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umbraldragon

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Everything posted by umbraldragon

  1. Sounds close to a W40K campaign! LOL. but seriously, I see a cult here working for the release of Azazel. Or maybe a Void Kraken would be kind of a cool add in to give some mythological flare, much like the argonauts. Nephilim could be encountered as well if you stick to the text and any number of "monstrous beings."
  2. Pondering time frames, I think that depends on the star map of your galaxy and how fast FTL ships travel in your version. If planets are fairly close in terms of parsecs then the time frame could be compressed since communications would be swift. At least that's how I see that end of it. If planets are fairly far in terms of parsecs then communication times could be extended or non existent between planets. This could extend the time frame for organizations to set up shop, so to speak.
  3. Metamorphica Classic is deep. Definitely food for thought there. It raises questions like: will you use all of it? will it be available for characters to choose or will it be whittled down to an arbitrary selection? I assume err on the side of conservatism before jumping into the unknown at least for manageability. Here's some idea generators that might help: Ambitious Organizations Misguided Good - well intended organization but ultimately wrong (impulse: to do what is “right” no matter the cost) Galactic Syndicate/Mobsters - want to use corrupt means to continue making cash flow on the FTL Drive(impulse: to take by subterfuge) Cult - secretly want to let the monsters in (impulse: to infest from within) Religious Organization - misguided belief in diabolic force as a messiah (impulse: to establish and follow doctrine) Corrupt Government - self explanatory (impulse: to maintain the status quo) Cabal - wants to ursup power one at a time (impulse: to absorb those in power, to grow) Arcane Enemies Lord of the Undead - a being kept alive with machines uses its powers to absorb negative energy from a worm hole (impulse: to seek true immortality) Power-mad Wizard - an energy wielder or psionicist seeking to use the wormhole to augment their powers (impulse: to seek magical power) Sentient Artifact - a cybernetic being seeks to use someone as a literal puppet (impulse: to find a worthy wielder) Ancient Curse - perhaps a prophecy against making wormholes causes a curse to fall on nearby planets (impulse: to ensnare) Chosen One - believes they are meant to sacrifice themselves as a means to open a portal into a hell dimension (impulse: to fulfill or resent their destiny) Planet Sized Space Creature - has come through the wormhole and laid eggs on a nearby moon (impulse: to hoard objects, to protect the clutch) Hordes Wandering Raiders from an alternate dimension - (impulse: to grow strong, to drive their enemies before them) Humanoid Vermin from an alternate dimension - (impulse: to breed, to multiply and consume) (think Aliens like the movie!) Underground Dwellers - xenophobic race unknowingly protecting a wormhole (impulse: to defend the complex from outsiders) Plague of the Undead - space zombies come through a wormhole or it creates zombies of anyone near the event horizon (impulse: to spread) Hope that helps
  4. You could always substitute alternate versions of David Bowie as a Disruptor Agent. There are enough photographs of him in strange costumes to use as props...unless that offends you. I think he'd find it a bit cheeky.
  5. Interesting take on the Super Soldier. I think you have the bell curve down. I'd stick with it. It only takes a few good blaster rounds to turn heroes into paste Something that came to mind was the concept of specialized stats for different missions. A group could be sent on a mission, each with different parameters. No offense to anyone, but LA is a super sexy game, by that I mean slick; yet the disruptors seem very static and uniform despite their perceived mission of anarchy and, zero zero seems to be a collection of odd characters (Octobrianna) with a mission of maintaining stasis. Mutants? Like Gamma World or Mutants & Master Minds? Both are good source material for your setting, imho. Ok, then. Hope it helps. Game on!
