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Sean_RDP

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Everything posted by Sean_RDP

  1. All the discussions for Mournblade I see are in French, but there might be some compatible Roll20 resources in the direction. (I do not read French, so I cannot say how good or how useful)
  2. I Do not know how much I am allowed to say, but I can say After Thought is not Runed Worlds. Its something much different. Runed Worlds is still on my project list though.
  3. The vibe I get is one of trying to create what the game name changed to: a magic world. Not desperate and dark and doomed the way the Young Kingdoms were, but something that had a sinister fairy tail to it. A world that can go places. There is a lot of potential in the Southern Reaches. If I were to give it a vibe, I would say Loreena McKennitt metal.
  4. This is my answer as well. There was something... I dunno if decadent is the right word, but raw and unconcerned in the design that I liked. I would play any version, but SB 1 is my preferred.
  5. Time for an update. I apologize for it being so much time passing. We are still at work on the manuscript itself. My writing on it had to slow way down, though to be fair a year may have been ambitious on getting this done. Regardless, I hate making a promise and not delivering. Let me list some things we have accomplished. Finalized the visual aspects of the magical language Finalized character creation, in terms of the changes needed. Finalized the look we want for the book. Almost done the free First Look. It will reveal all the folk and their in game stats and how to create characters. In addition it will speak about the world in basic terms. I hope to have some art to put with it. Will also talk more ind depth about magic and maybe a wee few beasties. We have spent a lot of time on dragons and how their existence affects the lives of people as well as their place in religion and the environment. We have talked about demons and elementals and how they will fit into the magic paradigm. Still working on that. Remember, mechanically we are not making many changes at all to how sorcery is done, but some of the details for world building will look different. On the new news front, we are going to be doing an audio podcast of the playtest. More radio drama than actual play, but it will be an actual play. We may recruit some additional players. I have a few questions to ask Chaosium about that, but as long as it is all good, So we hope this will be something all of you enjoy and help you get a feel for how we think the world will roll. Of course, to steal a phrase, your Ashes will vary. Which is one reason we are still committed to a blank slate land where GM's can set their own campaigns if they do not like the main play area. I am not setting any time frames at this moment. We have a meeting today and then we shall see what time I have. I wold love to present something by the end of the month. Everyone has been supportive I want you all to see something. Thank you! To the fans, to Chaosium. Everyone has been great so far. We are still on the road, even it is longer than I anticipated. ~SMH
  6. Straight to PDF. If it is super successful other related KS projects down the line, but this one will be PDF and maybe a POD option.
  7. December 2019 Update I realize I have been working on this system and these games for a long time now. With so many life changes and other projects coming up, the systems have had their own changes. And the worlds too. But none of them are being abandoned. I have actually managed to get quite a bit done on Q21 this year, even if that meant scrapping a lot of work I had done. As it stands Q21 looks almost nothing like OpenQuest2 at this point. And that has been part of the problem. I had this idea originally and each time I revise it, it moves away from the original OQ framework. That is only an issue if I box myself into a corner. I have made a few decisions. Q21 is really its own thing now, though I will keep the OGL and link it backwards to OpenQuest and Legend, but do not expert it to resemble those systems closely. Skae and Runed Worlds will use this system. It will also be released as its own (free) thing for folks to use. I will still use OQ2SRD as the basis for the unnamed Fantasy Noir game and & setting I am working on. Unless... when Newt changes OpenQuest he makes a new SRD and such. Then I might be inclined to use the new OpenQuest (3?) rather than the old. BUT since I have not seen anything on that, Fantasy Noir will still be OpenQuest2.
  8. December 2019 Update This is just a quick update. A longer one will be coming near the end of the month. I want to have our next team meeting before revealing any more information. We are still looking at February as a release month. But the long promised preview will be available soon. It will have info on the playable races, some lore, a preview of the locations, speak about magic, etc... I know I have given hints before about the magic, but I am very excited about how we are using the existing Sorcery rules in Magic World to create this deep and immersive feel. I am excited about it. We are still working on what to do for the cover art. Lots of little things up in the air, but I am pleased so far.
  9. So this is from page 105, sub header- SORCERY SPELL LIST Unless it states it somewhere else (that I have not found) the character's MP are not bolstered by the MP of any magic item, unless that item specifically says it does. The Staff doesn't, it just has MP available for use. However, a spell that is MP:MP uses the MP regardless of whether it is the same as the POW score. So if you sacrifice a point of POW (say 18 down to 17) until you use them, your MP are still 18 and the sorcerer would use 18 for the Resistance Table.
