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LivingTriskele

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Everything posted by LivingTriskele

  1. Yes, it's a mini-campaign setting and a mini-campaign as well (fantasy). I guess I should have mentioned that... Realistically I'm expecting it to be about 120 pages. I originally intended to write more, but have found that time is difficult to come by these days...
  2. Thanks for the interest! There are two setting-chapters--the first describes the archipelago's history and various islands, and provides a few areas of interest (outside of the scope of the main campaign). These are delineated in detail to be used for additional adventures, however the GM sees fit (vine-shrouded ruins, ziggurat tombs, the fetid villages of devil-worshiping savages, a city of mask-wearing mercantile medusae more interested in making a profit than turning people to stone--you know, the usual). The second setting-chapter describes the City of Sepherin in detail, with its intriguing, backstabbing oligarchy of merchant princes, and cutthroat-haunted dark alleys. I'm also including an extensive Appendix that will offer new spells, magic items, races, monsters, and professions. Originally I was going to provide a whole lot more setting material but decided against it. I just don't have the time, which is too bad, I have loads of stuff to include. Yeah, that'd be me too...
  3. Hey Skunkape, I just posted an updated version of my character sheet on the forum. We found the need for having some extra information in the Skills section. It was also nice to give each Power type its own page. If you're looking for format ideas go ahead and check it out. In fact, if you like the design you are free to use that as well. I also have a color version. http://basicroleplaying.com/forum/downloads.php?do=file&id=129&act=down
  4. I thought there was something like that... just wasn't sure where. I'll take a look. As it turns out though, I think I'm going to cull out all of the extra location-based encounters. It's a lot of extra work and the campaign is long enough as it is...
  5. Hey everyone, I really appreciate all of your responses! Just to clarify, I'm not really interested in balance and I have no qualms with killing off entire parties of much-loved characters if they make rash decisions. I appreciate verisimilitude and the fact the wild holds dangers that are bound to be beyond anyone's capabilities. It's one of the reasons why I appreciate BRP. I'm just trying to come up with a quick tool for the GM to use to assess an encounter's danger level and the party's ability to confront it. I believe even Call of Cthulhu describes some adventures as being for 'experienced investigators' with certain SAN scores and spell-casting capabilities. There are some great ideas here and I think I'll be able to use them to come up with something on my own. Thanks again!
  6. Does anyone have suggestions for gauging the "Challenge Rating" (to use a D&D 3.5 term) of a monster or an encounter area? I'm working on a Monograph with disparate location-based wilderness encounters and I'd like a way of communicating how skilled or powerful a party should be to have decent chance of survival. I think RQ suggests certain skill levels. Thanks.
  7. So I finally printed one of my own sheets-- and realized that the box for unmodified skill % is so small you need a gnome with a magnifying glass to write anything in it. I'll try to make those a little bigger. If anybody out there is using these sheets and sees areas that are in blatant need of improvement please let me know. I'm working on color versions as well.
  8. Is a successful Brawl roll required for a sorcerer to touch his/her victim or is it automatic? Thanks.
  9. http://basicroleplaying.com/forum/downloads.php?do=file&id=137&act=down
  10. 329 downloads

    Let me know if you see any areas for improvement. Cheers
  11. Page 124 says that if you lose your grimoire you can try once per day to remember spells not currently committed to memory. "Failure on this roll means that your character does not recall any useful information". I can read this two ways-- either that spell is lost for good, or you can try to remember the same spell again the next day. What's the general consensus here?
  12. I agree with all of these ideas. Especially the change in the experience system. No matter what though, it won't be for everybody. So much work. I guess it's a good thing I'm an obsessive insomniac. :ohwell:
  13. Yeah, it is kind of ironic-- but 5th edition Hero came out in 2004 (I may be thinking of the revised edition). That's just it-- the system has been revised and refined, brought up to date. As long as subsequent editions of a game system truly improve upon itself (as opposed to say 4th edition D&D--sorry, my prejudice) I think they're a good thing. BRP is still kind of where it was in the late 70s. Don't get me wrong--it gets by on its own personality, and I'll take a unrefined BRP over a refined Hero System any day.
  14. I've got my 5th Edition Hero System book out and ready for reference. I guess my biggest and first question is-- how much do I break BRP apart before I (try to) put it back together again? Right now I'm just doing my best to achieve a firm understanding of BRP as it stands now, with all of its optional components. And understand how all of its facets work with each other.
  15. Great! It's good to know other people are finding these useful. I'm working on a sorcery page right now...
  16. Just for the hell of it I made a color version. Unfortunately I couldn't upload it as a pdf to this site, so I put it on Photobucket, which applies its own compression, so it may not be as clear. Image of Vitruvian Color Attack and Defense Matrix - Photobucket - Video and Image Hosting
  17. Masquerade had an enormous amount of depth and options, clans powers, history, mythology--that kind of stuff. They ditched a lot of it with Requiem. The new books are slick and sexy as hell, I'll give them that much. As a stand-alone setting I bet Rome would be cool.
  18. This raises a few questions for me-- 'Undo Sorcery (1-4) looks like it has a variable 'level' of some kind (1-4). In this case do you choose ahead of time what level of spell you want to memorize? Or do you learn a spell at a given level (for example 'Undo Sorcery 2), transcribe it in your grimoire, and that is the only level you can cast it at-- if you want to cast it at 4 you have to find a more powerful version of the same spell. Or if I have 'Undo Sorcery' in my grimoire can I decide to memorize it at any level between 1-4--say, 3, and if I do, does that eats into 3 points of my INT's ability to memorize spells? That's the way I've interpreted it so far. Also, this may be a really stupid question but what is Free INT? It's listed on the character sheet but I haven't seen reference to it yet (I haven't completely studied all of the power types though).
  19. I dropped the opacity by about 5% (it was at 26). It seemed to make a difference on my monitor but after printing a copy I'm not sure if it helped much... http://basicroleplaying.com/forum/downloads.php?do=file&id=135&act=down I guess there's something to be said for variations in monitors and printers too. I couple more percentiles and it looked like he'd disappeared.
  20. I was wondering about that. Have you seen the character sheets in the download section? The opacity of the Vitruvian Man is the same on those too. I can pull it back a notch there too.
  21. Heh, I woke up in the middle of the night last night and realized that this is what the rules meant, and then I felt stupid for placing this post...
  22. I was considering separating Characteristics from Skills too. It does level the playing field a bit. But I think you bring up a good point. It's worth questioning how much change is worth to make a point-buy system. I mean (bear with me, I haven't had my coffee yet) you could take the core elements of BRP and recreate into a brand new game, but that kind of defeats the purpose... okay... I need some caffeine.
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