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Newt

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Newt last won the day on April 6 2018

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About Newt

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    Senior Member

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  • RPG Biography
    D100 fan, adventure writer, GM, Techie, Father
  • Current games
    OpenQuest, RuneQuest, Call of Cthulhu, River of Heaven, The Company, Mythras, HeroQuest, Fate + 101 other things :)
  • Location
    Oldham, UK
  • Blurb
    Benevolent Dictator of D101 Games

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  1. I got to play River of Heaven, the Guns of Olympus Mons, at Winter Con 2020 at Fanboy3 in Manchester last weekend just gone. On a personal level, it was great to play in a game with Jon Ossoway, a man who knows his Sci-fi troupes inside out. As a publisher of River of Heaven, it was great to be playing the game with John and seeing exactly how it ticks with the author running it. The set up was simple and direct. The Renoucers, a sort of Fascist Luddite paramilitary movement who are out to stop the rise of AI, had taken over a military base on Olympus Mons, which is a huge extinct volcano on Mars. Since said base controls the planet's defence grid, our team of Marines were going in hard and fast using drop-pods to take it out. So cue a fast-paced military-techno-thriller, with much sneaking about, hacking into systems, taking out guards from a distance, as well as the all-out firefights you'd expect. John had included some hooks in the character's backgrounds which led to some great roleplaying from the players, so it wasn't all grunts-n-gunplay. I had fun 'weapons-testing' the power armour and a quite frankly scary array of guns and grenades our characters were equipped with. My favourite one was the Smart Grenade, which can be programmed to have a delayed explosion ("Hey Google, set explosion for 30 seconds after impact") and to only go off when near actual combatants, not say, civilians The best thing of all was that it felt like we were in a distinct Sci-fi universe, not a cheap knock off Star-Wars, Star Trek or Aliens.
  2. Nada, Natch, Nothing...I'd imagine its a place holder. I found another one another booksellers site.
  3. The key to understanding this is that the Critical and Fumble effects are coming from the results of the Caster's Magic Casting skill test not the target's resistance test. I should have added that as an extra bit of explaination. This is the relevant bits from Magic Casting rules in the Magic chapter. Note in OQ 3 there are no magic points, so fumbles (which happen on a failed roll where the tens and units dice match) manage when the caster runs out of spells. Also opposed skill tests have changed in OQ3. Here's the rules and example from the draft:
  4. Downloaded and looking good from a quick skim
  5. I'll be unveiling them when I open up the public playtest. As for spells, while OQ core I'm currently working on tidying it up and keepign the overall list as short as possible (as I've done in previous editions), its all now one big spell list and I've added critical and fumble results, so people new to the system have something to work with. Also makes OQ 3 magic a bit more risky.
  6. A bit of fiddling about the other day and I have a logo for OQ 3
  7. It would be cool, but bare in mind Ken (Walton) is still recovering from a pretty serious cancer operation, which is why you've not heard from the dynamic duo in a while. I'm putting plans together to better support 3rd Party OQ3 publishers, that I'll be unveiling really soon
  8. I'm quite excited about Guns because its John's return to the game/setting he wrote after many years of absense. Whether he will want to get it sorted out for publication is another matter
  9. You're right it doesn't match what you are trying to do. I the way I've currently got it cast it to provide some sort of risk in running away. So you can try and run away, but if you get attacked and fail to dodge you not only potientially take damage from the successful attack (if your armour doesn't protect you) but your opponent still has you held in combat. You might want to run away, but your opponent wants to hold you there and beat the heck out of you Recasting the rule to be less mean, after all if the player is taking this option its probably because they want to get out of combat: Sprint: The character may move a distance up to twice their Movement Rate, forsaking their attack and only being able to dodge as a defensive reaction. If running away from combat at the end of the combat round they have now disengaged from combat.
  10. Newt

    Shaman Cults.

