) but the penalty to your skill (-20) does not stack up. Your skill for all shots while Fanning is at -20, doesn't matter how many shots you fire its always -20.

  3. ... In the monograph Aces high they put a new skill: two firearms fighting style. How did he works exactly? Isnt it basicly the same rules for 2 weapons fighting in BRP basic book? Thanks again

    Not quite.

    In BRP big gold book p. 233 the second attack occurs 5 DEX Ranks later than the first and is a Difficult roll.

    In BRP it is assumed you have two seperate skills, a Right hand skill and a Left hand skill.

    In Aces High p.17 both attacks can occur at the same time or alternately. If attacking at the same time both attacks are Difficult, but alternate shooting (left, followed by right, followed by left, etc.) is at your normal chance to hit. There is no penalty for using a weapon in your 'off' hand.

    In Aces High you get a single skill that is applied to both Left and Right hands.

  4. Gods have dropped out of the sky quite a few times in Glorantha so I don't see why you couldn't drop some players out of the sky too.

    Second Age is all Mongoose stuff, old RQ is all Third Age (which is probably what your aunt played in). If you said it was Second Age she would understand some of the concepts but would be totally in the dark about the detail. I don't know what 'Imperial Age' is...

    Genertela - gener... as in generator, ...tela as in teller?

    Pamaltela - pam, al, teller?

    There are lots of significant landmarks. Look for Delecti's Marsh, Snake Pipe Hollow, Apple Lane, Kero Fin. Snake Pipe Hollow and Apple Lane are also two very fine RQ3 adventures. Your aunt may well know them, so you could look for something called Return to Apple Lane. Moondesign have it (will require work to translate i suppose though ) here it's free!.

    Troublesome Trollkin are always welcome :)

  5. I think RuneQuest, at the time, was 'Glorantha' and Eldarad and Daughters tried to spin a generic fantasy twist from the RQ ruleset. I have both of those books somewhere but I keep them more as curiosities than as something that I intend to actually use. I may be imagining it, but didn't a Thieves World book appear at around the same sort of time? Consider that along with Stormbringer and Ring World, who would pick generic fantasy supplements when you could jump straight into some excellent mythology contained in those other products (you will notice that I haven't highlighted ElfQuest... which is also on my shelf...).

  6. Quality not quantity? Or, however many you think you will need? Or even, just the ones you are going to use.

    Its a difficult question to answer. If you are running a game in this world, you only need to introduce the critters/npcs that the players are going to interact with (then 100 seems like a lot), but if you are world building, then you are on an entirely different scale (and 100 might not be enough).

    I wrote the Aces High monograph and that only had 33 critters in it (including both mundane and mythic). I didn't actively choose that number and it could have been substantially larger. But that was all that was needed.

  7. I have to admit that Dustin was always my 'go to guy', he used to reply, having him unavailable is scary. After submitting my second mono it took 9 months to get my payment and writer copies. And it was Dustin that prodded the californians into motion for that.

    I don't know what to suggest. Email Dustin, Charlie and Fergie? Do it every other week until you get a reply? That's pretty much what I did... try to keep it polite though :)

  8. Haven't seen Enemy Unknown but have played the original X-COM.
    I played the original too! This new one seems to be quite similar to it, more so than other offerings in the franchise...

    My "successful" missions involved a lone survivor limping back to base...
    sounds familiar.

    There was a critter in the original game that turned dead soldiers into snot zombies. Ewwww!
    and that sounds like the Chryssalid. They're difficult to deal with and they don't even shoot at you!
  9. So I've been playing XCOM: Enemy Unknown (got it for christmas) and these buggers just wiped out my whole team...

    CHRYSSALID - Xenomorph

    Chryssalids are fast melee units.

    Their Implant attack is particularly dangerous.

    Their corpses can be used to make Chitin Vests.

    Groups (or herds) of Chryssalids are dropped into heavily populated areas with the intention of implanting their eggs in as many people as possible as quickly as possible.

    They have four spear like legs and two clawed hands giving them a formidibale selection of weapons to utilise in hand to hand combat.

    Their jumping ability and rapid movement make them a difficult foe to avoid but their lack of missile weapons means that they do have to rush your position. This can give you a chance to take them out before they attempt to impregnate you. But you will only have one chance...

