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About Nikoli

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    Advanced Member


  • RPG Biography
    I'm a roleplayer since the 80s, beginning first with MERP, Rolemaster, then Warhammer, and having by now played many of the classic games. This includes lots of CoC, some Pendragon, lots of Vampire the Masquerade, a little Werewolf, lots of Warhammer (1st and 2nd edition), Shadowrun (great world, painful system), WEG Star Wars (D6 - a real favourite), probably two games of D&D(!) - because MERP spoiled me - and some others. I'm currently looking for a good system for Warhammer, which has led me to BRP variants.
  • Current games
    I'm reading Zweihander at the moment, in my quest for a Warhammer system that works for both the players AND the GM. (Ease, yet detailed and flowing.) I'm thinking of buying Magic World.
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  • Blurb
    I teach psychology, hypnotize people, and take a serious interest in philosophy.

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  1. I’d love to see or hear more about the Starship design and combat rules. For me, that’s the key issue for BRP sci-fi. I’m very interested in seeing other approaches. I’m still reading M-Space (Mythras), and I have Worlds Beyond (I had high hopes when I snapped up a copy recently, but the ship stuff there strikes me as very unplayable - lots of errors in the text vs the worked examples, and the design process is a mystery of where to begin - but the setting is nice). But I would love other models. Only M-Space seems the current model for ships right now. I’m currently trying to create a very simple design approach based off the Elric! demon summoning rules, with MPs as Manufacturing Points. Ships have characteristics, like Hull Con(struction) or Weapon Str(ength), or Ship Pow(er) etc. (Modelled on character stats.) Each MP gives 1D10 in a stat. With the demon method, that way there’s both a damage rating and a skill rating for investment. E.g., 10 MPs is 2D10 shields. It’s just an experiment, but I’m tweaking it. The central idea to ground it is to link Traveller Tech Levels to percentile skill, so that the mean or median skill of a culture translates to TL. E.g., median specialist Physics of 100%, or a scientist with that, could develop TL 10 tech related to physics. By tying BRP percentile skills to TL, we can get rules for tech creation that maps onto Traveller or similar, and then likewise it sets design limits to ships based around a similar scale: 100 Manufacturing Points. My aim is to see if I can leverage the percentile system to set standards that would cover a lot of ground in sci-fi. (E.g., to develop AI is, in TL terms, about 14 if memory serves. Hence we need 140% in a skill and maybe 10 years - the ten year rule as a nice template for research.) Given that TL 10 is stellar travel, I’m trying to see if I can build The Enterprise with a TL 10 optimal ship design rating of 100 MPs. (Enough to put 10D10 into all ship stats and then purchase weapons, shields, and sensors by using the demon rules for damage or percentiles. If I finish writing it up, and it works, I’ll post it for feedback. I reckon it will need the insights of people far more skilled at design and gameplay than I.
