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jkeown

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  1. Over at wolflair.com, you can get the demo of HEROLAB which, as of a few days ago, supports Call of Cthulhu. I've been messing with it a bit, and I think it could support Basic with a few custom files.
  2. First page of them. I have to standardize the sizes, and give the lettering more character, but I like these. This is a rather lossy jpg. The real thing will be a lossless PDF for you to print.
  3. Thanks for pointing that out. I do appreciate it. I was thinking about sitting down to Photoshop and cranking out a set of cards that players could print and have a handy reference. Obviously, printing the game effect would be a no-no, since that's copywritten, but the words themselves would be useful markers to your fellow players, your GM and (maybe) yourself during a heated, roiling melee. Then again, maybe just a lot of wasted cardstock.
  4. What conditions can a character be affected by? From round to round, stuff happens to characters, and their state of play changes. Call them Conditions. I have something that jumped in my head just now, and a PDF might result very quickly (so I can get back to drawing this evening!). I have found: Bleeding Entangled Stunned Impaled Prone Wounded, Minor Wounded, Major Wounded, Fatal Attacked by Acid Choking Drowning In Cover Disarmed On Fire Superior Position Inferior Position Would Falling count? How long does it take to fall 3m? A second? That's not a Condition... 30 Meters takes a bit longer, and might count as a Condition.
  5. I cannot say enough good things about AEG's Ultimate Toolbox! It has over 1000 tables for everything, all rolled on 1d20. The only drawback (besides the $50 price tag) is perhaps that the tables are similar to the old DMG tables, alphabetized with a flat probability. There's no way to make a given entry more likely by noting +1 to this table under these conditions in your game prep material. There is even a table of numbers from one to twenty. Why? I have no idea. As someone who does very little game prep, I really love this book. There are no system-specific rules tying it to BRP, HERO or DnD. Thus we BRPers will get every bit as much use out of it as anyone else. The tables have a very heavy fantasy slant, so perhaps they could do a Modern Toolbox or a Future Toolbox at some point. A strange note: It was written by two gamers named Jeff and Dawn, which are the names of myself and my fiance... I found that a fun little artifact.
  6. I've obtained the file from e23. They do not require a password, so I was able to get in and get it, no problem... Now to puzzle out how Eras are defined, create an era called BRP and set to work creating the new mds files. All while preparing for Dark Heresy today and getting my critters completed. I need to stay focused, yes?
  7. I'd get right to this thing if drivethruRPG would send me my password. I've got this killer new laptop... and none of my old passwords are on it. Their reset function thinks it sent the new password to me, but it lies. Have you messed with the data sheets? Does it have a race macro or something to automatically apply stat adjustments?
  8. I'm gonna buy Metacreator for Call of Cthulhu in a minute or two... do we want a report?
  9. How rude of me... I just start posting stuff, no intro to Jeffery to be found! I'm Jeffery Keown, Indianapolis native, cancer survivor (so far). I have 7 rescued cats, one adult son, an incredible gamer-girl at my side and a brand-new Toshiba laptop. I first started, like many of you, with DnD. Way back in a magical time we called the 80's, I got Basic DnD for Christmas, 1982. I was 16. Here, at last was a way to tell the stories swirling around in my head! After those first few faltering steps, I quickly discovered AD&D, Stormbringer, Traveller, Star Frontiers, and Champions. Lots of gaming ensued. My own visions gelled as Caleon in 1988. It was Fantasy HERO at first, then GURPS. But somewhere in there, I looked back at Stormbringer. I tinkered a bit, but my players at the time were dedicated HERO-philes. After the Air Force experiment ended, it was GURPS full time. There is a divorce and a dark twisty path followed here. But then the sun comes out... We did GURPS forever, until HERO 5th Edition came out. That's where most of the development and writing showed up. The Meteoric Magic Item System of Doom, Beasts of Fantasy, Soulwind, Essence Channelling and my unnamed Undead Rules all had their origins in this era. Then I spotted BRP in a thread on 4chan of all places. $80+ later, I've 2 copies of the book and spend my weekends translating FH to BRP. Movies: Star Wars, Godfather Politics: Obama Occupation: Full-time Gamemaster/Dad/Boyfriend, part-time implementation/tech support for a small software company. Favorite Planet: Jupiter Diety of Choice: None Computers: HP Desktop, Toshiba Laptop, 2 Dell PCs Medical Status: I have been cured of my cancer, apparently. I have Adult Attention Deficit Disorder. A lung infection and cancer have left me a bit impoverished physically, but I think for a living, so it's not so bad. STR 8 CON 8 SIZ 13 INT 14 POW 11 DEX 12 APP 11 Move: 4 (land) 0 (water) Hit Points: 10 Damage Bonus: None Armor: 6 - HERO 5th Edition Hardback Attacks: None Skills: Craft (40K Scratchbuilding) 75%, Art (Writing) 35%, English 70%, Science (various) 25%, Sense 20%, Stealth 25% Powers: Jeffery has never studied magic, but posseses two mysterious abilities Conversational Minefield: Jeff is likely to say anything if he thinks it will get him a laugh. Anything. Engaging Personality: Despite being an arrogant, balding, clueless twit, people like him. It cannot be explained medically or scientifically.
