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soltakss

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Everything posted by soltakss

  1. Looking at their recent releases, it seems to be CoC, CoC and a lot more CoC. BRP doesn't seem to be getting a look in.
  2. Sounds good. It makes perfect sense. The OGL is generic, even though some people have called it a Legend OGL or D20 OGL or whatever. The text is perfectly clear that you can use any OGC material that is covered by an OGL, as long as you include the correct copyrights and mention the supplements that have been used. So, that makes any D20 OGC material fair game for conversion to CF.
  3. It really does depend on the setting and on your take on magic. For example, imagine a 17th century game where a witch uses witchcraft. It wouldn't bother those in her coven, it probably wouldn't bother the people in her village, but it would freak the hell out of a puritan preacher.
  4. Laminating is fine - if you want to ruin a map by covering it with plastic then it doesn't affect copyright. Copying the map and then laminating it might be different.
  5. If you want a character with monkey features, then I'd just say that the character has them. It is easier that way. However, if you want to build a character from, say, a human base and add features then Mutations might work. A human already has hands, so I'd add prehensile feet and a prehensile tail (if you want monkeys not apes), probably some kind of bite. Bear in mind that the mutations are just samples and guidelines - if you want something that isn't there then invent the mutation. You are not randomly rolling and hoping you choose the right ones, you are picking them and you might as well pick new ones which work.
  6. OpenQuest is as good a D100 system as any, so it should be fine for what you want. You roll a D20 and compare to a hit location table. The exact results depend on which variety of D100 game you play. Hit points per location generally depend on SIZ+CON, again differing by nversion. It's quick and simple and better, in my opnion, than having no hit locations.
  7. Welcome aboard. OpenQuest is a nice D100 variant, very fast and very simple. It isn't always to my tastes (No Hit Locations is the biggy for me) but I have played it and it works. All D100 systems tend to be gruesome on the combat side. Ways to improve this include: Increased hit points for PCs (doubled is a good start) Readily available healing magic/potions Delay in dying after serious wounds to vital locations No General Hit Points HPs don't scale in any D100 game - the rationale is that if you take a person and then take the same person 10 years and a lot of experience down the road, they will have roughly the same physical capabilities, so why should they be able to absorb more damage? However, in D100 games, the ability to avoid getting damaged by having better skills, better magic and so on mitigates that by a fair amount. CoC has, at its heart, a cut-down D100 system, with basic skills and basic combat. OpenQuest does skills and combat a lot better, in my opinion. What CoC does is model the inevitable slide towards madness and the grind of slowly losing your marbles as you are exposed to more and more occult/eldritch knowledge. Whether that would work in a Gothic setting, I do not know, not being familiar with the Gothic games. However, if you want your PCs to slowly go mad then, by all means, use a variant of the Sanity rules from CoC. D100 games in general (including RQ variants, OpenQuest, BRP and Legend) seem complex, but that's because a lot of them have different rules for different types of magic. The core system is incredibly simple (Roll D100, try and roll beneath your skill or try and roll beneath a proportion of your skill for extra effects) and is used across all areas of the game. Combat can be more complex, and Legend/RQ6 both have very detailed ways of enhancing combat. Magic systems can be complex, with multiple skills and many spells, but that adds to the flavour of the games. For me, they are simple, but that's because I have played them for a long, long time.
  8. I've never been keen on Daleks or Cybermen. The robots from Westworld/FutureWorld and Beyond Westworld always appealed to me. They were androids but weren't super-powerful yet were still dangerous.
  9. Everything is based on the Legend SRD. Character Generation is Legend, but LifePath for Legend would be available as a free download. Legendary Abilities would be based on the RQSciFi documents. Spaceship combat would be a combination of standard Legend/Pirates of Legend/new SciFi. Equipment just does a job, so is system-neutral. Some equipment will give a bonus, others just allow you to do something. Psionics would be part-based on the RQSciFi document with some odds and ends coming from various Legend magic rules. After all, it doesn't matter where a rule comes from, only that it works. Probably about the same size as the Legend core rulebook. I don't want it to be much bigger and it won't be smaller, and that's a fact!
  10. An update from the Mongoose Thread:
  11. It would be nice if Classic Fantasy could be ported to Legend - That would be a really good system for introducing people to D100 games, even better than CF/BRP.
  12. Merrie England has stats for Stone Golems, but I don't have them to hand. All my ideas regarding glass golems have already been covered, though.
  13. So, really tall giants are beanpole thin - makes sense.
  14. Generally, the rule of thumb for larger creatures is to use the giant sizes as a reference, although I like to use troll sizes as well. This is for RuneQuest, but should apply to BRP as well. Dark trolls stand at around 6.5 feet tall and great/cave trolls around 8 feet tall. So, SIZ 3D6+8 is around 6.5 feet and 4D6+12 is around 8 feet, so 1D6+6 represents each 2 feet difference. A species of around 8 feet average height would have SIZ 4D6+12, 10 feet around 5D6+18, 12 feet 6D6+24, 14 feet 7D6+30, 16 feet 8D6+36, 18 feet 9D6+42 and 20 feet 10D6+48. A 6m giant is around 20 feet tall, with a SIZ of 9D6+18, substantially different from the SIZ extrapolated from trolls. That is probably because of a troll's extremely heavy physique, in that they are very bulky and fat. Using giant sizes, we get 7 feet 3D6+6, 9 feet 4D6+8, 11 feet 5D6+10, 13 feet 6D6+12, 15 feet 7D6+14, 17 feet 8D6+16, 20 feet 9D6+18 and so on. So, using those two scales, you should be able to get a rough idea of the SIZ of a creature with various average heights. Hope this helps.
