Jump to content

Questbird

Member
  • Posts

    766
  • Joined

  • Last visited

  • Days Won

    3

Everything posted by Questbird

  1. Well, my French is bad, but interesting setting ide, so thanks for posting.
  2. I've been considering it, but I'm in Melbourne. They don't still have their FREE SHIPPING for over $125 of stuff do they?
  3. Face to face, monthly (it's a compromise but it is sufficient). Pencils and paper. We don't use laptops but we do have ebook readers and tablets, to store adventures etc. I prefer rolling real dice to electronic ones.
  4. I'm still using my 3rd edition Games Workshop hardcover of Call of Cthulhu from 1986. It is pretty chaotically organised inside but the core rules still only take up a few pages. I certainly haven't bothered to buy 4th, 5th, 6th or 7th editions -- I couldn't see the point, though I've purchased quite a few CoC adventures over the years. And my point is that constantly re-releasing a flagship game which didn't have much wrong with it didn't seem to me to be a great marketing strategy for Chaosium. Hopefully with "the band back together" we can see some change, as well as a real embracing of BRP and its spinoffs.
  5. Wow, that's like Steve Jobs returning to Apple. It will be interesting to see what happens next.
  6. It's certainly possible to use one of the OGL variants with maybe some special rules variants if you think they are warranted or unique to your setting. There can never be enough d100 settings of course, so the more the merrier.
  7. No problem. Nehwon is pretty low magic too, so a character having multiple magic items indicates quite a bit of longevity in the game.
  8. Griflet Elf, Lord of Whispering Earth, Dragon-slayer, Champion of Law Day of the Bat (25th), Satyr’s Moon (Autumn), Year of the Sea Serpent (on an outcrop of the Mountains of Hunger in the Quarmall Barrens)[11/1/2006] updated with skill checks [22/6/2013] Skills in bold have increased since last updated. Law 189, Balance 37, Chaos 15 STR 15 CON 11(9) SIZ 12 INT 14 POW 14 DEX 18 APP 15(14) Hit Points12(12) Damage Bonus: +1D4 Idea 70% Luck 70% Dexterity 90% Charisma 75% Weapons: Coryon’s White Bone Bow “The Moonbow”, Elven heirloom. Longbow 182%, damage 2D6+1+1D2. The bow is superbly crafted and carved and has double normal longbow hit points (24). 2x ancient Elven Shortswords 226% (Off-hand shortsword 113%), damage 1D6+2+1D4 Rapier 113%, damage 1D6+1+1D4 (damaged; 7 of 15 HP remaining) 2 ancient Elven Dagger 83%, damage 2D4+3 2 ancient Elven Throwing Daggers 32%, damage 1D4+1D2+1 Club/Light Mace 61% (not carried) Brawl 61%, damage 1D3+1D4 Wrestle 25%, damage special. Wrestle can parry Wrestle or Brawl and can subdue attacks made with hand-to-hand weapons. Armour: Royal Plate (2D8+1) or Elfin Chain (1D8+1) or Courtly Clothes (1D4-1) Skills: Art (Courtly Manners) 28%, Art (Architecture) 10%, Art (Music) 05%, Bargain 31%, Climb 78%, Conceal Obj. 25%, Craft (Smithing) 05%, Craft (Boat-Building) 11%, Disguise 45%, Dodge 160%, Dream Lore 02%, Evaluate 42%, Fast Talk 34%, Hide 89% (99% with stealth clothes, 109% due to no shadow), Insight 114%, Jump 62%, Listen 96%, Million Spheres 04%, Move Quietly 88%, Natural World 81%, Navigate 90%, Oratory 78%, Elvish 85%, Low Lankhmarese 83%, Niebelung 06%, Physik 54%, Pick Lock 50%, Potions 00%, Repair/Devise 77%, Ride 80%, Sailing 48%, Scent/Taste 63%, Scribe 35%, Search 96%, Swim 28%, Throw 25%, Track 98%, Trap 65%, Known Kingdoms 88%, Unknown Kingdoms 11%, Sleight of Hand 30%, House Protector Battle Language 90%. Notes: Griflet’s left hand is maimed from a battle injury (Karl Krackspine). As Champion of Law, Griflet can add his Law points to a skill check 3 times/session (but receives no experience for calling upon Law in this