  10. An excellent suggestion. I'll add those details to the existing critters, and then add it to all un-published write ups!
  11. I intend to PDF it after illustrations are added. Then it will go into the Downloads. My new machine will be here tomorrow or someday soon and I'll get to serious work on this stuff.
  12. I'm glad to hear that. I've begun illustrating it. My son asked why all the critters seem so annoyed. He's 21, so I'm not chalking it up to innocence. They really do all look sooo upset at something. Do we want Color or is B&W good enough? For a look at some of the artwork, check out my elfwood gallery. I'll be doing lots of new pieces for the PDF.
  13. Chaos Beast When a magical beast or normal animal accumulates too many Chaotic Features, it reaches a terrifying tipping point. Its body undergoes horrid, sudden changes over a matter of hours that turn it into an enormous flailing monster, ravaging all before it before destroying themselves as raw chaos consumes them. It is up to individual GMs what exactly constitutes the tipping point, but I use 6. Note that most of the time I've incorporated a Chaotic Feature roll, it's 1D6. If circumstances dictate during play the 7th Chaotic Feature, the transformation into a Chaos Beast, can occur while your Players sit and watch as the monster suddenly becomes twice as powerful before their startled eyes. Procedure: 1. Pick a critter from this thread (or PDF, eventually) and apply 6 random or purposely chosen Chaotic Features. 2. Apply the following template (perhaps before the game in your notes): +2D6 STR +2D6 DEX +2D6 POW -3D6 APP (if applicable) Increase any natural weapon attacks to 10-sided dice. Give the creature 7 -15 extra hit points Extra dermal and bone growth give it +10 AP on all locations. Start the timer! The creature will expire or stablize in 1d6-2 Combat Rounds If it expires, it dissolves into a foul-smelling goo that can be used in enchanting Chaos magic items. If it stabilizes, the creature will continue to live in this enhanced state until killed. It can continue to receive Chaotic Features of your chosing. This allows you to place Chaos Beasts in scenarios without the messy "evolution" phase.
  14. Is it available in PDF anywhere? My home-brew started up back in those days, and now that I'm doing a BRP version of it, I'd love to have a look.
  15. Wyvern, Southern Imperial Blackening the skies in legends of White Sea, the Southern Imperial Wyvern is on the decline. Once a predator of the central regions of the Empire, they are now found exclusively along the southern coast. Here they compete with wazzan, bony jaws and predator voop, not to mention the increasingly industrial cities of Rumallia, Chalasa and Carzey. They roost on the summits of ancient submerged mountain peaks. These isolated spires of rock act as natural reserves for the beasts, and sages suggest their numbers may have stabilized. Lore is hard to collect out that way, and the few who have attempted to study them often fall victim to the White Sea Magestorm. The Imperial Army and many Great Houses employ flights of wyvern-knights, lightly armored aerial cavalry. Wild wyverns are never used for this purpose, but domesticated beasts are raised in aeries across the southern reaches of the Empire. Southern Imperial Wyverns resemble their smaller Northern cousins for the most part; more powerful wings, a muscular chest and larger sternum keel have appeared due to the amount of time the creatures spend over water. They have more robust upper-chest bones and lack a stinger entirely. Their tail has a large fan to aid in steering in high winds. Characteristic Roll Average STR 4D6+12 (26) CON 2D6+12 (19) SIZ 4D6+12 (26) INT 7 (7) POW 3D6 (10) DEX 2D6+6 (13) Move: 4 (Land) 6 (Flying) Hit Points: 26 Damage Bonus: +2D6 Armor: Thick Scales (AP 8) Attacks: Bite 55%, 1D10+1/2db Claw 55%, 1D10+db Skills: Climb 75%, Fly 90%, Sense 75%, Track 90% Powers: None
  16. I have been wondering what reception the Critters Thread is receiving. If anyone has any comments, corrections or improvements, I'd love to hear them.
