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soltakss

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Everything posted by soltakss

  1. My Word Document did and they are normally carried across. The front has a Chapter list and the back has a Table of Contents. I don't do indexes as I prefer a simple ToC, personally. I haven't seen a copy of Merrie England yet, so I am still in the dark at the actual contents.
  2. Yes, the Albigensian Crusade is covered with a bit of detail in Merrie England - you should be able to work out which side I would have been on . The main heresies of the period are also covered, including the Cathar Heresy. Queen Eleanor and her children were all from Occitania and spoke various Occitan dialects. She and her daughters were at the forefront of the Troubadour Courts and there was a lot of Cathar influence in the southern ones. I guess that they would have had some sympathy for the Cathar cause. But, politics is politics and when the Pope, the King of France and land0hungry nobles are on one side, it is evry difficult to be on the other side. I have spoken to Gianni about this in the past. His website is very interesting and is understandable if you speak French and Spanish (or in my case, if you can read a bit of both) - I certainly could read the whole site and understand most of it immediately.
  3. Merrie England is a general setting book, based in the Angevin Lands of England, Scotland, Ireland and Western France. It provides the background that Deus Vult, for example, lacks. It was designed to be very playable but with a great deal of background and period information. Paolo should be able to answer this one. Completely compatible. Stupor Mundi was written for MRQI and the original Merrie England was written for MRQ1/2, so they share many of the basic principles. Backgrounds are different, because of the different geographical settings, but any background could be used in any of the games. The professions are largely compatible, but I have added new professions and tweaked old ones. You should be able to take a PC generated for any of these supplements and use it in any other of them without a problem. As for scope for more books, I am planning at least two follow-ups. Age of Crusade covers the Crusades in the Holy Land and the Reconquista in Spain/Portugal/El Andalus, with Martial Orders, expanded backgrounds and descriptions of those lands. Age of Adventure will be purely a scenario pack covering some of the campign types in Merrie England. Other from that, I am open to suggestions. Magic isn't dominant at all. Anyone can use magic, but it is rare and unusual. Different groups of people have access to minor spells because of their traditions. So, Morris Dancers, Masons, Girdle-Measurers and so on have some magic, at the GM's discretion. Sorcerers are rare but can be played. They use Sorcery. Demonologists are rare, but can be played. They make Pacts with demons and can gain spells/skills/abilities and can summon minor demons. Most of the magic is through worship. Characters gain access to spells (Prayers) by virtue of their rank in the Church, by going on Pilgrimages, through study of Holy Texts, through privation/mortification or by Insight. Each method gives them a certain number of spells that they can use. I would expect an extremely pious churchman who has been on several Pilgrimages to have access to maybe 5 or 6 spells. The spells available are not overpowering and can be used or ignored at will. Yes, you can. When Stupor Mundi came out, I thought "I could do that" and asked Paolo if he had any plans for a Ribin Hood compatible game. He didn't, for various reasons, so I wrote the original Merrie England specifically to be able to run a Robin Hood game. There are no particular rules for being an outlaw, except for the background elements (Corrupt Sherriffs, impoverished serfs etc). This does include the Charter of the Forest, which is a set of laws dealing with living in or near Forests, but they are "Thou Shalt Nots" rather than a guide for outlaw living. I have stats for Robin Hood, but not for the Merry Men. They should be easy to knock up if you want to run that setting. There are suggestions for other types of campaign included in the book. Because of space limitations, I couldn't include too many scenarios, but they can wait for another supplement. Basically, anything that happened in Medieval Europe could be used as a setting/scenario in Merrie England.
  4. Because this is for BRP and is in print? Expanded rules for Judaism and Islam. Extensive Gazetteer of Christendom. Seven scenarios in a mini-campaign. Extensive rules on demons with demonic powers and demonic nobility. New Bestiary. Descriptions of Military Orders. New backgrounds (Hiberno Norse, can't remember the others). Sample ships. Descriptions of the major Trading Leagues. Magical Science (Although Paolo insisted that these be Knowledge skills not Science skills - I so wanted the Science (Astrology) skill to be included). Expanded Medieval Christianity rules (although I forgot to include reliquaries). That might be it, though.
  5. Regarding Character Sheets, no I haven't done one for Merrie England. As Paolo says, characters are very similar to standard BRP. However, if I have time, I'll try and design one. You'll probably hate it though, as it won't have any whitespace and will be very busy, but will have as much information as can be squeezed into one or two sheets of A4.
  6. Another forum to keep track of! And we can't post abusive or threatening posts on that one. Best do that here, then
  7. As Merrie England BRP (Age of Chivalry) is now out, I will gladly answer any questions, clarify any obtuse rules and explain any dodgy decisions.
  8. Glad to hear that it is on the shelves. I'm not sure why the pre-order is slower, but Paolo handles that kind of thing, as I am to Business what Prince John was to brotherly love.
  9. Well, the Ultimate "Medieval BRP RPG written by me", anyway. I almost put the "No scholars have checked this work" tag on the blurb, but thought better of it. I had planned on a Merrie England: Age of Demons, but moving to BRP meant that I had to put them in the main book. I did not include many of the lesser demons, though. But, if you want to play a Medieval Demonologist, then you should have a broad variety of demons to summon and bargain with. It covers a few other things as well. It has torturers, religions, professions, monsters, scenarios and all kinds of things. It has plenty of width, which is the main thing.
  10. If the General Hit Point damage was caused by the damage to the location, yes. So, healing 4 points of damage to the arm also restores the 4 HPs lost to general hits. It shouldn't restore points lost to poison, though.
  11. I haven't done any work on this for quite a while - I've been too busy with other stuff. Is Space Opera OGL/Downloadable? I'm not buying any RPG books at the moment, so am being very limited in where I can get ideas from.
  12. We played that a salve affects the location where it is applied and other potions affect the most badly injured location then cascaded down to the next and so on. So, rubbing a Heal 8 salve onto a location that has taken 4 points of damage would only heal 4 points, but drinking a Heal 8 potion would heal a location that has taken 4 points of damage, another that has taken 3 points of damage and 1 point of a location that has taken 2 points of damage.
  13. soltakss