way). He has a 1% chance to call upon the Powers of Law directly, if need be. Since the death of Mysteriones, Griflet’s shadow is always faint, even in bright light. This adds +10% to hide rolls. Equipment: Courtly clothes of silk and steel with concealed file, fine silk sash rope (25 metres, STR 20), attached robe of fine quality (chuba robe, when attached properly reduces fall damage by +1D6 on a successful Jump roll). Black Stealthy Clothes (+10% to Hide) with concealable scabbards. Keys to Castle Kulg, Backpack, Silver Brooch with green serpent emblem (the emblem of the Grey Man’s Druids), Scroll (captured from psychotic black dude, report to commander Gralik M’ai of Tovilyis regarding invasion of Lakes of Pleea with beggar army), 20 Arrows, Flint & Steel, Bahariye (war horse STR 31, CON 13, SIZ 32, POW 9, DEX 9, MOV 12, HP 23, DB +3D6), Mudanya (swift riding horse STR 26, CON 16, SIZ 28, POW 7, DEX 10, MOV 12, HP 22(20), DB +2D6) Celedril’s Rune. Celedril’s rune is cut deeply into Griflet’s chest. The rune not only identifies Griflet as Celedril’s son and heir, it has magical properties. It is charged with three magic points. At the cost of 1 Chaos point, the rune can increase any one skill by 30 percentiles during a single day and night. At the end of this period, two magic points drain from the rune. The full effect of the rune can be drawn upon for twelve more hours, at which time the rune evaporates, unless recharged with two new magic points. The rune of Celedril lasts for life unless broken by wound or injury, or drained of all magic points. To maintain its magic, every nine moons the rune must be re-cut while meditating on the wonders of Law. Law Stone of Griflet, enchanted item. A tetrahedron of blood-red stone which once belonged to Coryon, who fashioned it into the Icon of the Dragon before it was transformed back by Celedril in the Tower of Zecy. The Law Stone now lies embedded in Whispering Earth. The Horn of Prince Podgett, enchanted item. The horn, once owned by Prince Podgett of the Stormlands, may only be blown once every seven days. It summons 2-5 berserk warriors who will fight to the death (they do not fall unconscious at 2HP). The Horn is unaligned; the warriors will fight for Law or Chaos or any cause. Warriors of Podgett, Supernatural Berserkers: STR 1D6+12 CON 1D6+12 SIZ 2D6+7 INT 2D6+6 POW 2D6+6 DEX 2D6+6 APP 3D6 Hit Points av. 15 **Damage Bonus** av. +1D4 Battle Ax 70%, damage 1D8+1D4+2 Short Spear 70%, damage 1D6+1D4+1 Short Spear (Thrown) 60%, damage 1D6+1+1D2 Armour: Barbarian Leather & Wood (1D8) How can the line continue, how can the People be saved? I will adopt you as my third son And I will mark you with my rune in the presence of these here, That others may know my will. For the time of the old kings is ended And our palaces are ruins. - Celedril Griflet is a grim and meticulous elf, allied to Law. He prefers his own company. He is the father of Westley, a fire magician of Moorsh and Buttercup, a priest of Straasha. During the Stormlands Campaign, Griflet acquired his ‘second shadow’, the enigmatic Mysteriones, which enhanced his luck at the expense of his fellows. Following the Stormlands Campaign, Imric made Griflet the Royal Scout of the Elves, and sent him south to investigate a possible danger to the elven kingdom. Griflet discovered a planned invasion by a sinister race from Limbo, but also a darker evil which threatened the heart of the Elvenhome. Rejoining Prince Eder, Griflet and his rangers Astalin, Briath and Memrian hastened home. When they arrived, nothing was as expected. For the Dragon Bloodbane had invaded Imric’s mind and plunged the elven lands into nightmare. After the Nightmare, Griflet’s adventures continued. In the aftermath of the