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heathd666

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Posts posted by heathd666

  1. @verderer you should check this scenario out it fits with what you are looking for even if it is just to try the system out and for only 3.99 us dollar its very affordable

     

     

     

    A Gift From Shamash

    By Pete Nash

    On the edge of the solar system, among the far-flung debris of the Kuiper Belt, the UNCC Nergal is sent to intercept the DVC Fukunusubi, a reclamation vessel that has stopped responding to communications and is on a collision trajectory with Earth. The crew of the Nergal have less than 90 hours to change the Fukunusubi’s course while, at the same time, discovering the nature of the catastrophe the ship has suffered.

    No one prepared them for this. No one prepared them for a gift from Shamash. And no one can save them.

    A Gift From Shamash is a complete scenario for Mythras Imperative and Mythras. Compatible with supplements such as Luther Arkwright and M-Space, the adventure includes background history, deckplans, campaign expansion guidance and marine creation notes for the United Nations Solar Navy marine characters. The scenario also includes 15 pregenerated marines and navy personnel for immediate play.

    • Like 2
  2. so very soon i am starting a custom space game setting for my little group of chaos monkeys to adventure in using the awesome toolset of rules of M-Space by Clarence Redd. I wanted my game to be kind of firefly ish with my own flourish of ingredients added to it. the following is a weapons list i compiled and wanted to get some of your opinions on things to make sure they look functional and are usable and not out of whack when it comes to differences between the weapons. Some of it is from M-Space and some from the free firearms supplement for runequest. as i am very new to myhtras i was hoping for the feedback to make sure the list is balance for when i introduce it to my players.

     

    Ranged Weapons       Damage             Range (meters)                Firing Rate                   Load               AP/HP                        Cost

    Grenade                                   3d8          Thrown                               1                                     –                                                      800 Cr

    Thermal Detonator                   5d10        Thrown                               1                                     –                    AP does no apply     1000 Cr

    Flechette/Needle Gun              1d6           5/15/90                              1                                     80                                                   475 Cr

    Gauss Pistol*                            1d12+1    40/80/150                           1                                    12                                                   1000 Cr

    Gauss Rifle*                              2d12+2    80/160/300                         1/3/-                              30                                                   1250 Cr

    Short bow                                  1d6          15/100/200                         2                                    1                            4/4                      75 Cr

    Crossbow                                  1d8          20/100/200                         1                                    1                            4/5                       150 Cr

    Sling                                          1d8          10/150/300                         2                                    1                            1/2                       5 Cr

    Light Revolver (.22)                  1d6           50/100/200                        1                                     6-9                         5/6                     350 Cr

    Light Semi Auto Pistol (.25)       1d6+1       50/100/200                       1                                     6-9                          5/6                    500 Cr

    Semi Auto Pistol (9mm)             1d8           50/100/200                       1                                      6-9                          7/6                    650 Cr

    Heavy Revolver (.357)              1d8+1       50/100/200                       1                                      6-9                           9/6                   500 Cr

    Heavy Semi Auto Pistol (.50)     1d12        50/100/200                        1                                     6 Mag                        9/6                  900 Cr

    Assault Rifle (.223)                    2d6+1     600/1000/3000                 1/3/20                            30 Mag                        5/6                1100 Cr

    Light Machine Gun (9mm)         2d6         600/1000/3000                 -/-/20                            60 Mag or 200 Belt      5/6                1500 Cr

    Machine Gun (7.62x51)            2d8+2      800/1500/4000                -/-/22                             60 Mag                        7/6                2000 Cr

    Sniper Rifle (.30-06)                 2d10+4    1/-/-                                    1                                   5 Mag                           9/6                5000 Cr

    Combat Shotgun (12 gauge)     3d6          20/100/200                         1                                    7                                  5/7                  600 Cr

     

    * Gauss Pistol and Rifle include an electromagnetic array along the length of the barrel that increases bullet velocity substantially and means that a lower caliber of round can be used to impart significant damage. All Gauss weapons have a power supply in the form of a internal battery that must be replaced after every 50 shots.

     

    Melee Weapons                Damage                      Size                                  AP/HP                     Note                                     Cost

    Axe                                       1d6+1                           M                                      4/8              Can sunder armor                             50 Cr

    Club                                     1d6                               M                                       4/4                       –

    Dagger                                 1d4+1                           S                                       6/8                Can be thrown                                  25 Cr

    Sword                                   2d8                                L                                      6/8                       –                                                40 Cr

    Unarmed                              1d3                                S                                      –                   Unarmed human                     

    Quarterstaff                         1d8                               M                                      4/8                                                                           20 Cr

     

    Armor Type                                       AP                             Skill Modifiers                            Hit Locations                          Cost

    Helmet                                                4                       -5% Perception Skills                               Head                                    250 Cr.

