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Nikoli

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About Nikoli

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    Advanced Member

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  • 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.
  • Location
    Ireland
  • Blurb
    I teach psychology, hypnotize people, and take a serious interest in philosophy.

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  1. Putting a limit of one modifier use per adjective per session might be good. So a Vulcan can call upon ‘disciplined’ once a session, for a stat (1/20th) or skill (1/5th) bonus, and likewise can use the other three adjectives just once in the same session. Or alternatively 4 uses of any adjective per session; so a Klingon might use warlike 4 times in a session, rather than calling upon others. The situations would shape what might be needed. Edit: One might use other keywords or tags, too, to simulate abilities with the rating acting as a skill. For example, ‘Vulcan neck pinch’ and ‘Mind Meld’. They would not be adjectives but special racial abilities with the skill to use equaling the passion. (The GM would work out particulars of what the abilities can or can’t do with the player.) So a Vulcan racial profile might then be: logical, strong, neck pinch, mind meld (implies limited telepathy). The latter two abilities would rely on the Way rating itself; the other two would add to either skills or characteristics as mentioned before.
  2. Hi Hix, I had the same idea. It could be three or four adjectives. So Klingon might be: warlike, honourable, brave, intimidating. Vulcan might be: disciplined; logical; telepathic; strong. (The latter would be a bonus purely for strength, whereas Klingons would get their bonuses for combat generally.) Humans: Cooperative, adaptable, just, curious. Etc. I wanted to avoid working out specifics for each race/species, so the allegiance or passion would maybe start at 40% or 50% Way of X, and would increase as the player roleplayed and used their species traits. Like any skill, it could increase at the end of an adventure. Thanks for the book! I’ll take a look! 🙂
  3. Hi, Any more news about Space Cowboys? I was wondering if there are files available to look at. Unrelated to that, I’ve been thinking about Star Trek a lot lately, and to avoid the trouble of figuring out all kinds of species stats I think a general ‘Way of X [e.g., Vulcan]’ might work as a percentile passion. 1/5th of The Way of X would add to relevant skills or situations (like a Vulcan using a science skill) and 1/20th to characteristics (e.g., a Vulcan using Int to play 3D chess, or even to Str due to their low gravity homeworld). The player asks the GM if it can apply. It would be a flexible source of modifiers while keeping the core statistics for all characters the same. It would work for species previously defined in the setting (Ferengi; Klingon; etc.) New species would need development.
  4. I agree; it’s great. It seems to have fleshed out more background detail relative to Cthulhu Rising, such as extra info on psionics as well as making them rarer (and the rules allow for more than one power, so there are changes too; I think extra powers as well). It also has interesting rules for personality restructuring in case people go permanently insane. One may not use them, but it’s nice to see these mechanics as they can be used in futuristic settings to simulate various procedures. I really like the core mechanics; it will take me a while to survey all of them. All it’s missing are aliens and starship design, and some clearer (for me) starship combat examples. But I reckon the book is filled with many more useful nuggets to play as is or to use or adapt for other related systems. Even with Cthulhu Rising, one could use that at the table but keep NH as a compendium of extra info and options to add to CR, or as an alternative game of its own. I think it’s a significant compilation either way, and definitely an unofficial big book of sci-fi for more classic BRP as opposed to, say, Mythras.
  5. Hey, I’m not sure what a WIR is! 🙂 But I imagine it’s a review. I’m currently still reading M-Space, and ordered The Companion, received Cthulhu Rising (the older edition) and Worlds Beyond (disappointing), and ironically am having trouble with my eyes lately - I think from too much screen watching in lockdown. So pdfs are giving me trouble. I’ve tried filters and all sorts, to no avail. I might just need rest! But from what I can tell New Horizon seems to essentially have the Cthulhu Rising chassis with some additional aspects, like demons and luck points, and a separate characteristic - Bravery - which means that one can have low POW, but be brave. I like that POW x 5 is now an intuition roll. I really like it. It’s little touches like that which give me a new sense of how the basic BRP system can be used to greater narrative effect. (I’m not aware if the intuition roll mechanic is from another BRP variant ruleset.) My first port of call is the character sheet, and as I’m on a Star Trek buzz lately I’m constantly looking for a game that can emulate that. I like the New Horizon character sheet - just enough detail to reflect various Star Trekky careers (and so relevant to sci-fi and starships generally) but still elegant, with an integrated approach based on primary and secondary characteristics as per RQ3. I find it very appealing and it instantly gets me thinking of characters and adventures; and the New Horizon banner heading is sufficiently vague that one can project any kind