Nightmare, Griflet tried to stabilise the factionalism and confusion which arose among the elves after the death of the royal family and many of the nobles. This factionalism came to a head when Griflet duelled Ash of House Protector, who attempted to steal one of the Swan Ships and escape with most of the elven army to human lands. Following Ash’s defeat, Griflet gained the ear of more moderate factions and persuaded the elves to relocate to the Lakes of Pleea. In the Year of the Gorgon, Griflet and Polydices tracked down and killed Bloodbane, and Griflet led an expedition of House Protector back to the lair to recover the treasure. Bloodbane’s death also destroyed the entity known as Mysteriones and Griflet lost his shadow. Griflet then returned to Imric’s Hold, with his companions Kellin, Arborius, Griff the Gallant, Leonore and Windwood. He recovered the Icon of the Dragon and headed with it to the Isle of Zeçy, where in spite of attacks by Wild Elves he reached the tower-tomb of Celedril. Celedril made Griflet his sole heir and restored the Icon of the Dragon to its original state — a Law Stone. Celedril then ordered Griflet to kill him, and what was left of Coryon. Griflet searched ruined Tovilyis for lore to save his friend Leonore, who had been trapped in Celedril’s tower by strange forces. In Tovilyis he captured then freed a Shawei named Helias. Then he retrieved the Rod of Kulg from Buttercup and used it to destroy Coryon’s Horrible Abomination of Stone on Red Rock. Having fulfilled his oath to Celedril, the Law Stone led him into the Quarmall Barrens where the chaotic desert retreated allowing new life to bloom, the new homeland of the Elves. Since the founding of Whispering Earth, Lord Griflet has ruled wisely, mustering his forces against external threats from corrupt humans of Lorn Velpa, the Shawei of Tovilyis, the Hek tribesmen of the Quarmall Barrens and the Quarmallians themselves.
  9. Quarn the Mingol Sorceror, Champion of Hecate of Chaos About Quarn: Quarn is a oily-moustached Mingol of the Steppes. He is a sorceror trained in the Forbidden City of Black Idols and an ally of Hecate of Chaos. He lusts for power and women. On his first Mingol raid, Quarn stumbled into a labyrinthine cavern network, and eventually met Ningauble of the Seven Eyes, who promised to release him if he would perform a boon in the future. Upon agreeing to this, Quarn found himself in the lands of the East, near Kadesh. There he met Lucidia (whom he lusts after, but she will not have him) and began the long hunt for the bandit Horn Hulfing. After defeating the vampiric Diamond Knight Lord Zartek at the ruins of Ka-Zoza, Quarn acquired Zartek's extensive library, which he transported to Lucidia's House of Dark Delights in Ilthmar. With the help of X'abachay the Condemned Scribe of Ool Hrusp, Quarn gained much mystical knowledge from the books. Later, Ningauble asked Quarn to fufil his pledge and undertake the Wizard's Quest. Quarn almost died trying to retrieve the Sea King's Black Pearl from under the Inner Sea. Fleeing the Sea King's wrath, Quarn returned the Black Pearl to Ningauble and rode to Sarheenmar with Lucidia. There he swore undying servitude to Hecate and became a Champion of Chaos. (21st (Cat), Thunder Moon, Year of the Sea Serpent (in the caves of the Beastmen with Lucidia) [ Last modified: Mon Aug 11 09:47:39 EST 2003 ] Skills in bold have changed since last time. Law 16, Balance 3, Chaos 123 STR 16 CON 11 SIZ 11 INT 16 POW 17 DEX 15 APP 14 Hit Points 11(/11) Damage Bonus: +1D4 Idea 80% Luck 85% Dexterity 75% Charisma 70% Age: 28 (b. Scorpion|Seed|Sea Serpent) Magic Points: 34(30) Weapons: Scimitar 112%, damage 1D8+1D4, 19(/19) HP Desert Recurved Bow 88%, damage 1D8+1D2+2, 10 HP Dagger 25%, damage 