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Richard S.

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Everything posted by Richard S.

  1. My brother's designing a BRP game for the Wheel of Time books and wants some criticism/advice on his rules for channeling. Channeling is based on several "talents" such as healing, traveling, elements, or binding, each of which is a seperate skill. Each talent represents a collection of "weaves", which are basically spells. Channelers will also have an affinity with one or more of the five elements, which are not skills but function more like RQ:G's sorcerous techniques (you have it or you don't). To cast a weave at intensity one, a character must have an affinity with at least one of the elements associated with the weave, spend one power point per element in the weave they have an affinity with and two per element they do not, and succeed in an appropriate talent skill test. Weaves can also be made more powerful by spending more power points, at a one per point to one intensity ratio, though if the character doesn't have an affinity with all the elements of the weave it takes two power points to raise the intensity by one. Weaves normally only last for a single round, but characters can either maintain them at the cost of one power point a round or two points a round of they don't have all required affinities, or they can tie the weave off. Tying a weave off requires another successful talent skill roll but if successful the weave doesn't require any more upkeep though it cannot be changed or altered and permanently reduces power points by one/two points depending on the same criteria as maintaining a weave. If a character has run out of power points but still wants to channel, they can "overchannel" by spending HP instead of power, but for each point expended they must make a constitution roll or take another point of damage. When overchanneling, if either the constitution roll or talent skill test is fumbled, or if both of them fail, the character must roll on a "channeling fumble table", with one possible result being accidental severance from the One Power.
  2. Eh, probably. To me though it makes it seem like there's parts of the setting reserved for "exclusive members".
  3. Hm... Maybe the dragonnewt isn't even on the path anymore. That much wrong action could be cause for the Inhuman King to banish it.
  4. There's no reason besides that they're pretty. Is that a problem?
  5. ...any hope of us normal folks getting a look at it?
  6. "Worlds of Wonder"? Actually that would be a good name for Heroquest. Maybe we could even have a similar three core genre packs for it (fantasy, sci-fi, superhero).
  7. That would be neat, though I don't think there's much to the original brp that's different than what's in the current quickstart, besides less skills and higher starting percentages that is. In fact, I doubt Chaosium would have much of an issue if someone did trim down the quick start rules into what was in the original and released it here or on DTRPG. What I'd really like to see though would be a reprint of the original 16 page booklets for Magic World, Superworld, and Future World. There were PDF scans of them on basicrps.com so I may have had a look through and I thought they were pretty good. Small, cheap setting booklets that can be combined with a small, cheap rulebook are better IMO than having an enormous, pricey book for each individual setting that basically repeats all the same rules each time.
  8. I don't think it's meant to let you roll random runes (though you can if you want), those are probably just on there for decoration.
  9. I think the purpose of the core brp rules was to be combined with setting/genre packs like in worlds of wonder. It wasn't a full game by itself, unless you wanted a really minimalist game, but combined with something like Magic World or Future World it was pretty good.
  10. I dunno if this is the same stuff as the booklet but there's this: https://web.archive.org/web/20020621235802/http://www.basicrps.com:80/core/index.html
  11. Hotpot suggests a stew of some kind, fatleaf sounds like a vegetable. So probably it's a type of veggie stew.
  12. Ah, okay. And at least Humakt doesn't have either god-talkers or priests.
  13. Actually I do think that the two roles are distinct positions in most cults. HQ:G's version of Glorantha is a bit different than how Runequest presents it, so while you just have the single role of "devotee" in Heroquest, Runequest says that there's a distriction between the people who lead worship and perform rituals and the people who go out and act out the part of their god on a daily basis.
  14. The rune of law is a power unlike those of the Elements and Forms, or even the Powers. One cannot embody the powers of Law like the barbarians do with the runes of their gods. Rather, Law is comprehended through study and the practice of sorcery, through the techniques of command, tap, summon, dismiss, combine, and seperate. The understanding of the cosmic law is formed by the understanding of these techniques and of how they influence the runes that makes up the world. Law is not something that you are or that you can have, it is something that simply is, something that you can only know.
  15. I think that for most Catholics and probably a lot of Protestants God himself would be the "spirit of retribution". Personally I don't believe that God directly punishes bad behavior, but that sin will naturally lead to consequences.
  16. This all sounds right, and is pretty much what I remember from RQ2 as well.
  17. Would sorcery schools be structured in the same format as rune cults? With cult skills, passions, spells, and all that jazz? I'm trying to make a Lunar sorcerer and there's really not any examples of non-Lhankor Mhy sorcery schools even though the sorcery chapter talks about Malkionism, Aeoliansim, and Lunar Sorcery.
  18. Anyone have any fun, cool, unique, or just plain weird characters they've rolled up? Even better if they've actually been used in a game.
  19. Rules for heroquesting are in the GM book. The GM pack is a few adventures and NPCs. Think of the core book lineup like Hero Wars' lineup: the player's book, the narrator's book, and Anaxial's roster kinda works as the Bestiary. But seriously, is this that important? We'll know what's in everything when they come out, no need to get your jimmies in a rustle yet.
  20. Is like to know this and also where the form-fillable one is.
  21. We know that most of the major elder races hate each other as a group, but on an individual basis humans have been able to interact with and sometimes even befriend trolls, elves, dwarves, and even sometimes dragonnewts, but could a situation like this occur between non-humans? Now I know that there's probably some bigger underlying mythical reason for this, like since humans only having the man rune as their defining racial rune they can relate to everything with it, but I think it would be pretty neat if we could maybe have some sort of Gloranthan Legolas/Gimli relationship between a young elf not yet settled in his forest and an openhandist or individualist dwarf, or maybe a dwarf/troll team up to clear out a nest cave underground Broo, or even something like a troll dragonfriend.
  22. Finally we get an answer to the "do ducks have teeth?" question: they have fangs!
  23. I think that's a Dark Troll, it's only the mistress race that have multiple IIRC.
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