    Alien Life Forms (EU2012) - UFOpaedia

    .......Min.......Max.......Ave.......Dice

    STR..9..........24..........16.5.....3d6+6.....MOV.....15.....Effort 82.5

    CON..9..........24..........16.5.....3d6+6.....HP.....14.75.....Stamina 82.5

    SIZ...8..........18..........13........2d6+6.....FAT.....33.....Dam Mod +1d4

    INT...2..........12..........7..........2d6........MP.....10.5.....Idea 35

    POW..3..........18..........10.5.....3d6........Dex SR.....2.....Luck 52.5

    DEX...9..........24..........16.5.....3d6+6.....Siz SR.....2.....Agility 82.5

    APP...1..........6..........3.5........1d6..............................Charisma 17.5

    EDU...1..........6..........3.5........1d6..............................Know 17.5

    Location.....Melee .......Missile .......Hp.................Ap Armor

    RR.Leg.......01-02 .......1..............4.......0.25.......4 Chitin

    LR.Leg.......03-04 .......2..............4.......0.25.......4 Chitin

    Thorax.......05-08 .......03-04........6.......0.4.........6 Chitin

    Chest........09-12 .......05-13........7.......0.45.......6 Chitin

    RF.Leg.......13-14 .......14..............4.......0.25......4 Chitin

    LF.Leg.......15-16 .......15..............4.......0.25......4 Chitin

    R.Arm........17............16..............3.......0.2........4 Chitin

    L.Arm.........18...........17..............3.......0.2........4 Chitin

    Head..........19-20.......18-20.........5.......0.33......6 Chitin

    Weapon.......SR.......A%.......Dam......Ap

    Bite..............3.......45.........1d4.......6

    Claw.............2.......55.........1d6.......4

    Stamp...........1.......60.........1d8.......4

    Skills

    Climb 35

    Dodge 50

    Hide 50

    Jump 75

    Listen 35

    Sense 50

    Spot 35

    Stealth 50

    Track 50

    Notes:

    Stun Immune: This unit cannot be stunned; taking a live specimen is almost possible.

    Leap: Allows vertical leaps onto elevated surfaces during movement. Chryssalid can Leap DEX in meters in any direction.

    Poisonous Claws: "Poison enemies wounded by a melee attack." A claw attack includes a POT (POW) poison attack versus victims CON.

    Bite: Victims are implanted with a Chryssalid egg if they are killed by a bite attack. A successful implant converts the victim into a zombie 1d6 rounds later that eventually hatches into another Chryssalid 1d6 turns after that. Killing the zombie prevents this transformation from occurring.

    Hardened: Chryssalids have a hard chitinous casing.

    SAN LOSS

    Seeing a Chryssalid 0/1 SAN Loss

    Seeing a Chryssalid victim turn into a Zombie 1/4 SAN Loss

    Seeing a victim explode and produce a new Chryssalid 1/6 SAN Loss

  10. What about limiting the amount of tech you can surgically implant by CON. Each full point of CON used in this way reduces Max Sanity by 10(?5?).

    I'm saying each full point of CON because I see tech space potentially being able to take up a fraction of a CON point. Something like extra memory (USB memory stick in the head kind of thing) could burn 0.1 of a CON point where a whole new arm would be 1/5 of the CON? Or something like that...

    I like the idea by the way. Had lots of fun playing Shadowrun in the past.

  11. Part of the dilemma of Griffin Mountain is that the Griffins are a noble and intelligent species and it might be necessary to kill them to get the Windsword.

    and that is exactly what I want to avoid.

    ... in our campaign the PCs found it and kept it for themselves.

    I want the players to get their hands on the windsword as well... and the rest of the loot too, if possible. Moon on a stick? We'll see...

    Another way would be to do the Griffins a great favour that allows you to climb the mountain, but that would have to be a great big favour.

    I quite like this idea... deserves more thought.

    Another way would be to distract the Griffins and get them to fly away, perhaps they are fighting off an attacking dragon and chase it off, allowing the PCs to climb the mountain.

    But you're still going to be left with the baby griffins and a mother one at least. That would just make it even more horrible. "Right, now the dangerous Griffins have left the nest, lets quickly scale the mountain and slaughter the mother protecting her young..." That's almost exactly what I want to avoid too...

    ... contains a tomb at the peak. This means that the PCs are not only profaners but also grave robbers. But, getting the Windsword is very important as it is an Orlanth artefact.

    Yes, tough choices. I'm considering having a gang of ogres with some pet krajalki do the dirty work, then get the players to clear the ogres out...

    I think the key to not going completely schizoid in Glorantha is to remember that every culture is good and righteous in its own eyes... Especially where cult imperatives are concerned, morals are all in the eye of the beholder.

    I agree with the sentiment, and have even used it with some tribal friction in an earlier session. But my problem is that the Griffins are neutral and could be allies, my players are really going to need some friends not another enemy hunting them.

    If you've got a bunch of players fresh from D&D, they'll have no problem. ;)

    You know, that would make it sooo much easier. If only I could roll back time 25/30 years and run this scenario, there wouldn't be any issue at all!

    Cheers guys. Substantial food for thought there...

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