2D4+2, 15 HP Cutlass 112%, damage 1D6+1D4+2, 21 HP Half-Shield 19%, damage 1D2+1D4 Armour: Leather & Rings (1D6+1) or Sea Leather (1D6) Skills: Art (Sing) 05%, Bargain 93%, Brawl 54%, Climb 69%, Conceal Obj. 52%, Craft (Leatherworking) 05%, Disguise 35%, Dodge 58%, Evaluate 44%, Fast Talk 55%, Hide 56%, Insight 53%, Jump 26%, Listen 85%, Million Spheres 12%, Move Quietly 45%, Natural World 88%, Navigate 17%, Oratory 35%, Mingol 100%, Low Lankhmarese 69%, Eastern Tongue 15%, Physik 60%, Pick Lock 33%, Potions 00%, Repair/Devise 60%, Ride 94%, Sailing 46%, Scent/Taste 41%, Scribe 0%, Search 81%, Swim 32%, Throw 32%, Track 10%, Trap 05%, Known Kingdoms 51%, Unknown Kingdoms 0% Wrestle 25%, Diamond Knight Lore 08% Notes: Quarn has a big scar on his nose from a battle injury. As a Champion of Chaos, Quarn can swear by Hecate when his magic points are exhausted to use 1/10th of his Chaos points as temporary extra magic points. He can do this three times per game session. Quarn has a 51% chance to communicate with Hecate directly if the need is great. If Quarn dies, there is a POW x 1D8% chance that he will return to life on the hill near Sarheenmar after eight days and nights of agonizing pain. Quarn has set up a permanent Brazier of Power at Lucidia's House of Dark Delights in Ilthmar. Equipment: Quiver with 40 arrows, Blanket, Excellent travel cloak, 7 Canteens, Shovel, Tarpaulin, Journeyman Clothes, RIng from the Forbidden City of Black Idols, Mingol helmet, 6 Torches, 3 Decanters of Azab Wine (good quality), leather backpack, Grimoire, 10 pieces of trailbread, jar of honey, 2 roast chickens, 12 onions, jar of ale, garlic, 4 bowls of gruel, roast haunch of beef, sack of beans, Medallion of the Diamond Knights, 10 laying hens, 10 scrawny chooks, 320 yards of rope, fishing tackle, the Silver Rat (small trader boat, hull quality 7, seaworthiness 18, structure points 30, 30' long, 2' freeboard, 12' beam, 8' draught, 7 tons capacity, req. 2 crew), Oohool (riding horse STR 30, CON 14, SIZ 29, POW 12, DEX 9, MOV 12, HP 22, DB +3D6), 382 bronzes, 108 small gems (worth 50 bronzes each) Magic: Hell's Razor, Flames of Kakatal, Speed of Vezhan, Demon's Eye, Brazier of Power, Summon Demon, Chain of Being, Animate Skeleton, Animate Limb, Speak with the Dead, Hell's Talon, Necrology, Army of the Dead, Summon Dahuun Oceanian, Summon Porter Demon, Summon Ship's Bane Demon, (in grimoire only: Summon Bzzhhgzqzz Demon). Dahuun Oceanian, Deep Mariner Minor Demon. A gnome-like demon with long spindly arms and a screeching voice, it can sail any ship. STR 2D8 (av.9) CON 1D8 (av.4-5) SIZ 1D8 (av.4-5) INT 3D8 (av.13-14) POW 3D8 (av.13-14) DEX 3D8 (av.13-14) MOV 1D8 (av.3-4) Hit Points 4-5 Av. Damage Bonus: -1D4 Need: Must drown a chicken daily. Skills: Sailing 100%, Navigation 80%, Speak Mingol INTx2%, Knowledge of Dahuun Ocean 15% Magic Points to Summon: 32 Porter Demon, Minor Demon. Looks like a giant hand on three stumpy legs with a maw and tentacles. It carries great loads. STR 4D8 (av.18) CON 2D8 (av.9) SIZ 2D8 (av.9) INT 1D8 (av.4-5) POW 3D8 (av.13-14) DEX 1D8 (av.3-4) MOV 1D8 (av.3-4) Hit Points 9 Av. Damage Bonus: +1D4 Abilities: Teleport Need: Must consume man-flesh. Skills: Speak Mingol INTx2%, Knowledge of own Plane 15%, Move Quietly 50% Magic Points to Summon: 33 Ship's Bane Demon, Minor Demon. A whale-like demon with a maw of sharp teeth and bony protrusions from its tail and fins. STR 2D8 (av.9) CON 2D8 (av.9) SIZ 2D8 (av.9) INT 1D8 (av.4-5) POW 3D8 (av.13-14) DEX 2D8 (av.9) MOV (Run) 1D8 (Swim 4D8) Hit Points 9 Av. Damage Bonus: 0 Abilities: See, Burrow Need: SInk a ship. Skills: Speak Eastern Tongue 50%, Knowledge of own Plane 15%, Search 40%, Summoner's Language INTx2% Magic Points to Summon: 33