  17. Demons of Technology Overview Where flows of Essence meet the imagination of less ethical mages, articifers and necromancers, bad things result. They are not demons in the literal sense (ie creatures from another sphere or dimensional plane), rather they are the creations of those that would use the power of steam and the Dark Essence to bring suffering to others. They are magical constructs that make extensive use of technological components. Designs vary by the malign purpose of the creator, but a few broad types exist. They are employed as gaurds or shock troops, almost never seeing action as cannon fodder, their cost being far too great to simply throw them in front of a steam-powered behemoth like a Standing Tank. Most villians raise an army of flesh-and-blood troopers like Orcs or desperate humans for that task. Encounters with them will normally occur in a villain's stronghold, as there are usually so few of them. They range in size from the little Memory Beasts, up to self-aware mecha like the vile Skrewlooz or Rust Lord. Demons of Technology are related to Necromechanical devices such as grafts and necrostriders. As creatures of Dark Essence, they are vulnerable to Noble Essence.
  18. Free Rune, Blaster Free Blast Runes are Blast spells that have gone awry. Battlefields, dungeons and the occasional drinking establishment are the homes of these wandering, destruction-prone clouds of magical symbols. Petulent and psychotic, the Blaster sees each and every thing in its environment as a target; a thing to be destroyed. Just before attacking, the boiling cloud of arcana will organize itself (often in a circular pattern) becoming readable as a Blast spell. Several levels of Blaster Runes are presented below: Level 2 Free Blast Rune Characteristic Roll Average SIZ 1d3 2 POW 4D6 14 DEX 2D6+10 17 Move: 5 Hit Points: 10 (Level 2 x 5) Damage Bonus: None Armor: None Attacks: Blast 60%, 2D6 Skills: Sense 60% Powers: Free Runes can only be damaged by magic weapons and Dispels. Level 3 Free Blast Rune Characteristic Roll Average SIZ 1d4 3 POW 5D6 17 DEX 3D6+10 22 Move: 6 Hit Points: 15 (Level 3 x 5) Damage Bonus: None Armor: None Attacks: Blast 65%, 3D6 Skills: Sense 65% Powers: Free Runes can only be damaged by magic weapons and Dispels. Level 4 Free Blast Rune Characteristic Roll Average SIZ 1d6 4 POW 6D6 21 DEX 4D6+10 27 Move: 7 Hit Points: 20 (Level 4 x 5) Damage Bonus: None Armor: None Attacks: Blast 70%, 4D6 Skills: Sense 70% Powers: Free Runes can only be damaged by magic weapons and Dispels.
  19. Free Rune Overview A so-called Free Rune is a spell that has gotten away from its caster. They take the form of floating magical symbols, easily read by any Mage or wizard as the spell they originated as. A Fumble during spellcasting has a 20% chance of wandering away as a Free Rune. When Free Runes move, the symbols move in a flock, gathering themselves up when the thing stops moving. Older Runes have symbols that often lag behind the main flock, or fall out of the primary mass onto the floor occasionally. Free Runes have very basic personalities. They have no thoughts of teamwork or even that other things exist except as rudimentary sensory input. Even this perception is limited by the type of spell that they used to be. They tend to see things as if through a lens. Attack spells see everything as a target. Heal spells see only wounds. Utility-type spells will attempt to be "of use" to targets. Blast spells and Heals are often easy to deal with, but the Rune that keeps teleporting you are around every few seconds can be maddening. Most aggravating is the simple fact that they do not understand politics, factions, or "sides" of any sort. A Free Healing Rune will wander into a dungeon room and heal Orcs and Player Characters alike until some one dispels the annoying thing. Dispels are very damaging to Free Runes, if a Dispel's level overcomes the spell level of the Free Rune, the Rune is destroyed. In Runequest, a "destroyed" Free Rune might leave behind an unintegrated rune. They will have Hit Points equal to their levelx5 and can only be damaged by spells or magic items. ZagVoon or Uraan weapons (see Enchanting in Caleon) have an extra +05% to hit and +1 damage against Free Runes. Older Runes might have 6 or 7 times their level, which may have been increased as they collect power over the years. The exact rate of increase is left to the GM's initiative. In Caleon, the increased number of wizards and higher ambient magic in recent years has caused the number of Free Runes to sky-rocket. It is extimated that over two-thousand Free Runes exist in the world today, with many unable to escape from the catacombs, mazes and dungeons where they were first created.