    LEGEND

    Another one? After the BRP version? Probably not as a rulebook as it would just be a retread of the BRP one. I might put together some conversion notes. However, I might think about some generic adventures that would be Legend-compatible.
  14. soltakss

    LEGEND

    Personally, I think that the way that Legend has been made OGL immediately and has a very easy to use licence is excellent. I am sure that a lot of supplements will be produced that are Legend compatible, even if they don't have the Legend Logo.
  15. soltakss

    LEGEND

    As to being legally enforceable, Mongoose would have a difficult job taking anyone to court who used the Legend OGC, especially following Matt's comments in this thread and in others. Other people might try, but I would have thought that anyone who signs up to the OGL knows that they are making all their stuff available to anyone who wants to use it, so would have a hard time taking anyone to court over it. However, IANAL ...
  16. Better, stronger, faster, we have rebuilt it ... The old one was RQ, the new version is BRP. It is as easy to use for RQ as BRP, as I tend to write for a mixed-up/made-up combination of the two.
  17. Thanks - I'll try and get hold of a copy.
  18. By the way, I've just read your post in the Introductions thread. Now I know who you are, I won't mention that we are working on Horse Archery rules as you originally wrote them ...
  19. Never seen fairies in CoC, but I've never owned any ruleset past v1. Merrie England has stats for several types of Fey Folk, for medieval Europe, but could be used anywhere. If not, you could use the stats for Pixies, as they are pretty much the little, winged mischievous fairies.
  20. The trouble with Bow x Ride is that someone with more than 100% Ride is better at shooting on horseback than when not on horseback. In magical campaigns, there may well be spells or abilities that improve Ride, for example.
  21. The way I would do it? Have a Mounted Archery ability which means you can use your bow skill without any penalties while galloping on horseback. It wouldn't be a general trait, so not all Mongols would have it, but would be something that a Mongol PC/NPC could be expected to have. Mongoose RQ has something similar, I believe. However, I am not particularly interested, in my games, in simulating exactly how things work. BRP is gritty enough for me without adding extra layers of grit. SO, a horseman who can use his bow skill as easily on horseback as on foot is fine for my purposes.
  22. I'm helping with some rules on nomads and they have Horse Acrobatics and Horse Archery to simulate the funky things that can be done on horseback. Shooting from a moving horse is difficult because it is bumpy and wobbly and moves around a bit. Horse archers know how to counter this with stance and grip. Even a good archer with a shortbow will have difficulty shooting from a moving horse because it is not what they are used to. What I would do, for simplicity, is to have a Horse Archery ability that allows the user his full bow skill when riding a horse. Other people would be limited to the minimum of their ride and bow skills and could well incur other penalties for shooting while riding, perhaps needing a Ride roll to stay in control of their beasts. Unless using specialist horse bows (nomad composite bows, Japanese recurved bows, small crossbows) there should be a penalty for using bows from horseback if not trained. This should apply to any weapon, from crossbows to lassoos to bolas to javelins. If you don't have Horse Archery then you are penalised when shooting while riding. Of course, the name might be changed to suit the genre. Cowboys wouldn't have Horse Archery, but could lasso and shoot pistols from horseback. Post-apocalyptic youths on BMXes could shoot their catapults while riding away from enemies. Blue-skinned, giant aliens could use javelins from the backs of flying reptiles.
  23. Silver and magic hurt werewolves. A werewolf bite will hurt them as it counts as a magical weapon.
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