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Greville

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  • RPG Biography
    I started roleplaying in '93, the first game I played was a year long Runequest III campaign. We played a lot of systems then, changing with each campaign. We played Rolemaster, Call of Cthulhu, Gurps, Hero, Mythus, Traveller (TNE), Spacemaster, Chivalry & Sorcery 3rd Ed and various flavours of D&D.
  • Current games
    Running a RuneQuest: Roleplaying in Gloranatha campaign with ducks!
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    New Zealand
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    I'm from New Zealand

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  1. It might be an old complaint, but it's still valid, and people have posted a lot of workarounds. One of the most common is to have the PCs be an awakened Human that will transform into a fully spiritual being, by reaching Agartha, over many lifetimes. It's my favourite because you can play it from the point when the current incarnation is exposed to something magical or a piece of history from one of their past lives that starts their awakening in this time. When confronted with something that relates to the past life roll to see if it triggers a flashback. Relay the memory and give a past life check. As the past life score progresses you get more of the relevant skills. I plan on using a version of the allegiance rules to handle this. I don't like the idea of having the human be a willing host/sacrifice that chooses to become a vessel for a Nephilim because there is no guarantee that they haven't been manipulated or coerced into it.
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    Lots of stories show magicians and wizards turning to the dark in their quest for power. They turn bad in incremental steps as their moral compass shifts more and more askew. Roleplaying games have modelled this in different ways. A recent thread at BRP Central discussed magical corruption and I put a couple of ideas forward. Here are my house rules for the BRP family of games, now that I’ve had more of a chance to think on it some more.
  3. Thanks for the link. It's not what I was after, but there's a lot of other cool stuff there.
  4. Hi, A while back someone posted a link to an online tool that rolled up the background options for characters and I've gone and lost the link. Google has not been my friend, I find no end of encounter rollers, but not the character background options. Can anyone here point me in the right direction? Thanks, Grev
  5. You're welcome 😀 Let's call it a collaboration, rather than a creation. I'd been thinking of the Allegiance mechanics in BRP for a while. The way they're used in Mythic Iceland really highlighted how well they can they can show gradual changes over time. They're also good for simulating level based abilities/effects I've seen in other games. I'm going to use it for powerful magical items, where more powerful abilities get unlocked as you show yourself worthy (getting more points). But I hadn't thought of using it for magical corruption until I saw your post. Your game sounds pretty cool, I hope you have fun with it.
  6. Mythic Iceland used the allegiance mechanics to show advancement in the worship of their chosen god and corruption by Loki. If you want the save roll to be something that is easily resisted at first, but then spirals out of control as the corruption take hold then use POW vs Corruption Points on the resistance table. Or roll under (POWx5)-Corruption Points as the save for a more linear progression. I would use a variant of the allegiance mechanics to determine the effects of the corruption. As the corruption points pass thresholds then certain conditions can take hold. Here's a quick example: Corruption Points Effect 10 Mark of the Corrupt. Roll or choose one of the following: 1. Flame glows blue in your presence, 2. Animals are scared of you and shy away from you. 3. Your eyes become different colours. 4. You give off a faint smell of brimstone. 5. People feel uneasy in your presence. 6. You have a prominent birthmark that looks like a symbol belonging to an evil cult/religion. 25 Once per day you can use your corruption points as temporary magic points. Your corruption points will increase by the number of magic points used in this way. This is in addition to any points you'd normally get for casting the spell. You can add more stuff as needed and anything beneficial should come with a cost.
  7. I just had a quick look in my Rolemaster FRP rules. The Creatures and Treasures book doesn't give perception skills to basic monsters. For humanoid/sentient creatures you create them like Human NPCs, apply the racial stat modifiers, and give them Observation and Alertness skills under the Awareness category. If the party is in the wilderness then they roll avoidance rolls to see if they encounter creatures rather than rolling to see if a creature spots them so no skill is used. It's not very clear. When I ran Rolemaster I'd take the BRP approach and give the creatures the appropriate skills based on what type of creature they were, which is not covered in the rules, but made it easier for me.
  8. I like the Rune Magic system in Mythic Iceland. People know runes, that have certain effects (both physical and narrative), and combine them to build whichever spells they want. The runes could be easily reskinned just by referring to them by the effect and calling them powers/talents/spells etc. It will be the magic system I'd use in any non-Runequest BRP game I run. https://www.chaosium.com/mythic-iceland-2/
  9. Sorry for the late reply - I've been mulling this one over. To start off with I wouldn't make a character for each life unless you were going to play out that time and that could cause issues if you had people with different past lives. I guess one option is to play the past life stuff separate from your normal game sessions, but that could cause a disconnect between the past life and how it impacts on the present. Here's a slapdash run down of what I would try. I have all the Nephilim books so your mileage may vary. I really like the idea of having a mechanic to cover recall, I think a modified version of the allegiance system could work for that. You could generate the past lives in a similar way to Nephilim to see what significant events the person was involved in, and give each an past life score. The score for each past life would be independent. Then when confronted with something that relates to the past life roll on the allegiance score with modifiers to see if it triggers a flashback. Relay the memory and give a past life check. As the past life score progresses you get more of the relevant skills. E.G Past Life score at 25% could give you the language skills at full levels, the rest at 50% percent of their values. Vague control over the memories, and still difficulty recalling specific events. They don't feel like you yet. Once the score gets to 50% you have all the skills and broad memories. You know this was a past life and these things happened to you. You remember a lot of your day to day life, but still have difficulty (must roll) to recall significant or traumatic events. In terms of the occult skills you have them as latent knowledge that come to the fore when triggered. Once they have a reason to research occult techniques the knowledge starts bubbling up. Sorry this isn't more polished - I'd need to work on it a bit more to get it playable. I'd also want to clean up aspects of the past life system: Get rid of the variable number of skill points - a set number of skill points mean that each past life in equally valuable in terms of skills. Flesh out the events more and make then relevant to the campaign at had. Have reputational effects from the past lives. Other people who know who you were could react more (or less) favourably because of what you did. Cheers, Grev
  10. Thanks for this free adventure. I'll have fun inserting it into my campaign as the player characters are all ducks
  11. I ran into the same problem, until I picked up the rest of the books. We found the GM's book to give a lot of insight (I remember reading that half of it was supposed to be in the main book, but cut due to size issues).
  12. I really like this idea, I think there are a lot of possibilities, especially if someone strays into the hero plane accidentally.
  13. I'm currently running a Mythic Iceland campaign and think it'll work just fine with Cthulhu Dark Ages. Mythic Iceland does refer to the BRP Big Gold Book, but after character generation it's mostly the combat and advancement rules you need, which you can just replace with the one in Cthulhu Dark Ages.
  14. To be honest I like the ambiguity. It lets me try out different ideas...
  15. Hi, I'm pretty new to Glorantha and have a couple of questions about how people see Gloranthan dragons. I love the difference between true dragons and dream dragons, although it took me a while to get my head around. What kind of dragon does a dragonnewt turn into? The book mentions ancestral dragons, but isn't clear if they are like dream dragons or not. Either way it's a good thing that they are rare. I'm planning on them being like dream dragons for now, but am open to any interesting ideas. Secondly, if dream dragons spring from the subconscious of a true dragon does that mean there can only be one at a time per true dragon? I like the idea of dream dragons being born of errant thoughts and desires, but then be their own beings out in the world. Do a dragon's dreams always form into dragons? What other creatures are spawned by the sleeping dragon? To be honest it feels like there are no right or wrong answers here, I'll go away and ponder a bit. What are your thoughts?
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