  2. Tarot cards are great. I collect them for artistic reasons and considered using them more in games (I even have a Cthulhu set somewhere and a Science set.). For example, at the end of the session have the character draw a tarot card - assuming you have a pack, or use an app - and then look up the meaning (go to learntarot.com) together. Somehow, bring those meanings into the next session - call upon a skill roll at various times and perhaps the PC makes a link to something going on. Keep that tarot card exposed during play to add suspense. (Think of the Ninth Gate.) In essence, use it like a spooky Idea roll at various points. You might also allow the other PCs to draw a tarot card, and let the player interpret it via the website for them - or just make it up (state a singe keyword). Then, if during the game a player can link the meaning keyword to an event, they can use the card like a reroll: something tells them to zig rather than zag. There's an echo in the meanings... As mentioned previously, it can also be useful in other ways. One way the Occult skill can be useful is by delineating the boundaries of the regular occult and something else - the mythos. If something is encountered, the character knowing it is not in any wiccan or hermetic tradition that she has read would tell her something truly blasphemous is at foot. Reinterpreting Cthulhuisms into occult language is also useful, the way Cthulhu Dark Ages does - those spheres of Ezekiel sure do sound like Yog-Sothoth, and of course Nyarlathotep has a relationship with witches. Perhaps the PC can learn to detect, behind the more eerie prints and plates of those occult books, hints of the mythos? You might also look up 'sigil magick', which is popular these days, and actually get the player to define a goal and create a sigil for that goal in game. If applicable, maybe they get some benefit. As a further suggestion - you can make it very useful by allowing a PC to interpret happenings through the lens of their knowledge. Basically, the occult skill might give a 1/5th bonus to San rolls. Knowledge of the arcane maybe allows the character to defend their mind/aura, but that's up to you and how bleak you want to get. I prefer a little Nodens and Elder Sign to my games, or some folk magic like in the new Grimoire. (If you haven't seen the movie To Cast A Deadly Spell, check it out!) Finally, check out the Hastur Mythos in Delta Green: Countdown. There is an explicit description of the King in Yellow tarot. Her knowledge of tarot may prove invaluable... 🙂
  3. Did you take a look at the atlas? It's quite a piece of work! Must have taken a long time to pull all those bits and pieces together.
  4. Glad you like it! I think it's open to play once you have the setting material - available in the paperback book, or via the rpg books. I have both. Conversion of creatures specific to Titan - some are quite unusual - would take a little bit of work. Most of MW creatures are a fine fit, and the Big Book of Monsters provides many more, but some of the more unusual ones from Out of the Pit would be ideal. You might just read those descriptions and eyeball some quick stats. Skill in FF, which can reach 12, might be 120% or perhaps 3 attacks (9 + 3 = 12), 90, 60, 30, depending on the creature. (For example, two claw attacks and a bite.) But that would be down to the GM to do. I've not done that conversion myself. Right now I'm focused on sci-fi and am thinking of attempting a simplified starship design approach - I'll post it if I do. But I wanted to let people know about the Titan resources. Especially the atlas! But if you have any ideas, let me know! I think for the most part it provides a nice new world, reasonably detailed, for games. The Classic Fantasy I meant was the BRP version, not the Mythras version. Those old tropes, like Paladins, could fit in Titan. And the magic isn't bad, too. It's still fairly simple, but yes - MW is fine as is. Maybe add in some Cthulhu Grimoire spells. Great suggestions! And playing some of the app games, from Sorcery!, would help provide more knowledge for the GM. I second the art - the original art is fabulous and weird. The reissue FF books art is not a patch on the originals. I adore those old covers and interior art.
  5. Nick above also posted a reformulated Deep Magic glyph and spheres table, if I recall. They were ordered in a more logical way, with more logical opposites and adjacent spheres. (I think I have the file as Deep Magic Revised.) I would also use that if using Deep Magic.
