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Thot

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Posts posted by Thot

  1. 2 hours ago, Atgxtg said:

    Minor concern. It just means you only get items one at a time over time. 

    And that limits those items severely. Also, items can be rebound, i.e., stolen.

    2 hours ago, Atgxtg said:

    Depends on what version of SB your are playing.

    We're in the Magic Worlds section here, so that question should be answered from the start. ;)

    2 hours ago, Atgxtg said:

    Yeah, it's  technically dangerous (it's combat) but not all that dangerous, or uncommon in an RPG.

    Well, if it did never happen, it would be rather dull, of course. Still, especially those with higher POW are less likely to even encounter beings with as high POW as they have. And those that commonly have higher POW than 15 (such as dragons) are indeed dangerous with potentially catastrophic consequences.

    But as you seem to have such a strong opinion on it being no big deal, was there ever a campaign for you where this got easily out of hand?

     

     

     

     

  2. 1 hour ago, Atgxtg said:

    It's also fairly cheap. For a couple of points of POW you get a nasty item. The only real concern is keeping your POW above 16. 

     

    That IS a major concern.

     

    Quote

    On top of that, it only takes a couple of items (weapon, sword) to make the character overpowering. 

     

    Overpowering to a single foe without such help, yes. Not overpowering to a group of them. As I wrote above, you can easily drown them with numbers.

     

     

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    Not so much. POW gain rolls aren't all that hard or risky. Especially if you have the bound items to back you up. 

     

    In order for a POW gain role to happen, you need to have succeeded at a POW:POW contest against someone of equal or greater POW when it is actually dangerous (as per page 53 in MW). By definition, that means that goes wrong half the time. Dangerous things that go wrong half the time... that's rather risky.

     

     

  3. 1 hour ago, Questbird said:

    But POW can be gained back in various ways, eg. POW:POW struggles on the Resistance Table.

    But these ways mean significant cost or significant risk, which limits the spread of such items in the game world. Even in a group: Your group's sorcerer can't make all the desired items at once.

  4. Now, as promised: Five objects I use in players' hands in my campaign now.  They were all stolen by Cran Liret 2000 years ago because he had a vision that one day certain people would come to his library who'd try to escape the end of the world, and would take a descendant of his with him.The original creators of these eternal bindings (for 3 Points of POW) were near death at the point of creation, making the items family heirlooms. Cran Liret hid them in a secret chamber beneath his library, guarded by a demon that he negotiated with for, though he may have misrepresented the time it would take the destined users to get there when negotiating with the demon...

    The Dagger Krassaktuhl

    STR 2D8

    CON 6D8

    SIZ 1D8

    DEX 4D8

    INT 3D8

    POW 4D8

    APP 5D8

    Abilities:

    Demon weapon: +3D10 damage (20 MP)

    Paralyze (7MP)

    Total points to summon: 54.

    Demon need: Observe true love to a person, activity or item once a day. (i,e,, see someone act on behalf of a positive passion).

     

     

    Sceptre of Peace

    STR 3D8

    CON 3D8

    SIZ 5D8

    DEX 3D8

    INT 3D8

    POW 4D8

    APP 4D8

    Abilities:

    Fog (radius of 40 meters, no offensive actions within): 20 MP

    Surture: Heals 8 points of damage per wound, only for open cuts and bruises, not for internal: 8 MP

    Total points to summon: 53.

    Demon need: Needs to touch a cloud once a day (PC is a Myyrrhn).

     

    Armor of Beauty

    STR 3D8

    CON 5D8

    SIZ 3D8

    DEX 2D8

    INT 3D8

    POW 4D8

    APP 5D8

    Abilities:

    Demon Armor: +3D10 damage (20 MP)

    Absorb Missile (110%): (11 MP)

    Total points to summon: 56.

    Demon need:  Needs to have a song played to it twice a day (successful roll required, or it doesn't count).

     

    The TOME of (owner's name appears on its cover when bound)

    STR 1D8

    CON 8D8

    SIZ 1D8

    DEX 3D8

    INT 4D8

    POW 4D8

    APP 4D8

    Abilities:

    Kowledge (answer one question in 1D8 hours): 10 MP

    Regenerate (Book quickly heals itself if damaged): 3 MP

    Remember (equivalent of 3 books): 3 MP

     Skill: Knowledge (million spheres): 120% (12 MP)

    Total points to summon: 53.

    Demon need:  Needs to be fed a glass of ink once a day.

     

    And finally, to show the flexibility of the system: The following is not a demon, but an item of law that I just created with the same system to have it roughly balanced to the others:

    The Last Vibro Sword of Halaktan:

    STR 3D8

    CON 5D8

    SIZ 1D8

    DEX 4D8

    INT 3D8

    POW 4D8

    APP 5D8

    Abilities:

    Demon Weapon: +1D6 damage (3 MP)

    Electric Attack: 4D10 of damage that ignores metal armor and can even pass along a metal balde that is parrying. (20 MP)

    Total points to "summon": 53.

    Demon need: This device with its two buttons is powered by piezzo crystals. Consequently, it needs to be moved for half an hour for one charge, which can be used either to use the vibro blade for one combat or to discharge for one electric attack. There is storage for 4 charges in the blade.

