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SDLeary

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Everything posted by SDLeary

  1. But what about the 24.72 in the stack of bones behind the beastie? SDLeary
  2. Roll under skill and Martial Arts skill on same roll, do double damage, not including damage bonus. Thats Martial Arts at its core, but depending on the art, you could say that it does different things. It could be Marital Arts: 2 weapon fencing, or Martial Arts: Fencing combined with the riposte and 2 weapon rules discussed a while back. Mouser has Martial Arts, Fafhrd simple high skill with the two weapon and riposte rules. If you have a copy of LoN around, look in there too. Some interesting ideas built specifically around Japanese arts of parrying missile weapons, etc. SDLeary
  3. The Mouser is always depicted with a rapier... perhaps Martial Arts: Fencing is a way to bring things into line? This would end up handling the damage due to style. SDLeary
  4. If you want the monograph, yes. There is a ton of background on the site, along with rules that get updated before the monograph. The book is nice to have in hand for the game, and the site for the pre-game research. SDLeary
  5. ROFLMAO! Thank you! I had sooo forgotten about that scene! Perfect thing to see in the morning! SDLeary
  6. AH! I would like to suggest that this "friend" is in fact an Ogre with a taste for dwarf! Have teh party make sure all the bits are still there at the end! ;-) SDLeary
  7. No... its actually an artifact of RuneQuest. Buddy of mine was running a game and a party of Orcs came down... their chief fumbled, and knocked off his helmet... second roll, fumbled and decapitated himself. Much hilarity ensued for the rest of the evening. We also had similar things happen in Sandy's Pamatella campaign. SDLeary
  8. WOW! Thanks for pointing that one out. I totally missed that one too! Certainly reinforces the importance of INT for Magic. SDLeary
  9. Considering the way the systems turned out, I would think that Magic would be the one with the INT requirement. Sorcery is much more personal in BRP RAW, much more a direct covenant with the Otherworld Powers, an Invocation of those powers if you will. Magic has to be learned, studied, improved. Much closer to the Sorcery of RQIII and IV (RQ:AiG). And in this case INT is important, though not a limiting factor to learning Magic, it is the characteristic that base spell casting ability is based on. If you wanted more INT influence, you could put Magic Spells in the Mental Skills category, though this might be considered a bit of double dipping. SDLeary
  10. The first three sound ok, they convey something of their intent. I'm not sure what the fourth is about though. Mini-encyclopaedia?! Its gone from a long lexicon to a mini-encyclopaedia?! SDLeary
  11. How about a short lexicon? Something similar to whats found at the beginning of a lot of historical novels; Old town name -> Modern Name, Thing -> Translation. This type of device is often accompanied by a short section on pronunciation. Alternately, you could use the Chinese with the translation in parenthesis. SDLeary
  12. What does the print schedule look like? Any idea of when we can see dead tree versions here in the States? SDLeary
  13. If you didn't already do so, head over to the Endgame forums and put up a post. They are in the Oakland area, and the best FLGS in the area. SDLeary
  14. EXCELLENT Alas, no. Left Coast of the States. A buddy is part owner of an FLGS, so I will alert him. SDLeary
  15. Woo! Along with the previous titles? Rome? VVV? SDLeary
  16. I think that its supposed to be per year based on an age of 17+. In RQ 3, for example, it was 30pts/year for each year over 17. Edit: Nope, nix that. Just went back and re-read it. It appears that something is missing. Either you get no points at normal level, or 50 at supers. SDLeary
  17. This is a Monograph, and as such is only available from Chaosium. So far the only supplement to come out from Chaosium is Trollslayer. SDLeary
  18. OK, that sounds cool. Are their any requirements embedded in this for the use of Divine Magic, or is it just enough to have been "accepted" by the god? Percentage thresholds or actual rolls to be "accepted"? SDLeary
  19. Silly question. How are you going to use Alignment here? It would seem to me that you could keep Allegiance, and have them devoted to a particular deity, their alignment determining that of the character. If you kept it as Allegiance, little twists could be introduced that test the characters Allegiance to the deity, which it seems to me that Alignment would preclude or make harder. SDLeary
  20. Reusable, yes, but only after a trip back to a holy site to pray. Priests and Runelords simply did not have to sacrifice again. This is one of the reasons that "Cult Magic" (spirit/battle magic) was also used by cults. SDLeary
  21. I would have an Allegiance minimum to learn the inner workings of the religion to the point where you could learn the spells, but I would not use it as the casting skill. Well... strike that. See below. The thing with RQ Divine Magic is that it worked... there were no skill requirements for it, like Sorcery does in BRP. What kept it in check was the fact that it cost cold hard POW. So... Divine Magic Divine Abilities bestowed on faithful followers. The exact type and nature of Abilities vary from deity to deity. The follower must have an Allegiance (Deity) of at least 60 to be allowed to learn the spells. This is also the starting ability to cast the spell. Spell castings are restricted by the Ability (Day, Week, Month, etc.), and are paid for by POW (not PP). A vary devout follower, one with an Allegiance (Deity) of 90 or greater gains the ability to automatically cast the spell, and may cast the spell outside the normal calendrical restrictions. Spells are paid for by POW (not PP). Just a brainstorm... or braindrizzle depending on your pov. SDLeary
  22. I'm not familiar with that, but if using Personality Traits, then perhaps something based on Religious Bonus from Pendragon. Though instead of a single bonus if all Virtues above 16, perhaps a different bonus for each Virtue above the threshold. This is also assuming something along the lines of meeting an Allegiance requirement. SDLeary
  23. I'm not sure I would scrap it, but I'd adjust it; say an Allegiance (Deity) of 75 or 80, or perhaps a combination of POW and Allegiance. SDLeary
  24. The way Sorcery works is certainly closer to the way Divine Magic works than Magic is, so it would be a more natural fit. As to cost, you might want to use POW as opposed to PP to restrict the use somewhat. You would also probably want to restrict spells to a certain deity. Hmmm.... I read something about Invocation somewhere recently that struck me as a good substitute.... let me see if I can find it. SDLeary EDIT: Somewhat irritating. I can't find the link now. IIRC, it was basically similar to Divine Intervention from the old days. Gods have aspects, you ask for something within that aspect, roll, loose that many POW.
  25. Use both. Allegiance is, or can be, roughly equivalent to Passions: Loyalty (Lord) etc. Personality traits would be what would outline a particular personality, and using underlined traits would be those that they aspire to, ala Pendragon. I would suggest you explain to them what the setting is and allow them to choose appropriate values for the traits. I would then have them underline those that are valued by the Knightly Order and allow them to adjust a certain number of points. This way they can outline their characters personality and then modify towards the ideal. I would also suggest that you nick the trait pairs directly from Pendragon as they are already optimized for a chivalric setting. The pairings in the BRP book are from back in the RQ II days; a method to define the personality of NPCs. SDLeary
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