  20. I almost started this one the other day. Then I realised I've 27 years of Caleon to translate, and stopped myself.
  21. Ceramite, Cannister Cannisters employ stand off ranged attacks and this is shown in their construction. They are not as powerful physically as some of their associated constructs, as they are not expected to stand up to a roaring melee. They appear a small cylindrical constructs, floating a few feet off the ground. They have blue ceramic armor with crosshair-like yellow runes. Another set of runes circles the lid and opening. Eerie, disquieting painted-on eyes seeming to follow one around the room.When moving, the lid has a tendancy to rattle slightly, as if the thing can't wait to let fly with a volley. In combat, unreal cannonballs fly from the opening, landing among the targets. If pressed, it retreats to a safe distance and fires again. Other Ceramites, notably Jars and Kettles, will change targets to attack any pursuers. Characteristic Roll Average STR 13 CON 15 SIZ 5 INT 8 POW 15 DEX 13 APP 10 Move: 4 (hovering) Hit Points: 10 Damage Bonus: None Armor: 7-Ceramic Shell Attacks: Cannon Shot 50% 3D6 Grape Shot 45%, 2D6/5 meter Skills: Dodge 50% Powers: Cannisters can attack in two modes. Direct Fire When a Cannister fires in direct mode, they attack at +10%. Indirect Fire This mode allows them to ignore obstacles, allied Ceramites and opponents, attacking obscured targets without penalty.
  22. Ceramites The Ceramites are a diverse group of artificial "creatures." They first appeared in and around the North Bridge area of Chalasa early in the Age of Storms. It is unkown who crafted them, but they were constructed with a level of cooperation in mind. They coordinate well, making an encounter with them much more dangerous than the individual statistics might seem. Unscrupulous mages employ Ceramites as soldiers, how they come into possession and control of them is currently unknown. Cannisters stand off the main battle line and fire into unengaged targets using direct or indirect fire. Jars attack by slamming front-line fighters. Kettles use mid-range steam attacks to disrupt spell casters and healers Pots disable mages by use of their dispel attacks, shutting down their spell use for a time. Urns emit choking clouds of obscuring ash, eliminating sight lines and bringing down high-defense characters. A full write up of the things will follow later today. Are any of the creatures in the "ToC" up there of dire interest? I'll finish converting those first.
  23. Cephaloon The bizarre cephaloon are a mutation of the White Sea Octopus. As with others of this type, the exposure to magic has altered them, chiefly though size alterations and additions of magical characteristics and Chaotic Features. Non-Chaotic Cephaloon have 6 normal tentacles, and two larger tentacles that are favored limbs for grasping and manipulation of objects, usually wands, orbs and staves. They seem to love using such objects. It is currently unknown if they actually know how to use them or if they are simply copying the observed behavior of land-dwelling sapient creatures. They have been seen using non-magical tree limbs in a fashion that suggests the copying theory is the correct suppostion. They hold the limb as if firing, and frequently shake the stick in confusion, as if wondering why there’s no magic coming out the other end. They are semi-aquatic, being able to survive out of the water for up to ½CON hours at a stretch. They do not leave the White Sea too far behind, and this has allowed some prediction of their otherwise bizarre behavior. Imperial or local patrols finding evidence of Cephaloon raiders are quick to cut off their route to the sea, making it easier to pick them off. Characteristic Roll Average STR 3D6 11 CON 2D6+6 13 SIZ 2d6+6 13 INT 5 5 POW 2D6+6 13 DEX 3D6+6 17 APP 2 2 Move: 4 (land), 6 (water) Hit Points: 12 Damage Bonus: None Armor: None (may wear looted equipment) Attacks: Beak 30%, 1D3+db Tentacle Slap 45% 1D6+db Grapple 75% 1D6+db Looted Weapons 25% By Weapon Type Skills: Grapple 75%, Hide 45%, Stealth 60%, Swim 100% Powers: Cephaloon do not normally demonstrate the use of spell-related powers, but they are often Touched. Chromataphores Cephaloon can alter the color and apparent texture of their skin. They can use the Hide skill in plain sight, without the need for obscuring terrain or shadows. Looters Cephaloon can activate and use magic items. When encountered in a group, up to 20% of them willhave and be able to use an item of some sort. Make on up or use the Meteoric Magic Item System of Doom to create a quick item. Touched Older cephaloon will display up to 1D6-1 Chaotic Features.