  6. I got a copy. Found a reasonable price via the German Amazon site. (Not my local site!) 🙂
  7. Hi, I’m curious whether anyone has used MW or BRP generally to run a game set in FF’s Titan setting? The setting would suit many of the MW monsters, the Conan-like magic, and also the unusual magic additions (e.g., mask magic) in Advanced Sorcery. In terms of detail, there’s a small paperback for describing the world of Titan, as well as the revised FF rpg system which has the same information. (I bought much of those materials, but I couldn’t get the game system to operate. I tried it once and it quickly, for me and my players, came undone. But the world was appealing.) Here’s the paperback, which is handy - I got mine cheap on Amazon: https://en.wikipedia.org/wiki/Titan_(Fighting_Fantasy_book) In case you don’t know, there’s also now an exhaustive Atlas of Titan drawing on all sorts of maps and information compiled from the many game books. You can find the attached file here: https://fightingfantasy.fandom.com/wiki/The_Atlas_of_Titan What I think MW can do is provide an elegant system that won’t have the issues I encountered with the FF rpg system. If you want that old-school fantasy feel, and a different setting, it may be worth a look. (You could also use BRP Classic Fantasy in that setting, too.) N
  8. Basically, I couldn’t get my magical needs satisfied with MW or Adv Sor, but with some thinking and previous suggestions by Questbird, I was able to get the magic I wanted. I love MW as a system - I just needed more ‘magic’ for my ‘world’. 🙂
  9. I think Advanced Sorcery is largely undercooked. With the additional rules posted by Chaot, the Deep Magic seems useable now. For me, although I loved the rest of it, on the whole MW was not especially magical, though it would suit a Conan feel. I wanted to recreate WFRP and also divine magic, which wasn’t possible as is. The BRP Magic Book was also too limiting and crunchy in parts (I had previously bought the deluxe Runequest 3rd edition and the magic system there gave me a headache - The Magic Book was, for me, still less than elegant and pretty much an identical headache), though the divine spheres (war, nature, etc) was nice and should have been in MW or Advanced Sorcery in some way in order to round out a key feature of fantasy gaming in a generic system. Magic World needed to be more magical, imo. Personally, I’d just use Spell Law with spell lists as skills and new spells tied to advancement in those lists, similar to levels. Attack spells of certain levels do damage as per the demon power table in Advanced Sorcery. I feel a spell list approach is ideal for a percentile system generally. For me, the useful stuff in Adv Sor was the extra demon stuff and magic items. Deep Magic needs the extra rules posted by Chaot, imo. But they could be very cool with those additions.
  10. I agree. I’m rarely convinced that there are any limits to a percentile system, even with superheroes (a debated weakness). I think it just comes down to the creative design of other mechanics. With Flash Gordon or Star Wars, WEG used a single dodge roll against all attacks, which lasts the round, so that is one option. It reflects how the heroes tend to avoid attack. If you roll a success only a special or critical can now get through. (Perhaps luck points can temporarily raise the success level for defensive purposes.) I think it always comes down to the additional mechanics to evoke the setting; I find the percentile system (100% plus) and BRP characteristics perfect.
  11. Hi All, Since there is a new edition in the works, I was wondering if anyone is willing to part with their 6th edition Malleus Monstrorum? If so, I’m buying. (I doubt I’ll be moving on to the 7th edition.) PM if you want to sell. 🙂 Thanks, N.
  12. In other exciting news, I managed to get myself a copy of Worlds Beyond. I’ve been very lucky lately - got both Cthulhu Rising and Worlds Beyond. 🙂 Now I just need patience.
  13. One final suggestion, though it’s really not needed and is just icing on the cake, is to perhaps have a ‘setting’ label or space on the sheet. This could be beside the M-Space logo to the right, or beneath culture. (One might imagine the M as standing for Multi or Many-Space now!) E.g., Setting: *Star Trek Universe*. (Naturally, the GM would just input the setting.) But it’s really not needed and is easily added anyways. But it might be a nice touch.
  14. Yeah. The derivation from characteristics wasn’t needed unless that method was being used by the GM, and the styles likewise. It made sense to go all the way and make it totally blank. I’m trying to decide on an approach to combat styles that players might agree with and which is fair, so I was thinking that if the profession or culture is academic, there would either be no style available or one. If roguish, like a smuggler, then 2 weapons included in the style, and if war-related or trained, 3. (It’s so I have a consistent approach to it, as the styles are new to me and I’d rather avoid players debating it.) I’m really looking forward to the Companion, too. 🙂
  15. That’s perfect, Clarence! You even removed the combat gunnery and unarmed, which I was considering mentioning. It’s ideal now as it’s easy to include whatever the game setting requires. And if we get a form fillable version, it will be easy to do. I never quite understood why there wasn’t such a sheet for BRP generally, such as in the BGB, since it was intentional multi-genre. All it takes is a misplaced skill to detract from immersion in the setting. So well done for doing one! 🙂
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