  6. Moe, play mo' Cthulhu! Even though you thought you made mistakes, there is a good reason to show degrees of success. It helps make things a little more realistic in my point of view. I use it in most games I play no matter what the rules are. I don't always make a fumble a complete disaster. It depends on the story line. Sometimes it's succeed at a cost - they don't usually like the cost...hehe. And unlike a D&D game, Investigators really shouldn't wade into every potential battle - they'll probably get killt for Krize Sakez! It should only really happen in a climax scene like the one you described with the dynamite taking out everyone including the bad guy! Self sacrifice has ever been an element in CoC. You did good Moe... To comment on First Impressions...7th edition has a lot to offer. In terms of layout and design, it is by far the most beautiful book Chaosium has put together. For those who've been using 5.2 or 6th editions like me, I prefer the 6th edition rules set. If this is your first time, I'd recommend the 7th edition since you will have tons of new and rewritten material coming at you, specifically designed for 7th edition. Although there are some things I will take from the 7th edition and use in my 6th edition games, I can't particularly wrap my mind around a few others, like the "new chase rules." I like the old chase rules. Just to clarify some things about me. I have played CoC since the 4th edition and I fell in love with it right away. I didn't get into Rune Quest until the 6th edition and it too has radically changed my point of view on gaming as a whole especially when it comes to D100 gaming. When it's all said and done, use what works for you. We all belong to the same tribe. Gamers. Keep gaming. Cthulhu for president!
  7. I think if you're using 6th edition and earlier the 1st edition is fully compatible.
  8. I've tried this a few times. I assigned Social Points as a function of CHA and POW, using the hit points chart to generate the Social Points. When the social interaction begins I treat it like a combat scene with each element being able to be used like weapon damage. Ex: Alderman Landers is distraught over the PC's entering the village. The PCs are being asked to stay and wait for the Alderman. This is where there will be some rolls, opposed Persuasion versus Willpower. The guard wins the first round and his confidence along with his sociopolitical position, though minor, nets him a D8 vs the character's Social Points and rolls a 5. One of the PCs is down 5 from 24. Is this scene over? Possibly. There is still the Alderman to consider. And they have a writ that counts as a high damage weapon in this particular situation, one time use. Does the PC want to risk humiliation? or perhaps lose face/respect? Once those 24 points are gone, the PC is demoralized and needs to recuperate. This makes social maneuvering a bit more of a risk with low stats in CHA and POW. The system needs some work, sure. Is it something everyone wants to use? Probably not, but it works for me and the way I like to game. I just wanted to share that with you. I borrowed heavily from Monsters & Magic, so it's not originally my idea. There are other examples of what would constitute social armor, like a golden coach, or ornate regal clothing, and what could be used as weapons, like information, threats, compliments (consider seduction) or a simple act like accepting a drink from the wrong person in a highly charged political intrigue.
  9. So, just curious. Has anyone run a campaign using Sheoloth the Sprawling City? It looks huge and interesting all at once...
  10. I was introduced to Legend by way of RQ6. I really wanted to get into all the niggling details of Animism. Some of the information was easy to grasp, some of it was a little foggy for my primitive brain cells to piece together in a way that made sense. So, someone suggested (don't remember if it was Pete or Loz) Legend Spirit Magic. The lights came on after I read the entirety of the book and I had reached clarity. Since then, I've been using Legend supplements for clarification and to mine for ideas. Legend is a great system, but Mythras is definitely a more elegant evolution of the d100 clan of games systems. And, now with special effect cards, I just can't see myself using another system. Those cards are slick!
  11. One thing to note on p. 21 in the Legend Spirit Magic Supplement: "Although these spirits can be bound for later use they are never used to augment the spirit magician, rather they are sent against an enemy. They are hostile to all traditions save those perverse enough to revere them."
  12. Have you looked closely at the spell "diminish characteristic"? One reduction affects everything including derived attributes and skills, combat skills can be affected by the spell.
  13. Started making my own spell cards. Thanks for the link!
  14. Ahem... for those of us who do not own RQ6 AiG, the Gloranthan Cult One Pagers and the Encounter Generator really do a lot of the work for you. I am currently converting Dorastor-Land of Doom, to Mythras. Big project for me. First time to convert older RQ stuff. Finding it very challenging, but also learning a lot about Glorantha. Cool...:)
  15. It is definitely flexible and can do a lot as far as core mechanics go.
  16. Have to disagree once more here. Having 40 hit points is like wrapping yourself in a safety zone and going to do battle. You could get hit twice and not even be phased. That doesn't speak of heroics to me. Knowing death is on the line, makes it a real choice. Combat is now a moral issue and doesn't have to end in death for either party. Consequences of the aftermath are also something to consider. RQ is all about heroics, it isn't meant to be a slash fest.
