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LivingTriskele

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  1. Real fast (I threw these together during my lunch break)... BTW, thanks Chaot, that was really helpful!

    New Sorcery Spells

    Greater Healing (4)

    Range: Touch

    Heals 2D3 and can be used on the same wound multiple times.

    The following spells are specifically practiced the Pentat Celebrant Order of Dreams.

    Beauty of Beeah’tay (5)

    Range: Sight

    +15 to APP

    In addition to the bonus to APP, the sorcerer can attempt to or charm/dominate a target with POW vs POW contest on the Resistance Table (model this after Mind Control page 118). Target must be able to see and understand the sorcerer (simple body language does apply).

    Vision of the Garden Empyreal (1)

    Range: Sight

    power point vs power point

    The target is overwhelmed with the beauty of the world all around (treat as Muddle page 132).

    Touch of Yearning (2)

    Range: Touch

    POW vs POW or the target feels tremendous ecstasy when touched by the sorcerer. These effects can pass on to any weapons the sorcerer wields. The target is unwilling to actively defend (Dodge, Parry or Block) against melee attacks from the sorcerer, for each blow brings tremendous ecstasy (though he or she may still strike back). Target must make a Luck roll to move out of range of the sorcerer’s attacks.

    White Smoke of Ool (1)

    Range: Touch (special)

    power point vs power point

    The target must be within Range: Touch, but does not need to be physically touched by the sorcerer. The sorcerer exhales a twisting stream of white smoke into the target’s face. If the target fails the power point vs power point contest on the Resistance Table, he/she is immediately subjected to powerful hallucinations and must make a Luck roll every round to act normally or react appropriately to the situation at hand.

    Dream Liaison (1)

    Range: Site

    This spell allows the sorcerer to unite any sleeping individual he or she can see, in virtual dreamscape of the sorcerer’s own creation. The targets can attempt to wake up with a successful POW vs POW contest on the Resistance Table.

    Ecstasy (3)

    Range: Touch

    Similar to Unbreakable Bonds (page 139) only the target is thrown into ecstatic ecstasy and can do nothing but writhe and moan. The target can attempt to break free of the sorcerer’s hold by making a power point vs power point contest on the Resistance Table.

    Eternal Lover (1)

    Range: Self, Site

    Same as Summon Demon but this spell only summons incubi or succubi.

  2. These are all great ideas, I really appreciate the responses! I actually had an idea for a spell called Dreamers' Liaison that would allow the sorcerer to connect individuals in their dreams for some... private time... I hadn't though of using POW to determine the ability of manipulating the dream state though. I'll post the spells for you all to check out once I find the opportunity (at work now...)

  3. I need to expand upon the sorcery spell list, specifically for a cult of hedonists. My first question is how to assign appropriate spell levels to my new spells (as far as I can tell, spell-level seems pretty arbitrary). My second question is, can anyone direct me to some alternate sources that may have spells with a pleasure/hedonist flare that I can use/revamp? I already have most of the Elrik!/Stormbringer books as well as Call of Cthulhu... I'm getting ready to look through Dreamlands in a moment. Thanks!

  4. Thanks for all the responses!

    I think the part that I get caught on is trying to make my new superpowers with point costs that are balanced with the existing ones. I know that BRP isn't so much concerned with balance in this way, and in some ways I appreciate that.

    Right before I posted this thread, I was ruminating upon making a gadget for one of my players that creates darkness in up to a three meters radius (like the Dark spell). I figured 1 point per three meter radius of darkness. Then I realized that turning a superpower into a gadget gives back one point, which would make it free... I think... (most my experience with BRP has been in the form of fantasy CoC-- doing a supers thing is new territory for me). I'm assuming that every power has to cost at least one point, even as a gadget, but I haven't seen that written anywhere.

  5. Just my two cents. I've spent the last three years trying to find the best generic RPG system out there (best for me, that is). I’ve tried GURPS, Hero System, Mutants & Masterminds (I’ve tried other systems too, specific to certain genres). Regarding BRP I think there are a lot of things that should be fixed, extrapolated on, expanded or clarified. That being said, it is the one system that I consistently have the most fun GMing.

  6. I was just wondering what failing the Resistance Roll means in terms of what the character has done with the object to be thrown. The rule says a character has to succeed on the resistance roll to see if the object can be grasped and lifted up to throw properly.

    Oh, I see what you're talking about... :)

    I wonder what the official ruling on this would be. I think I would apply a negative modifier based on the chance of failure (rolled on the Resistance Table).

    For example, if I have a STR of 15 and want to pick up and throw a SIZ 7 object, I have a 90% on the Resistance Table to pick it up properly. If I fail that, apply the chance of failure (10%) to my throw roll. If the object was SIZ 6 (95% of success on the Resistance Table) failure would incur a -5% to my Throw roll.

    I don’t know if that makes sense yet.... I’m sleep-deprived (teething baby kept us awake all night).

    By the way I just uploaded another chart pertaining to this thread (Vitruvian's Clarifications & Extrapolations_Casual Lifting)

  7. I had a chance to look briefly at book today. It looks like (in regards to lifting) the Resistance Table is used to determine if you can successfully lift something and still function relatively normally (I didn't see any mention of throwing...).

    I get the impression the Resistance Table and the Effort Roll are used to determine things like if a character can lift, say a heavy chest or a portcullis.

    I haven't seen any rules regarding weight limit and throwing yet. I should think that weight would inhibit the distance you could throw an object.

  8. I think for most purposes the system is fine as it is (though I would appreciate consistency with its charts :) I think SIZ is a useful numeric value, but addressing the difference between actual dimensional proportion and weight could be nice at times (something I hope to do with this chart I’m working on…).

  9. I'm working on a chart to tighten up the lifting/SIZ rules. The project was originally intended for a superhero game I'd like to run. I'll share the results when it's finished. I appreciate constructive criticism.

  10. I just remembered that this is a roll done to determine if a PC can lift a certain amount of weight and carry it (not throw it). If the roll if failed, does that mean the PC can't lift the item at all, or that they are fatigued by lifting it?

  11. Thanks, that clarifies that quite a bit. I understand the idea behind this rule, but have similar (opposite) misgivings about it. If I have STR 15 and want to throw an object SIZ 2, I think it might be unrealistic that I have a chance of failing at that...

    Maybe instead of having a chance of failing it would make more sense to have the SIZ of the item effect the possible distance it can be thrown.

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