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Zit

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Zit last won the day on December 12 2017

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About Zit

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    Senior Member

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  • RPG Biography
    Author of the BRP setting "Wind on the Steppes". RPG player since >35 years, mostly RuneQuest 2. Currently running 2 campaigns on rpol.net: RQ2-converted-to-HQ2:G and Wind on the Steppes adapted to Revolution D100.
    Published amateur settings for BRP (Uruk - Mesopotamia- and Vent des Steppes).
    Maintaining the http://windonthesteppes.blogspot.de/ blog
  • Current games
    HQ2:G and Revolution D100. Eagerly waiting for RQ:G
  • Location
    Germany
  • Blurb
    French. Father. Chaotic Good.

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  1. In the Action section, some sentences are repeated and some are cut. It looks like you can do two actions in one round, but not more than one main action . You should explain it clearly somewhere (or did I miss it because fo these red corrections ?). I would rewrite the 1st paragraph (no "you'll usually do..." but simply clearly say what is feasible or not). Target reaction : "the defender must declare the first defence before the attack is made." but in Mulriple Reactiosn "must declare that the character is defending against all attacks as soon as he or she rolls the first defence for that round" (that is after the attack roll). Why did you give up the plain 1d6 damage ?
  2. Are there free persons who became semi-free or even unfree to pay their debts (or their parent's debts) ?
  3. I may steal a couple of them for the Horse Nomad supplement ! The Elf, has probably a very high skill level as well, so I'm not sure a tweak is necessary here. BTW, according to the rules, one can imprive skills above 100 only by 1% each tiem, since you always roll under the current skill with a d100. Wouldn't it be fair to consider the imrovement roll as a success for rolls from 96 to 100 ?
  4. Does the "international Edition" covers only the rules NOT in English ? When do you intent to actually publish the new SRD in English ?
  5. I'm vry serious ! It is much fun to find a way to use your abilities, and players are sometimes very imaginative. It is one of the aim of Conflicts. And it reserves some surprises to the Narrator as well.
  6. What is he looking for ? What does he like ? What is he missing ? Does he need something to increase his powers ? What would make the PCs more convincing (a stunt, a power, a feature, an artefact, a knowledge, a positive consequence...). I imagined during a game shamans trying to convince a powerful desert spirit. The PCs used sing (spirits like songs), acting (replay the mythic feats of the spirit), the support of an ancestral dead hero they managed to free (to show how serious they are), a sacrificed horse (to feed the spirit), a regional knowledge (to help finding the right words) and of course Persuade. Some quests in a previous adventure may bring positive consequences (make allies, eliminate ennemy of the necromancer, some secret knowledge showing the necromancer's weaknesses, an item he's been looking for, the grave of his old lover, a secret language to talk with him, a genealogy allowing him to find forgotten dead...). You may find some ideas, but even better, have your players find ideas.
  7. beyond gifts, encourage them to find supports to gain bonus.
  8. This could be a great idea to open a general toppic where everybody could propose his/her Stunts in a predefinite formate (like genre/skill/description/way to acquire it).
  9. The contact with the entity will probably be played as a conflict (should even be), with dangerous consequences if they fail. Instead of collecting things to pay, they may collect or gain different objects, traits, stunts or positive consequences which give them support boni for the ultimate Conflict. A gift may be a required condition, but also a quest. A few ideas beyond the power stones : an old knowledge (about the creature or its weaknesses, which may encourage the PC to learn a new trait), an artefact (could be a software), an altar or a energy field to des/reactivate, a special feature (ex. the entity's language). You may even make a meta-conflict, allowing one round at every Downtime until they win (or loose). Every round they loose, they get a negative consequence (e.g. the chanelling dark pool) until they achieve total victory. They can contact the creature when it is at 0 RP.
  10. I mean about fist fight. For the rest, it is only a matter of taste.
  11. To apply the Subdue effect, don't you have to bring the EP to zero with a Sunt effect first. And without Might, the Stunt effect is inoperant. Or did I miss something ? The alternative may be to use grappling, but this is not boxing anymore. And Subdue does not knock out. I think the best is definitely Basic Combat !
  12. if you like maths, the chances to get an Advantage roll at n0% is [1+n.(n-1)/2] % (and increase by 1% until units = tens-1) 1% for 10%, 2% for 20% and 3% from 21%, 4% for 30% and 6% from 32%, 7% for 40% and 10% from 43%... 46% for 100%. Remember although that in an opposed roll, if your opponent rolled a success, you must additionally roll above the opponent to enjoy your Advantage.
  13. Damage for energy weapons is 1d6 par Might.
  14. I think it is just a writing convention. The Might is handled separately from the base damage in some effects or powers so it has been clearly separated. But you can write it as you want : on character stats, damage is indeed noted 1dx + nd2 (n = weapon + wielder Mights).
  15. The total damage is a combination of the weapon property (sword blade 1d6) + the wielder strength (Might) + the way he uses the weapon (his proficiency which allows to gain Effects). Some damage Effects are gained as soon as you may roll damage (ex. for swords Slash and Impale if you know the Thrust Stunt), others when you get an Advantage (Impale for a sword without the Thrust Stunt). Some weapons increase Might as well (Mace +1 Might), independently from any Effect. You can even combine several effects.
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