    Vest                                                    4                        -5% to Physical Skills                           Chest /Abdom.                        300 Cr/part

    Shield                                                 6                         (Shield Skill)                                                                                        300 Cr.

    Light Body Armor                               8                       -10% to Physical Skills#                                Any                                   400 Cr/part

    Military Body Armor                           12                     -25% to Physical Skills#                                 Any                                   800 Cr/part

     

    # Lower if not a full suit. -5% for one or two pieces (for example both arms or chest/abdomen).

    • Like 2
  3. i asked this on the brp runequest google page figured i would ask it here as well. so who all has ran this and how long did it take and for how many players. i went ahead and bought this in the hopes of running it for several local cons here and since most of the cons come in 4 hr slots and the blurp for this adventure says for 2 - 3 hour sessions i wanted to see how long it actually took gms.

     

  4. well like trippy hippy i took the plunge and bought the mythras book. amazon about 30 dollars new free shipping guess i will see in a couple days how it goes. im really enjoying M-Space just took some time to get used to the idea of nothing is set in stone with it just like the BGB you pick and choose what you want to use. from looking over mythras imperative the differences from BRP and Mythras are basically BRP you used a chart/table to cross reference your rolls str vs siz etc. with Mythras you use difficulties. kind of excited about waiting for the book.

    • Like 2
  5. yeap i appreciate the help guys im fixing to pitch this to my players saturday and have been working on character creation and ship creation so i can at least pretend i know what i am talking about. i got confused on the modules thing when it came to engines and maneuver and wasnt sure if they were seperate as in i had to buy 10 engine and than 10 maneuver. does manuever and engine have to be equal?

    • Like 1
  6. so ive read through the ship design and decided its kind of complicated. i dont understand where i get values for 7 engine modules and 7 for maneuver from the example. do they count against the modules total? also on the ship character sheet it lists handling is it supposed to be manuever?

  7. so after going through the pdf i have some questions and mayby i will find out before i finish reading the book but here goes

    on page 15 of the pdf it does not list evade, but on page 16 evade is listed in the descriptions of the standard skills also it is not on the character sheet i believe evade got changed to dodge and this was just missed because on page 15 dodge is listed in the skill brief but it is not listed in the descriptions.

    unarmed is listed in the pdf but is not on the character sheet.

    medicine is listed in the descriptions but not in the character sheet.

    on the professions skills using acting as an example does it start at cha x2 even if i do not put any points into it or do i only get the cha x2 only if i put at least 1 point into it.

    on page 24 under the orbit standard skill list it has pilot as a standard skill instead of a professional

    sorry if i was not supposed to post this here i did not see where to post mis prints and such.

     

    so far this looks like a great game and i love the art.

     

     

    • Like 1
  8. so each spell is not a seperate skill but they reli on a "casting " skill and than a second skill determins the oomph like instead of the magic missile doing a base of 1d2 damage the second one determines 1d2 damage to 1d12?

  9. ive browsed through a few of the reviews its interesting. next question is how does magic work. basically from the reviews i get there are 5 different distinction or magic bsically self modification (ie you move faster or are stronger), second sorcery (classic magic what everyone is used to in fantasy), divine (basically your religion grats you spells) i dont remember the other two something like folk magic. anyway im wanting to know mechanically how they work and do the 5 different types of magic work differently. for example does a spell act like a skill (ie magic missile 37% chance to succeed), or do you choose a group of spells and use power points to activate it and it succeeds but than the target has a chance to resist (ie castles and crusades and DnD). thanks in advance for your time.

     

    also i just recieved M-Space in the mail and am in the process of reading it between helping with grand kids, going to work, and helping with house chores with the wife :)

  10. so after downloading Mythras Imperative and browsing through it i noticed a couple of things. first, there is no magic to compare with in the quickstart. second they speak about sci fi games with things like pilot starcraft ect. does Mythras support sci fi settings than I thought it was mainly a book for fantasy games.

