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Posts posted by LivingTriskele
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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.
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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...)
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I like your style.
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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!
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From what I've seen so far, that looks very similar to what I'm working on. Same idea for sure. Very GURPS-like.
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Cool. Thanks!
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No, I'd love to take a look at it!
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Thanks, I've actually been working on a single point-buy system for BRP (similar to Champions). We'll see how that goes with all my copious spare time
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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.
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I'm thinking of running a superhero game, but the players would like more superpowers to choose from. I'm probably better off just making new superpowers from scratch. I may give that a whirl.
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You scared the bejeebers out of me. I've been trying to time finishing my submission with two kids and a job that's eating my soul--I can use every second I can get
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Isn't it July 15th? The contest submission deadline, that is?
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I’ve been considering transcribing Magic spells into superpowers. Has anyone already done this? In some cases it seems to be a fairly straightforward procedure. In others… not so straightforward…
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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.
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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)
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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.
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Thanks.
I was actually wondering the same thing. I have to reread the rules, but I recall considering either applying a negative modifier to the Throw roll or maybe some Fatigue loss.
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I just uploaded a chart called Vitruvian's Clarifications & Extrapolations_SIZ Kilos ENC Length. It's just a first step.
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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…).
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From what I can tell a point of SIZ represents a pretty wide range of size and mass (one point of SIZ = 1 to 6 ENC points or a range between 1/6th a kilo to 6 kilos).
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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.
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Good point. I misread...
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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?
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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.
Creating New Sorcery Spells for a Pleasure Cult
in Basic Roleplaying
Posted
Thanks, those are good points. I'm thinking of changing "Touch of Yearning" and "Beauty of Beeah’tay" to power point vs power point contests... What do you think?