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Archivist

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Everything posted by Archivist

  1. nope, that's actually pretty accurate. You buy pieces of people's lives, and then can use it to hide from agents of the god machine (you can also kind of use things associated with what you buy, so if buy someone's job, then you can kind of do their job using the cover). Sweet!
  2. That's so good soltkass. I think that's better than the original mechanic in Chronicles of Darkness. How do we represent adding / maintaining cover? For example, I make a deal with someone to heal their cancer, so now I get to add to my cover their relationship with their wife (now I'm married to the wife in my cover, and reality rewrites itself around this so this has always been the case and everything now makes sense). The advantage of doing stuff like this is that it's easier for me to hide from the God Machine.
  3. Someone on RPGNet said that they were told how to splice in a different D100 combat system into D100. Can you post how that was done? How do you model something like a build up / spend down / endanger resource? Example: Demon the Descent Cover 1. When Demon's "go loud" or do things out of character when in one of their cover forms, it reduces their "cover" (their ability to pass) and attracts the attention of the God Machines' agents; 2. When Demon's make pacts with mortals, they get some or all of that mortal's identity to build up their cover. 3. When Demon's transform quickly and violently, they use up all of their cover.
  4. For those of you that use HeroQuest 2e / HeroQuest (2e) Glorantha, what house rules or cool conversions have you used?
  5. Wow, that game is crazy!
  6. How do aspects apply to the system in the different rolls? Augments?
  7. Yes, you can get it on DriveThroughRPG.
  8. Has anyone converted the Achtung Cthulhu supplement Elder Godlike (weird supers vs the mythos) from CoC 6th Edition to 7th edition?
  9. I agree re Narrative Combat, since that implies extreme narration, but I do think Basic combat deserves a special name. I think we do need an expansion book or extended thread for the GM about "how do I do X". In particular, some extended discussion about converting common things from BRP or other systems and changing the assumptions. e.g., magic points in most BRP games -> skill checks w/ conditions
  10. I think changing the name of Basic Combat to Narrative Combat as another poster suggested is pretty cool.
  11. Nope, that's the thing. It's kind of different. No magic points, no resource management. ;-) It has extended conflicts, traits, conditions, all sorts of cool stuff.
  12. Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100.
  13. Yes, sorry. Apologies. I meant Revolution d100 - it's got a bunch of non-traditional bits, so I was asking how we'd get something *like* second way in Revolution D100.
  14. I have the Second Way and really like it, but it's made for BRP, right? You haven't retrofitted it for D100, have you?
  15. So I'm thinking about systems / settings in the vein of Mage the Awakening, Mage the Ascension, GURPS Ritual Path Magic, GURPS Thaumaturgy, GURPS Cabal, Unknown Armies, or Dresden Files RPG Magic. Here are some of the common characteristics of those systems. 1. Magic is sort of free-form. Instead of having a short list of specific powers, the mage can create whatever effect they want as limited by their skill, tradition, and trapping for the setting (e.g., no bolts of lightning, flashy magic). 2. More powerful / complex magic (more effects, stronger effects) is harder and more dangerous. 3. Spellcasting takes time. Spending more time reduces the risk and danger and vice versa. 4. Spellcasting takes "ingredients" (e.g., magic circles, incantations, symbolic links to the target, sacrifice). Casting w/ (more) ingredients reduces the risk and danger, and vice versa. 5. Casting involves risk and danger. More powerful workings, or workings without reducing the difficulty as above, expose the caster to that risk. That risk could be physical, spiritual, or consequential (bad luck).
  16. I just bought Merrie England. it's very good. Good for general purpose Middle Ages adventuring.
  17. Good ideas. I think I need to read through the rules again and then ask some more questions. RosenMcStern, could you create a sticky topic for something like "How Do I..." for ongoing Q&A regarding "how do I do X in Revolution D100." Revolution D100 isn't super complex, but it's subtle, and not 100% obvious how to model every trope.
  18. Hmm... okay I'll think a bit about this and post something.
  19. Great. That's what I was looking for.
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