of setting into it. (I’m personally NOT a fan of character sheets that say ‘Basic’ on it. Who wants to play basic roleplaying? I love the system, but the brand needs updating.) Some people may find the RQ3 skill modifiers niggly, and while I do like the simpler Magic World approach, I don’t mind this either - it’s just for generation and it’s nice to feel that everything on the sheet is significant and integrated. I think the classic CoC approach was always too two dimensional; this yields, admittedly via mechanics, more of a sense of depth. There are no occupations with skills: instead, you have career classes, of sorts, which determine the characteristics you use to generate skill points. You seem to select the skills you then find appropriate. The starship combat looked, upon glancing at it, somewhat like the Star Wars 1st ed approach. But it seems a weakness of the book is the lack of examples, so I’m not sure if all ship weapons are fired on the firing phase or just one. But my first brief read through liked it. However it wasn’t a focused read, as I found it by accident and was already reading some other material and trying to judge that. There are no rules for aliens, as the setting is centred on humans vs horrors, but there are rules for being born on worlds with different gravity, which affects your characteristics. So it’s rather like The Expanse. As a source for ideas, or a base for a sci-fi game, along with a skill list, it seems excellent. At 570 pages, for just the core book, it’s a lot of content. Then a 170 page sourcebook. I have’t gotten through it all. Not by a long shot. The android stuff seems like Cthulhu Rising but with extra Bioroids, too. I’m not convinced of the distinction, but it’s synthetics versus biological replicants. The bioroids in this sound a lot like lab-grown and genetically engineered humans; I guess I never saw replicants quite like that, though they did have flesh and blood. I haven’t looked at the cybernetics, yet. What I will say is the inclusion of Forbidden Science as a skill (like Cthulhu Mythos) and the inclusion of magic, along with psychics, has made New Horizon a rather unique compilation that seems to fit very well together. I think one would likely choose whether to use demons OR the mythos (if either; both together seem tricky to integrate), but the compilation presents a very workable system, with all the extra subsystems one might need, along with some additions (I like the Luck stat - it regenerates and you spend it 1 for 1 to alter percentile die rolls). My first impression, and still my impression, is that New Horizon is the kind of fully fleshed sci-fi horror game that BRP could produce if the will or market was there. We have seen great indications, like Cthulhu Rising, oddly vanish, so I’m thankful that some fans got together to compile such an impressive tome for any GM looking to run a sci-fi BRP game. At the same time I’m surprised that it takes fans to do this, rather than having such a book for sale. Then again, because material is perhaps sourced from many places, maybe it takes the best of all worlds. I might personally use the M-Space ship rules if I did use NH, partly because I can design my own ships (New Horizons doesn’t seem to have design rules), but the rest of game looks excellent. Whether one plays it exactly as is, it’s a fine repository of BRP-based rules to use as a toolbox for sci-fi gaming. I’d definitely pay for a hard copy. I wish it was a real product, because I’d love to present that bad boy at a table.
  6. Hi Guys, I was reading a review of an older Cthulhu Rising monograph that I bought (I could only source the 62 pg one, rather than the updated one), when I discovered a comment beneath the review linking to what the commentator said was a kind of new incarnation of Cthulhu Rising. I took a look. I very nearly didn’t, then I very nearly didn’t hang around to download as there was a little delay. I’m so glad I did. I would suggest looking at the core product and sourcebook asap, as you’ll find an incredible amount of work solely made for play (not commercial use), which I assume is okay. The core book is over 500 pages and has some wonderful ideas that I haven’t seen before. The sourcebook also has starship rules, though admittedly I’m not entirely sure if one fires all the weapons on the firing phase, or just one, with depleting ammunition. Check it out. Anyways, if you like Cthulhu Rising, M-Space, or any sci-fi setting, you absolutely should check this out. I feel like I’ve hit the motherlode. It’s like Cthulhu Rising on steroids. It’s obviously a compilation of many rules, even demons feature, but it really shows what BRP can do for sci-fi. I love the expertise levels and how they were used to gain further specialisations in some skills. https://gitlab.com/NHcthulhu/NewHorizon Any comments, I’d love to hear them. Note that I’m not in any way associated with this product. I just stumbled upon it by sheer chance. I’m so glad I did.
  7. 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.
  8. 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... 🙂
  9. 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.
  10. 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.
  11. 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.
  12. I got a copy. Found a reasonable price via the German Amazon site. (Not my local site!) 🙂
  13. 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
  14. 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’. 🙂
  15. 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.
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