  24. Buffalo Cat The spiteful riding cats favored by Zarku (Orcs) and the feral Zo of Deiad are horned felids of great mass and temper. Mountain Cats are greyish in color, while the low-land and forest-dwelling varieties tend toward grey with black stripes, a lighter underbelly providing contrast. . They easily out-weigh most other riding beasts, save the Thornback Voop. Despite their size, they are agile climbers, handling rocky terrain with ease. Many cultures use their native agressiveness to advantage in combat, with several examples of feline cavalry in the Sadi States and farther east. Characteristic Roll Average STR 35 CON 25 SIZ 35 INT 8 POW 3D6 11 DEX 2D6+7 18 APP 5 5 Move: 7 Hit Points: 35 Damage Bonus: +3D6 Armor: Thick Skin (AP 4) Strike Rank: 1 Attacks: Claws 60%, 1D6+db (Bleeding) Head Butt 50%, 1D3+db (Impaling) Skills: Sense 75%, Track 90% Powers: The Buffalo Cats of B’nye’s Stand frequently display Chaotic Features. Older ‘Cats will have 1D3 of these.
  25. Instead of cluttering stuff up with single threads for one monster, here's one-stop shopping for all of your magical mutants and normal beasts from Caleon. This thread will contain: Archeloon Blue Crusty Bony Jaws Buffalo Cat Cephaloon Ceramite Overview Ceramite, Jar Ceramite, Cannister Ceramite, Kettle Ceramite, Pot Ceramite, Urn Chaos Beast Procedural Chaos Beast, Devourer Chaos Beast, Ripper Created Demons of Technology Overview Demon of Technology, Autoturret of the Gods Demon of Technology, Memory Beast Demon of Technology, Sparkoth Demon of Technology, Steamhead Demon of Technology, Techbrute Demon of Technology, Skrewlooz Demon of Technology, Rust Lord Demon of the Deep Essence Overview Demon of the Deep Essence, Acrimonian Demon of the Deep Essence, Cypherian Demon of the Deep Essence, Deprecan Demon of the Deep Essence, Indulgen Demon of the Deep Essence, Senescen Demon of the Noble Essence Overview Demon of the Noble Essence, Antecedor Demon of the Noble Essence, Exultor Demon of the Noble Essence, Gracian Demon of the Noble Essence, Oblator Dream Beast Overview Dream Beast, Armoraga Dream Beast, Deific Dream Beast, Harrower Dream Beast, Reaper Elf, Durge Free Rune Overview Free Rune, Blaster Free Rune, Summoner Giant, Caleot Glass Construct Overview Glass Construct, Ancient Shard Glass Construct, Durlozi Glass Construct, Glasscat Glass Construct, Rezani Glass Construct, Shatterbeast Grax Overview Grax, Grappler Grax, Guardian Grax, Leaper Jet Ray Karzat Launch Beast Mammal, Small Necromechanical Overview Necromechanical Grafts (Bolt-on Evil) Necrostriders Night Going Zharch Ogre Lion Ooze, Glass Ooze, Mycosludge Ooze, Offa Owlbeast Projection, Brute Projection, Seducer Projection, Speedbump Rammerhorn, Land Going Rammerhorn, Sea Going Rogue Construct Siege Grub Sky Drifter Slashwolf Snow Snake Spark, Firejack Spark, Little Flame Steam Golem Tor Hawn Tyrant, Earth Tyrant, Fire Tyrant, Glass Tyrant, Gust Tyrant, Ice Ur Grub Voop Chaser Voop, Common Voop, Grumpy Bull Voop, Sea Going Voop, Shuffla Voop, Thornback Voop, Wooly Herder Wazzan, Brown Wraith, Gate Wyvern, Great Northern Wyvern, Southern Imperial Zooch
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