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Everything posted by Greville

  1. Thanks for the link. It's not what I was after, but there's a lot of other cool stuff there.
  2. 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
  3. 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.
  4. 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.
  5. 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.
  6. 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/
  7. 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
  8. Thanks for this free adventure. I'll have fun inserting it into my campaign as the player characters are all ducks
  9. 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).
  10. I really like this idea, I think there are a lot of possibilities, especially if someone strays into the hero plane accidentally.
  11. 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.
  12. To be honest I like the ambiguity. It lets me try out different ideas...
  13. 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?
  14. Thanks for posting this. I love it. There's enough to spark idea's, while still being bare-bones enough to avoid being prescriptive.
  15. I ran a fantasy campaign for two years using the Big Gold Book and didn't have any major issues. Here is a brief list of the challenges faced by my players from a typically DnD background: Characters felt vulnerable due to fixed hit points and no leveling. They got over this very quickly once they made it through a few fights and realized how capable their PCs were. Treasure, just treasure. They came from a game that expected a certain gear level; where PC power is as much about the gear you walk around in as any innate abilities they have. Balancing encounters can be a challenge: it's pretty easy when the party is not outnumbered, just think about skill levels damage etc. But things can go sideways pretty quickly when people start running out of reliable dodges/parries. Most of this was because the game feels so different, but once they started playing the players got used to it very quickly. My best advice is to just start playing and tweak things as you go. Especially if you let people change their characters as they get used to the game. One issue I had was making magical items, I wanted them to be rare, and a big deal, but didn't really like the flavour of the example s in the book. So I went digging online, Pete Maranci's web page has lots of examples that I used, or modified, for the game. http://www.maranci.net/rq.htm You can also lift a lot of stuff, as others have said, from other BRP based games. I have Elric and RQ3, so had plenty of stuff to mine from.
  16. I agree with Madrona in terms of a straight point total, especially as the rules (on page 53) say: The average would be 13.5. The only issue with point buys is that players can get carried away min-maxing, but given that Runequest is pretty unforgiving, the in-game consequences of having some very low stats would prove educational for all.
  17. I have a fan-made character sheet, made by Dan Pettersson in 1995, that I downloaded from a public ftp site in the late '90s. Probably ftp.cs.pdx.edu (the rpg section was taken down a long time ago), UMich, or Berkeley. Could one of the site mods let me know if I can upload the character sheet here? Cheers, Greville
  18. I voted for the fixed armour values. Mainly because I don't want to slow down every combat by adding another roll. As it stands combat can take quite a while once characters are moderately skilled and have semi decent armour. If you are using Elric/BGB default style combat you're extending any combat round, which connects, by 25% (20% if you have to roll a major wound). If you are using the hit location rules then the player can choose to target an unarmoured location by making a difficult attack roll. There are also rules for aiming on pages 212-213 of the BGB that I would let people use for melee attacks as well as ranged.
  19. Hello, I'm prepping for a Mythic Iceland campaign and would like to know what font is used for the special characters. Google is not being my friend. Names are important to me and I don't want to use transliteration and type out the english equivalents. Thanks, Grev
  20. I'm currently playing in a Nephilim campaign set in Victorian London, using the Chaosium version of the rules. I'm not running anything right now, but am preparing a Mythic Iceland campaign using Mythic Iceland and the BGB.
  21. I'm playing in a Nephilim campaign set in Victorian London and we are having a lot of fun. I bought all the books before they went out of print and I have to say that the feel of the game once you have the Gamemasters Companion and The Chronicle of Awakenings is very different to just having the main book. The main book felt like an unfinished game, you could made characters and it gave a bit of background, but no real idea of what kind of game it was. If you decide to play it, make sure you get all the pdfs. We are using the Arcana in the game. They're not organised groups as such, more just a loose group of Nephilim who have the same ideas about the right way to reach Agartha. So we thought of it like twenty two different approaches (there is also a lot of overlap between some of the Arcana) rather than distinct gangs as such. Also there are not a lot of Nephilim around, you may only meet a few in the course of your game.
  22. Thanks for commenting. I'll see how it goes in play and will update it as we find out what works for our group, and what doesn't.
  23. 64 downloads

    I love Mythic Iceland, and think it's one of the best gaming supplements I've bought in years. However the character sheet is pretty ugly. Here is my go at a replacement that is a bit easier on the eyes. It's a two page character sheet, with most things you'd need in play on the front sheet: Stats, Skills, Combat, and Rune Magic. The second sheet is for important, but not frequently needed information like: your family, details about your farm, and your treasure. There are a few things missing: I don't use the encumbrance rules so there are no fatigue points. I'm not using the strike rank rules so the weapons section doesn't have space for them. Hope you find it useful... Cheers, Greville
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