  17. I politely disagree. Using a starter character (80 point build) if you have 5 hit points in your chest area, wearing 3 points of armor, you only have 8 points total before your in a position to lose life or consciousness (more likely both.) Say you lose a parry against a spear. You might get hit for 3 to 5 points and suffer some damage - ok. Now add 1d3 bonus for strength, say 2 points for a total of 5 to 7 damage But you get impaled and everything is 40% harder if the spear stays lodged in. Now you have to watch them reroll damage allowed for that effect. It could max out at 9 damage. This is only the first action in the round. Imagine had you NOT been wearing armor. One point makes a world of difference. Your not looking at a pool of hit points, where +3 only helps to whittle down that 12 points your 1st level fighter started with.
  18. Lately, I've had a chance to take a breather and look at some other D100 games, some unique systems as well. No matter how complicated they say their games are or how innovative and "new," I still keep coming to the same conclusion. I like Mythras better. In terms of playability, the more you play the smoother it feels. Combats, whether they include magic or ranged, or melee, or whatever, make sense to me more and more. I've seen a few other D100 games that combine constitution with size or another stat to make a pool of hit points. This is okay for some games, although I can't think of any at the moment; but, I like the concept of how shields work, and helmets, and piecemeal armor, you lose a bit of tension once you combine hit points and take away the hit locations. And, even though Mythras isn't a tabletop miniatures wargame, with grids or hexes and a stack of rules to handle the logistics of movement, it works at that level, even with armies battling each other with champions on the field that can effect the outcome, or ship combat with boarding parties of marines or barbarians. I've also had a chance to sit and look through a friend's library of old RQ stuff and I can see the progression to what it has become today. Once that happened, the light came on so to speak and I was left awed at how massive an accomplishment this is. Pete and Lawrence seem to make it look like a piece of cake, but really there is a lot of work and passion involved in producing a work like Mythras. The quality of the work is also reflected in the layout and design of the book itself. If you compare this work to modern D100 games - no offense, it's just an observation - you can see the difference in the elegance of the writing, the layout, the font choices, the artwork, the amazing cover artwork, the logos, and even the system itself. Other games seem clunky to me now that I'm getting the hang of this amazing game. And, I have to admit it, at first I was put off by all of the material for Glorantha, but now that I've taken the time to peruse with an open mind, it too has become something I would like to be a part of. I've already asked around about how to start a campaign using Mythras in Glorantha and I have come across a very interesting supplement I get to borrow - Dorastor Land of Doom, which I plan to convert and run once I get that done. I just wanted to put this out there one more time. Mythras gets better with time and I think it just evolves on it's own. I keep running into gamers that are enthralled with 5E, and I just can't share their enthusiasm. I have limited time and I'd rather play more Mythras. I don't get tired of spreading the word and getting people interested in Mythras. I apologize for the lengthy rant, just my thoughts on how this game keeps putting down roots in my gaming life (what little there is of it - lol!)
  19. Sorry to hear your having these issues. I usually approach the problem with the concept that it's an entirely different game. I show them how simple it is to get past armor if you don't have a shield. Also I show them that magic is powerful when used correctly. In order to speed up combat I made a sheet with the order of combat on it, step by step and left out all the cool stuff like special effects for the first combat and I let them have a go at even odds, basically they play against themselves and I tell them it's a test run so they can see how combat works in a nutshell and that they should adjust their play style accordingly rather than create more rules, or change rules or even mess with the rules. They as players are also responsible for the information in the core book. I make that statement up front, even though I hold their hand the first couple of times thru, and I involve them in looking up stuff if necessary, I pass that little gift around the table each session. Once they have that intro, then things seem to work out great. I won't say that there are no complaints, but it's like I've mentioned to people before - the more you play the smoother it gets. Anyway, that's my advice, have a pre game intro to combat so they can work out the kinks and get used to looking at their character sheets for information, then an actual play session.
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