  10. My Nehwon campaign (also a long-running Elric! game) has had two characters achieve Apotheosis. One in Law (Griflet Graycyon), and one in Chaos (Quarn the Mingol Sorcerer). I'll dig out their stats and post them. Nehwon has an appropriate Chaotic wasteland which can be reclaimed in chunks as new kingdoms (the Quarmall Barrens), but any unknown bit of your campaign world map would do. Elric! rules are kind of OTT and apocalyptic for apotheosis, so it seemed to me reasonably easy to achieve Chaotic apotheosis (a bit too easy in fact). This is because you get Chaos allegiance points for using any kind of sorcery, and then you can use them to power sorcery. In future I would restrict chaos awards to actual evil (or Chaotic) uses of sorcery rather than just any old magic use.
  11. Well this Man in Black was a lot more selfish than Johnny Cash's, though he wasn't evil (just manipulated by those who were). I find the Dreamlands is a great 'wood between the worlds' setting. Anyone from any dimension can meet there. @Chaot, if you are interested the session write-ups start here: https://nehwon.obsidianportal.com/adventure-log/three-lands-first-session It was a pretty good campaign.
  12. I would just use POWx5 for willpower. If you had a particular social situation, like negotiation or brinkmanship you could use a skill instead. Remember that if you succeed an opposed test vs. higher POW you can check for a POW increase -- so there is some small possibility of improving your 'Willpower skill'.
  13. I bought 'Aces High' (quite liked it) and 'Light without shadow...or edge' (haven't read it yet).
  14. I ran a fantasy campaign based in the Dreamlands. My characters slipped from Nehwon (my usual campaign world) into the Dreamlands in pursuit of a mysterious Man in Black (move over John Brunner and Stephen King!) I ran a modified version of an out of print Cthulhu module set in the Dreamlands -- 'The Dreaming Stone'. It was very interesting to run it as a fantasy rather than a horror; it changed it quite a bit. Also, the setting allows bizarre mixes of characters with no problems. I had a desert shaman/charlatan, a jungle warrior/herbalist and a precognitive space navigator with a vibro knife and blaster pistol (those came in handy against the Moonbeasts and Cats from Saturn). Our heroes journeyed from Celephaïs to the Forbidden Lands,to Zakarion (like your characters) and the dark towers of Dylath-Leen, to Oriab, through the Basalt Pillars of the West and to the Moon and back (the space navigator dreamer's skill came in handy there too).
  15. I think convincing people to change their game from DnD/Pathfinder to BRP is like trying to persuade Windows users to install and run Linux on their computers. I think BRP is better, so do most of you I guess, but the majority play a different game (I run Linux too - I love it, why don't you change your operating system?). Nonetheless, we've all stumbled upon BRP and its variants in our own way and found our gaming better for it. This website is a fantastic resource for all d100 games. Hopefully, anyone with an interest in straying from the path of Pathfinder may eventually find their way here. Not sure how much we can persuade people to do that except by maintaining our visible interest and enthusiasm for the game, especially on this site.
  16. This is slightly off topic, but in the past I've had a system for 'Divine' magic which uses Allegiance points to power priest's spells (1 MP + the balance of the spell cost in Allegiance points to their religion). Each religion has ways to gain more Allegiance, so it encourages roleplaying and devoutness from players, while discouraging them from using magic too flagrantly, lest they fall from favour (I run a moderately low-magic campaign).
