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tal

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Posts posted by tal

  1. Quick update: I've been told the book should be going to press within the week. Sadly, this means it'll miss the holidays, but should be available early in the new year.

    But! As a bonus, the delay's given me the chance to pull together a new chapter, consisting of 24 more strange spells: "Fey Magic of the Southern Reaches" includes a host of powerful spells such as "Baleful Eye", "Become Werewolf", "Herolight", "Key of Shadows" and more. Many of these spells are so potent that the caster sacrifices points of POW to cast them (don't worry, the POW will return).

    Now, none of this material is technically "new". This chapter is another part of my fiendish plot to get as much 'classic' BRP/RQ material updated and available again.

    The bulk of this material comes from two old White Dwarf articles on "Celtic Magic" by Dave Morris. A few extra spells come from the Avalon Hill edition of RQ Vikings. All have been suitably fiddled with to make them Magic World compatible, as well as balancing out the cost/effect ratio.

    I'm excited to get these in the book. Even if you're not using the Southern Reaches, they're an excellent suite of pagan-ish magic to liven up your game.

    Zomben,

    Since there has been items added in from magazines and other sources. If you get permission will we see in future releases some of things included in the Herald of Doom fanzine? I only got the first issue but I remember demons and enchantments and sorcery spells. I think there was only one of each in the first magazine but if there was more than one issue it maybe another potential source of material (with permission of course).

  2. There are also the two Petersen's Guides.

    SDLeary

    Quite right, good catch. There was also the RQ3 Gloranthan Bestiary that has Gloranthan specific creatures includes some that I haven't seen in later products. Including an aliens like creature if I remember correctly. RQ3 Dorastor had quite a few monsters in the middle of it as well. I'm sure there is more I've missed.

    To the OP-thanks for the thread it's bringing back some fond memories of products past.

  3. I just realized I missed three other BRP bestiaries. It doesn't matter much as you have Malleus Monstrorum but for completeness sake....

    Ye Book of Monsters I and II were originally published separately then collected into the Creature Companion. All three were Call of Cthulhu books. Most to all of those monsters made it in some form I believe into Malleus Monstrorum, however different art was used in MM. If this is wrong hopefully someone will correct my error(s).

  4. Short answer: you have most of the good ones, except for RQ6 Monster island, it has a lot in it you don't have and includes a setting. Monsters of Legend 2 has new monsters that you don't have (and haven't heard of) in it that have converted been from D20.

    Long answer: RQ6 monster island is really good IMO and is compatible with a little work. The Monsters of Legend books are compatible but you probably have most to all of the first book and the second book did not impress me much. RQ3 had a Monsters book that was hardcover published by Games Workshop. It contains the monsters from the RQ3 deluxe book (as I understand it they were included or are the monsters in the Basic Creatures monograph) and the stats from RQ3 monster coliseum box set. MRQ2 had a monster coliseum book that monsters got reprinted in the first monsters of Legend book. RQ2 had the Gateway Bestiary that you have a lot of and I believe the rest is getting put into the Magic World bestiary book. From the posts here the Magic World bestiary will also have new monsters in it but is not out yet. I believe that is most of the published bestiaries. You can find monsters in some of the older BRP games. Ringworld has quite a few Ringworld specific but is OP and expensive if you can find a copy. Corum had some Corum specific monsters and the Chaosium site had some in the shopworn section. The Hawkmoon box set or the MRQ 1 Hawkmoon books had some monsters specific to hawkmoon. The Mongoose Lankhmar book also had some monsters in it. Most of the games or setting books this holds true for except I believe Superworld and the Superworld Companion.

  5. Given the starting comment that in space, everyone would have a SIZ of 0, for this discussion it's probably important to use Mass when we're talking about Mass and Weight when we're talking about Weight.

    I think the original BRP text was being colloquial in using Weight when in fact they meant Mass. Although I'm usually a stickler for precision, I think for the common reader, Mass and Weight mean the same thing. For those who know the difference, making a mental conversion from one to the other shouldn't be a problem.

    Steve

    Ringworld replaced Siz with Mass. So you could rename it if it bothers someone that much without a problem.

  6. BRP has a very simple standard solution for that: double the hit points of the PCs. It works!

    Note that this will not make combat easy.

    A PC with CON 18 and SIZ 10 would normally have 14 HP - (CON+SIZ)/2 - and major wound 7, make it 28 HP and major wound 14. PC is just a little bit tougher but not much. Now, imagine that Mr. Big Thug attacks the PC. He rolls a 05 and scores a critical with his sword. The PC fails the parry. Big Thug rolls double damage, 2d8+2+1d4, ignoring armor. The blow can deal up to 22 dmg that goes straight to the character, not enough to kill the tougher PC but from 14 up it will be a major wound, possibly incapacitating or permanently crippling the PC.

    If your looking for savage world feel in play you can use the mook rules in the BRP pulp supplement Astounding Adventures- basically mooks have a percentage that is rolled anytime they are hit if they fail the roll they are down/out/dead/ect. If they make the roll they are still fighting(up). Important villians use the regular rules with hit points. You could also use the double hit points for characters explained above for PC's.

  7. The mook has a defensive roll. Sort of like a save roll in D&D. The percentage is pretty low and if they fail the roll when hit they are out of the fight; if they succeed they continue to fight with no penalty. They have average stats and basic combat percentages. Defensive roll is sum of hit points + DEX+ any armor points as a percentage. That's pretty much it. No worrying about tracking hit points, hits or damage rolled. If hit by the Pc the mook tries to make his defense roll.

  8. Hmm... I would have expected the same. But then, I am always a little suspicious when polls run neck-and-neck for so long anyway... :rolleyes: Given that it's not too difficult to multiple vote on the poll, I'd be wary of attributing *too* much to the results! :-D

    Cheers,

    Sarah

    That's possible but also realize there is a bunch of us that are sick of seeing just fantasy and horror suppliments for BRP and the realise of the core brp book is a golden opportunity to expand into those other fields.

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