  11. so basically i am trying to decide whether or not to purchase mythras or not. last week i purchased M-Space and realized it is based of the Mythras engine, which is actually Runequest 6. so i tried to find some reviews about Mythras and came up with squat. i know its a d100 system how different is it from BRP though. on the google+ page i had asked about M-Space and whether it used the skill progression from BRPs BGB or if it was experience driven etc. Mythras uses GM given skill raises from my understanding so if the DM thinks i used my lelee weapon skill and athletics skill he would let me attempt to raise them. how does magic work. the splat says it has 5 styles of magic. is magic used as skills? or powers or? also how quick is combat? i play in a very large group and have found that very few systems dont get bogged down with combat when you have 6 or 7 players. is combat very quick and deadly? or is it more clunky where you spend some time determining hit locations subtraction armor for that area etc.

     

    im really interested in it but i dont know if i can get my players interested in it. at gen con this year i played in a gentlemans game of classic fantasy using runequest 6. he was very good as i didnt really pay much attention to the system mechanics because the story drew me into it and kept me captivated on the story he was telling. i had only heard of classic fantasy using the BGB as i bought it but havnt been able to play it yet. what are the differences between it (Mythras) and the BGB. from what i understand Mythras is mainly a fantasy/high fantasy game so no modern or futuristic unless you buy supplements like i did with M-Space. sorry if i am rambling just super curious about the mythras game and whether it will be a fit for my group.

  12. im not super fluent with all the d100 families of their different versions. recently I backed a kickstarter for a game called "outbreak undead 2nd edition" (https://www.kickstarter.com/projects/186293494/outbreak-undead-2nd-edition-starter-kit/description ) after receiving it I found that I have lost interest with the direction that game is going in and was looking into a brp version of it. part of the reason I really loved the first edition of the game was due to the ease of play. is there a monograph, I think is the correct word, that does the zombie apocalypse thing available? the closest I have found was rubble and ruin. thanks in advance for any direction or advice. also very sad that the BGB will not longer be produced it was a very good tool kit for making worlds what you wanted when none were currently produced.

     

    thanks in advance

    heath delashmit

  13. Happy Thanksgiving to those that celebrate it!

     

    so I have been browsing through the monographs and various Call of Cthulhu books available at rpgnow and have yet to find one that fits my needs. I am looking for a scenario with pre gens that is a good introduction into the Call of Cthulhu world with some fighting, investigation, and of course suspense. all of it within a 4 hour session. I know it seems like a lot but any help would be appreciative. either my google fu skills are lacking or there just any thing like that written into the descriptions of most of the books.

     

    thanks in advance

  14. I was wondering if anyone had used the BRP system to do a conversion of Patricia Briggs The World of Mercy Thompson? I am trying to decide whether to use savage worlds or BRP to do the conversion if none has been done and was curiouse if it was playable with the BRP system. I dont have alot of experience with BRP so i figured i would ask here. The setting has a heavy emphasis on the supernatural with vampires, werewolfs, fae, witches, and demon co riders. Thanks in advance for any advice.

    sincerely

    heath delashmit

  15. so around 900 ish the moors were roaming around the saxons and saracens. any others that it was possible to show up in iceland around that time?

    @ soltakss, are you family to charles phipps if so i enjoyed the winterweir setting, to bad about black hole, am looking forward to merrie england as well either way though :)

    sincerely

    heath delashmit

  16. I was curiouse if anyone had any ideas as to other racial cultures that may have come along a fantasy Mythic Iceland, for example Arabian, Turkish, Tang or Sung Dynasty (Chinese), Persian, and would some of the I guess you would call them Europeon cultures like Celt, Saxon (i think these are actually iceland native?), Britans, etc. I was kinda thinking in terms of the movie "13th Warrior". I honestly dont know if cultures are the right word i am looking for or not and even if most of these were around in the year 980 ish. I am wanting to make kind of a racial sheet for each of the ones that could be used in Mythic Iceland so my players will have more than just the Icelandic race to choose from. Does anyone know if any of the other monographs has kind of a racial profession listing with skills listed in them?

    thanks in advance

    heath delashmit

  17. http://basicroleplaying.com/showthread.php/2344-Shields-in-melee

    try this one

    the link worked for me but that isnt saying much sorry if it still wont work for you

    its currently on the second page about half way down there are alot of talk about 2 weapons and shields and a weapon i havnt ran into the problem yet but i am sure i will and will have to figure out my fix for it :) no rpg is perfect i guess thats why they make house rules

  18. about 18 pages of beastiary detailing things such as the kraken and jotunn. i dont really want to say to much becouse i dont want to give it away but the beastiary is mostly about icelandic folklore and their own specific creatures. i think it is great becouse it details creatures and beasts from islandic fairy tales and legend.

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