     

  5. On 9/12/2018 at 8:24 PM, Atgxtg said:

    POW isn't much of a limit, since it is a summoning cvost, not a binding (permant) cost. 

    But binding cost IS permanent - sure you can spend all your days making negotiations with demons, but that is never free.

     

     

     

  6. On 9/9/2018 at 8:57 PM, Al. said:

    As an aside

    My 'solution' to the 'problem' of demon weapon escalation (even way back with SBIII) was that no Demonic power could take an item above TWICE its mundane value

    I don't see it as a problem, actually. Sorcerers must be rare, given the requirement of POW 16+. Player sorcerers are limited by the amount of POW they can spend on creating such items. And if all ellse fails, one can always (nearly) drown them in numbers to make things interesting.

  7. The session where the PC's will likely discover their devices is on Wednesday, so I'll just point out for now: It takes a minimum of 10 magic points to summon any demon, and to make it into a weapon, a POW 18-mage has a total of 17 magic points (without any sorcerer's staff or Brazier Of Power), which would allow for a Demon Weapon for an extra damage of 1d10+1D4 (average of 8 points of bonus damage). This is already quite powerful, and not hard to do for a sorcerer that only knows a single spell, Summon Demon. The only risk, of course, is in the actual act of binding the demon.

     

     

  8. How many experience points will an NPC accumulate per time unit?

    (I know, I know, there is always the option to just handwave that and take "whatever you like", but I don't like that, at least not always and for every incident where such a thing might come up. And for worldbuilding, one needs a guideline anyway.)

    Judging by the character generation rules for higher starting age, roughly 18 years are equal to about 50 skill points. If we simply assume that NPC's never succeed at experience rolls, that would mean an NPC gets 3 experience points per year, or one every 4 months. If we go with the opposite, assuming all their experience rolls succeed, we get about 14 rolls (50 skill points divided by the average skill increase of 3.5), or less than one experience roll a year.

    The middle ground between these two extremes would then be 2 per year...

    Anyone's thoughts on this?

     

  9. In preparing certain... items for my players to earn next session, I once again observed how beautifully the advanced summoning and binding rules in Advanced Sorcery work. By filing off the Shadow serial numbers, I was also able to create a similarly powerful item of the Light allegiance (it's a Young Kingdoms campaign, so the correct terms are actually Chaos and Law in my game).

    This is just something no other game system that I know of has done as beautifully as Elric!/Stormbringer5/Magic World!
     

    I'll post the items here when the session is over and they have got their stuff. Until then, I'll just ask you guys, what have you created as magical objects or as demons in your campaigns? What was especially memorable, either as GM or as player?

    Or, lacking that, what's your favourite 17-magic-point bound demon? :)

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  10. Anyway, my suggestion for that book would be to do it differently than BRP Mecha: Make it not a genre guide, but one specific, cool mecha background. That allows for a lot more things to build upon, such as adventures, merchandise, possibly even novels... genre guides are less sucessful for a reason, and they already exist for the genre.

  11. 1 hour ago, RosenMcStern said:

    Hmmm, this discussion is not appropriate here. You are asking about a characteristic which is not even present in Revolution D100 :)

    Well, that's a pity, because I would use that  book with Mythras. Anyway, thanks for the links to the other threads. Much to read. :)

  12. That's something I sometimes ponder - using mecha (and other single-seated, powerful war machines, like WW1 biplanes, fighter jets, space fighters) with Mythras (or some other D100 system if need be). Has anyone done such a thing? I believe such things could work great with the system, simply scaling up speeds, ranges, armor and hit points of player-sized creatures to mecha levels, but haven't tried it yet. Has anyone?

     

    I use mecha in this example because they are popular, and even as the concept is cheese for most applications, there are some possible uses for such things that I might use one day in a game.

  13. On 8/21/2013 at 8:29 PM, tzunder said:

    I'll use the Combat Styles approach from RQ6 for all my d100 games from now on.

    I prefer that approach, too. It also prevents weird skill improvement attempts (or spending too many XP on combat skills, depending on what system you use).

  14. Ships and Shieldwalls has all kinds of data on ships, but not prices.  But I found some prices in Coasts Of Koranthia, and even though those are a less advanced society's prices than I had in mind, that will do.

    (Edit: The ships in S&S have no load capacity or number of rowers, though. I fell back to Magic World for those numbers, and was then able to extract the information I seek.)

  15. On 6/22/2018 at 2:33 PM, Sean_RDP said:

    Sailing - what is it about Sailing that people feel is so wrapped up in how we want to have our Sword & Sorcery? 

    Ships are great adventure bases. A home they can take with them, and a fragile one, should the need arise to destroy it. A way to reach faraway lands. And in and out of combat, a reason for the players to engage in even more teamwork, and character interaction.

    On 6/22/2018 at 2:33 PM, Sean_RDP said:

    Multiverse - Why is this important? I am not saying it isn't, just curious as to what the thought process is. Just nostalgia OR does it add an important element to the game?

    A multiverse is incredibly useful for an RPG campaign. You can add new lands, species, history and magic whenever you need it, and without breaking your existing game universe. Should some other player want to take the GM's role for a while, he can do so in his own world. .

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