  10. That looks good. I will give better feedback later. But I liked what I saw.
  11. Moon Heart A moon heart is a blue or pearl colored crystal copy of a human heart, though some non-humans can use them as well. It feels much heavier than an actual heart and is slightly larger in size than one might expect. Cults Associated: Lhankor Mhy Friendly: The Invisible God; (Red Goddess?) Enemy: Kyger Litor & all the other Gods of the Uz Hostile: Orlanth; Cults that hate or forbid sorcery Knowledge Among sorcerers and the Uz, the hearts are well known. Currently there are two blue and two pearl hearts in the possession of individuals. It is rumored that there are red hearts as well, where the moon dust is a gift from the Red Goddess herself, but this is unconfirmed. History Legend tells us that a sorcerer by the name of Shien Two-Tongues found a tablet with the ritual instructions written into the hardened clay, Shien, who was no friend of trolls, took this as a sign and made the first Moon Heart. In time the Uz hunted Shien down and shattered her heart, but not before she taught the sorcery to her apprentices. It is always written on clay tablets because the it is said that the magic of the ritual is too heavy for any kind of parchment or other material. Procedure To begin with a character must be a sorcerer and have mastered the Darkness, Air, Water, and Death runes. The Moon run may be substituted for any of these. Once these are mastered and a copy of tablet is found, the sorcerer needs a shallow cave on a clear sky. In addition, a bowl of moon dust is needed and the head of a troll killed less than an hour before. The moon dust is placed into the mouth of the troll and the mouth is sewn shut. Once night falls and a moon is in view,, with some of the moonlight touching the troll head, the sorcerer casts Create Moon Heart, expending 1 point of POW and 2d6 MP. Assuming all goes well, in the morning the head is placed on an iron plate and left out in the sun until the next evening. Then the head is cracked open to reveal a Moon Heart. To use the item, the person wishing to implant it in their chest must sacrifice 1 point of POW and succeed in a CONx5 roll. Failure means the Moon Heart has rejected you and you must wait 2d4 days to try again. Critical failure means instant death as the Moon Heart devours your heart. Success means the user's heart is destroyed and the Moon Heart becomes their new organ. One must be a sorcerer to make a Moon Heart, but anyone can possess and use it. Power Possession of a Moon Heart is a bit of a mixed bag. The abilities it grants are: For 1MP, the character can create a small moon above their head that acts as a torch. This lasts one hour. For 2MP the character can avoid sleep and feel refreshed, allowing them to remain awake for a full day. The character does not dream that day (obviously). The Moon Heart provides 1 point of armor for the Chest region of the character If the character is poisoned or drugged or diseased, they can cleanse themselves of these effects before rolling on the resistance table by spending MP equal to the POT of the Poison, Drug, or Disease However, there are a few downsides as well. If using the heart to stay awake, the character must get actual sleep 1 day in every 4 or they risk the Moon Heart taking over their sleep cycle. If the Moon Heart is used in this fashion four days in a row without normal sleep, the character must succeed in a POW x 5 roll or the Moon Heart will keep them awake all the time, spending 2MP at sunset without the character's permission. Lack of dreaming will eventually have a debilitating effect on the character, driving them mad. A troll or trollkin will instantly know that the character possesses a Moon Heart. They will at best have nothing to do with the character and more likely attack them on sight. If a character has a Moon Heart inside of them and is ever Impaled (special) in the Chest region, they must succeed in a CONx3 check or the heart shatters and they die instantly. If a character with a Moon Heart dies of other means than impalement to the chest, the Moon Heart works its way out of the body in a few, bloody, minutes and sits there waiting for someone to pick it up. Value Possession of a Moon Heart is desirable for some, but the opportunity cost may be high for others. Possessing one of the clay tablets with the spell on it is another thing entirely. Prices range into the thousands of Lunars.
  12. It is a very good interview. Lots of us are trying to get more non-D&D/PF content on the site, with some success I might add. I was happy to see this got posted.
  13. It seemed like an important part of the early versions of SB and in the 80s may have been a more popular style of play. I am curious if anyone took that road and how it differed from the novels, as you mention.
  14. I thought this was a topic here but maybe not. Did anyone ever run SB using the characters from the books for the PCs? I am curious how that went for you. Were they ever used in playtest?
  15. The look has to be right; you can't turn Jason Momoa into a frail albino it just won't work. The actor also needs to be able to sell evil, to brood and not look like Batman, and to keep folks interest even when Elric makes bad choices. A lot of variables to go into it. And it is a very physical role. Next BIG question, if you are doing Stormbringer, run the series in Publication order or Chronological order.
  16. Who is your ideal Elric? (and other eternal champions as well) in terms of actor. The idea of Tilder Swinton playing Elric is getting a lot of play on my friends' list. I think that she could do it but that might be a bit controversial for some folks.
  17. In terms of licensing the games, this may make getting it harder or easier, depending. When a company grabs the rights, they typically grab associated media rights, like game tie-ins and such. This could put them up for grabs to anyone. And a lot of companies have been grabbing IP lately. Still, it would be a good time to examine the possibilities.
  18. Actually going into space would reduce the aging process. Something gravity / space time or something.
  19. XMas 2019 or February 2020 likely pushing towards the latter. I am hoping to have some a brief intro thing here soon
  20. Actually, that is exactly what a tie is: a complication or an opportunity. Story is derived from what happens and how we as GM's let the world react to the outcomes. Ties are valid results. An example: Jurok and Ren jump in a river one night to see who can swim better. Best of three opposed swim rolls wins. Well each swimmer takes one of the first two 'legs' and the final one is a tie. The GM can Declare a tie OR (Complication) tell the players that three trolkin who had been moon bathing near the river notice the frenzy of their fight to the finish OR (Opportunity) describe a shiny item in the moonlight just beneath the water. The characters can stop and investigate or try another swim roll to win the race but might not be able to find the shiny object again Non-combat skill checks offer a great way to tell small stories and add complications. And IMO ties in combat only add to the verisimilitude, not detract from it. It adds tension to the situation, especially between unequal foes. Every round the trolkin dodges your hammer blow, is another round that it might take your head off with that bone handle shovel. Exciting.
  21. The One Ring rpg uses a D12 (and D6). One of my (many) projects, Skull & Sorcery, uses only D12s. The number spread is better than you think.
  22. If all goes well, the writing will be done by Mid-October. But that also means editing and finishing art etc.. And some of the folks who offered to help I will be reaching out to very soon.
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