  15. PM me with your email address and I'll send it on to you.
  16. 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. Torath Manover is searching for the Windsword, but in our campaign the PCs found it and kept it for themselves. One way would be to sneak up the mountain without alerting the Griffins, although this is difficult. 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. 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. Don't forget that Griffin Mountain is sacred to the Griffins and 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.
  17. One more thing - don't forget to steal ideas from every setting that takes your fancy. Why write up new spells when there is a wealth of spells already published, for example.
  18. It is indeed. The beauty of all the D100 systems is that they are all basically simple. You roll a D100 and try to roll under your skill. The rest is just a series of variations on that theme. Once you grasp that then you should be able to use most of these games. I used to have a spreadsheet that compared the systems, but I can't seem to find it. If I can find a link, I'll post it here. Legend is a good place to start as it is modern, is pretty much compatible with RQ and is a well-supported system. It is also OGL, which means that you can legitimately use the rules in your own settings, then publish them. Legend contains a good set of fantasy rules. It is also very modular, so you can insert other rules or create new rules if you prefer. RQ6 is built on the same source as Legend and is a very fully developed set of fantasy rules. It will be well supported, but hasn't been going for long, so doesn't have any supplements (apart from some excellent free PDFs). BRP is similar to older versions of RQ/BRP and covers many genres. It is a toolkit where you can pick and choose which rules you prefer. It has pulp fiction, SciFi and Fantasy rules built in, which gives it a slight advantage when using those settings. I would stick with Legend, as it is a good system, is well-supported and will have many more third party supplements coming out in the next few years. It also can be customised to be whatever you want it to be. As for your own setting, that is fairly easy to do. All you need to do is to c#decide what kind of setting it is (Fantasy, SciFi etc), then work out what races you need, what backgrounds/professions they have, what technology you want and what skills you find important. If it is a fantasy setting, then you could throw in cults, as part of Legend magic is cult based, and/or magic. If it's a SciFi setting then you might want Psi powers. Or you might prefer no powers at all. That gives you the bare bones of the setting. Legend is built to write up settings in this manner and it is very quick and very easy.
  19. And real life seems to be slowly catching up ... BBC News - Japanese artist builds giant $1.3m pilotable robot
  20. Well, someone who is weak and small could have a negative damage bonus, so that could reduce damage to 1 point. Also, weapons in BRP and RQ in general are assumed to be sharpened metal. Wooden equivalents would not get the +1 damage. A fire-hardened spear, for example, does 1D6 damage. If it makes you that unhappy, just change the damage dice. So, 1D4+2 becomes 1D6, 2D6 becomes 1D12 and so on. Drop all +1s and use 1D12, 1D18, 1D24 and so on for large damage bonuses. It still doesn't help with the giant with a Naginata doing more than 1 point of damage, but this way he would do 1D14 + 1D12, so would do 2 damage as a minimum rather than 6.
  21. Yes, the Cult Compendium is a merging of Cults of Prax, Cults of Terror, the cult formats/descriptions from RQ2 and a few cults from other books. Combined with Gods of Glorantha, it contains many of the most useful cults for most Gloranthan roleplaying. I would recommend all of the Gloranthan Classics for anyone wanting to get into Glorantha.
  22. All versions of RuneQuest have a high level of compatibility, assuming you can get over the slight differences. Even HeroQuest is compatible enough that it is fairly easy to use HeroQuest creatures/stats with RuneQuest.
  23. Honestly, I'd go with the phrase and how it feels, not where it comes from. Did Yelm need some help to find out where to leave Hell? Did a son of Donandar travel to the Gates of Dawn to find his true love and play pipes for his true love to follow? Did Yelm hear the pipes and find the way out of Hell? There are many deities who played a part on the Lightbringer Quest without being Ligthbringers or without being on the Quest itself.
  24. I probably wouldn't worry too much about that. After their Coming of Age ceremony, new adults choose their deity and are taught more about that deity. This would probably involve sitting in the weaving halls with the women, or doing farm work in the fields, helping nurse patients, setting snares to trap game and so on. Basically, this is a "try before you buy" time, to see if the cult that you thought would suit you actually does. After the year, the Elders could assign you to a different deity, but probably won't. In the odd case where they do, they would say "You thought that Orlanth has called you, but you are good with alynxes, sneak around at night and have a way with the ladies, perhaps Yinkin is calling you".
  25. and Ten potential BRP SuperHero characters? I'm not surprised she seemed a bit overwhelmed. I've posted a short description of how SuperHero gaming works with HeroQuest at http://www.soltakss.com/superheroquest/SuperHeroQuest.pdf - so it shouldn't cost you anything! Of course, it isn't a fully developed game but should be enough to get you, or anyone else who's interested in a very simple, very quick and very effective Super Hero game.
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