  17. Well, I plan to give it a whirl at my next Swords of Cydoria session. I'll let you know how it goes with my variant.
  18. Return to hitpointless combat For my Swords of Cydoria campaign I am going to use this hitpointless system (slightly tweaked from the OP above). My design goals are: fast, heroic combats using lots of guns and swords without necessarily resulting in excessively messy player deaths less keeping track of NPC hitpoints (they're up, or they're not -- morale is separate) My main changes to the first take of the system described above: Uses fixed weapon damage (the max for the weapon), as suggested by Zit Allows for specials and criticals with similar effects to BGB. Overview When a combatant is wounded, instead of tracking hitpoints, the character makes a resistance roll of Resilience vs. maximum weapon damage, after armour has been subtracted. If he fails, he is incapacitated for the rest of the fight. At the end of the fight the character will be in one of several wound states based on a CON check. Resilience average of CON, SIZ, POW (or alternatively: (hitpoints + POW) / 3) a successful check vs. a greater damage gets you a check to increase POW at the end of the session. Just use hitpoints for normal creatures. Resilience check Roll on the Resistance table: Resilience vs damage taken (adjusted for armor). A roll of 01-05 for named characters only is always successful. Success means keep fighting, failure means they are out of the fight at the end of the current combat round. A critical failure (a failure where units die ends in 0) indicates a major wound. A fumble always fails. Effect of hits, specials and criticals I'm using the definitions from the Big Gold Book here. a normal hit (unparried) does a base damage of: maximum weapon damage + max. damage bonus - Armour rating (fixed) Defender must make a Resilience check vs. this total NOTE: guns can't be dodged, and primitive armour is only half effective against them (see 'Spot Rules for Firearms' BGB p.255) a special attack (1/5) has the normal effect for the weapon, ie. Bleeding, Crushing, Entangling, Impaling or Knockback as per BGB pp.194-7, with the following changes: Bleeding Instead of inflicting extra hit points, it requires a Resilience check each subsequent round at the same level as the original, until staunched (see BGB p.195) Crushing Base damage increased to the maximum for the next damage bonus level, as per BGB p.195. Impaling Doubles max weapon damage, as per BGB p.196. Armour still counts. a critical attack (1/10) attack ignores armour; resulting Resilience check is also Difficult Works for weapons too A critical parry vs attack success or critical attack vs. normal parry means weapon must resist vs. damage or be destroyed. Use weapon hitpoints for resilience. Weapons not designed to parry make a Difficult check. Exceptionally well-crafted or sturdy weapons might make an Easy check. How injured are you? At the end of the fight, make a CONx5 check: + critical or + special success - Healthy (knocked out by pain only) + success - Walking Wounded + failure - Badly Wounded + special failure (failure with 1 or 2 on the units die) - Dying + fumble - Dead Wound states are as described in OP.
  19. Tolkien with the serial numbers filed off: Age of Shadow for OpenQuest. Maybe of interest to you? It is based on First (or Second?) Age Middle Earth, and there's some discussion about it here:
  20. I got my physical copies of RoH and Reunion today. I'm looking forward to delving into them.
  21. I have played in a Rubble and Ruin campaign and I can recommend it. Its setting is immediately post-apocalypse, so yes, it is a bit Mad Maxy, but it still has useful rules for food, water, radiation survival etc. Plus the concept of a 'casbah', a safe enclave used by Rubble hunters (which can be high technology). The Modern Equipment Catalog is a useful addition to the game too.
  22. This is what I do. Depending on how easy and accessible you want magic to be in your campaign, you can have either a general sorcery skill for all magic, a skill for each 'school' or type of magic (classify as you will), or even a separate skill for every individual spell if you want magic to be difficult to obtain and master.
  23. Or you could try Warlords of Alexander, which is a great ancient setting available for download here on BRP central. It is set after the death of Alexander (~320 BCE) where Alexander's former generals have become rival warlords, sundering the once great empire of Greece, Persia and India. If I were to do a sword and sandal campaign I would start with this one. Although it's the right region, I guess you are looking for something a few thousand years older.
  24. I don't think Michael Moorcock has much taste for roleplaying games. He likes comics more.
×
×
  • Create New...