    OQ3 won't have Shamans as featured in RQ, where they are just a fantasy native-americian shaman. I'm loosely calling magicians who interact with with spirits, spirit contacters. and they will be quite a diverse group. I'm still putting the rules together on this one. You'll be able to build these Specialist spell casters out from the spell lists. Therefore you can have Mediums who speicalise in contacting spirits and sucessfully asking them questions. Exorcists who cast out bad spirits. Artists, who have a small selection of spells to help them create their masterpieces, and who rely upon a friendly spirit for inspiration. Also OQ3 won't have long drawn out spirit combat. Spirits who can possess humans will have a Possession spell, where the target gets a Persistance skill check to avoid either passive or dominant possession. And Spirit Contacters will have spells like Cast Out (possessing spirts must make a successfull Persistance test or leave the body they are possessing) or Imprison (which upon a failed Persistence roll sees the spirit trapped in an object specially prepared for the job). Right that's all I'm going to say for the time being
  11. I'm organising Winter Con 2020 a one day con (10am - 6pm) at Fanboy 3 in Central Manchester UK to celebrate the 1st birthday of Go Play Manchester a monthly rpg meetup I run. Winter Con 2020 - more information and sign up. As part of this myself and John Ossoway are running the following games: The Guns of Olympus Mons System: River of Heaven GM: John Ossoway 2998. Mars has fallen to the Renouncers, who continue to wage their relentless holy war against intelligent machines and their allies. The Martian Space Tether is down, and as Renouncer war machines ravage the surface, a network of orbital kill-sats capable of destroying any ship approaching the red planet performs an effective orbital interdiction against Hegemony space assets. Olympus Mons is the site of an important node in the command and control infrastructure for the Mars Planetary Defence Network. It is also the location of a Visser Cube – a traversable wormhole paired with a twin in your home system of Alpha Centauri. Both of the Visser Cubes are currently offline. You are a squad of Hegemony Marines. Best of the best. Your mission profile is clear: Get to the surface. Penetrate the Olympus Mons Citadel. Take and hold the Visser Cube chamber Realign the wormholes, allowing the Hegemony to deploy troops to the surface of Mars directly from your homeworld. Easy. So check those suit seals, warm up your smart rifles and show me your war face. It’s game time. Return to the Savage North System: OpenQuest 3 GM: Newt Newport You are the Drakkar, proud people of the Ice Dragon. Who in ancient times liberated the Savage North from the Vampire Lords of the Outer Darkness at the end of the Blood Age. The Ice Dragon buried the Vampire Lord Throk in its temple, under several kilometres of ice. The best thing for this fiend. But now the Mad King of Sonderland wants you to enter the temple to find a magical mirror to settle a wager. Salara the Wise Woman says the only way down through the ice is using the steel Sword of Krum himself Problem is Krum cares not! [Yes, I'm revisiting The Savage North as part of OpenQuest 3rd edtion]
  12. Current status, is that despite my bold timetable to get it out this year, I'm now currently having another pass of writing. There has been my own playtest games of the work in progress, a recent one at Grogmeet 2019 in my home city of Manchester, which have happily confirmed the route I'm taking OQ3. Couple of new developments: As a well as one magic system, with rules for specialist casters (so you can still have Priests, Sorcerers and Shamans), I currently plan (subject to successfull playtesting) to go Magic Pointless. Spirits and spirit combat is getting a review, with the aim of making this area very straightforward. Character generation has had another pass, and Culture & Careers are now in rather than the current free form jack of all trades approach. Its simpler more direct, familier to D100 players coming in from other D100 games, and makes setting up Settings for the game much easier. The magic chapter has had another pass and many many issues with the spell list has been fixed. It will have another since there's a raft of new spells I want to add in, and my latest pass identified a hand full of spells that need modifying or removed. The creatures chapter is going to be reorganised. As well as the tools to use the monster entries as templates to roll up npc/individuals, the average member of the species will be more detailed with spells so its more pick up and play. I'm going to have a final Playtest version of OQ 3 done by the Christmas holiday, and after a short internal playtest to find and fix any major show stoppers, I'll be posting the playest rules online for an open-playtest, with the aim of kickstarting the final rules - with lots of adventure stretch goals, by Early Summer 2020.
  13. OpenQuest 2 Deluxe is long out of print. It was replaced by OpenQuest Refreshed back in June 2016, and OpenQuest 3 is coming along nicely for a release in 2020
  14. Here's the missing rule about Fighting Retreats (its in OQ2 Deluxe but was missed out of the current version of Basics and the main rulebook, for some reason). Fighting Retreat: A character may move their full movement directly away from an enemy they are fighting. They may only defend, but at +25% to their close combat or unarmed combat (+50% with a Medium and Large shield). At the end of the round if they have successfully defended themselves, they may disengage from combat (see page xx). That covers your case a and c. Case b (running away is covered by) Sprint: The character may move a distance up to twice their Movement Rate, forsaking their attack and only being able to dodge as a defensive reaction. If running away from combat if they successfully dodge any incoming attack, at the end of the combat round they have disengaged from combat. I think for clarity's sake I should have the actual actions, together with the intial rules discussion (ie. the section on Disengaging from Melee). This is something I'll do in OQ3, which I'm currently putting together.
  15. OK I'm now up to my ears doing OQ3, so I've stopped supporting the OQ2 SRD . If you want to use the OQ 2 ruleset all the main rule book and OQ basics are open gaming conent under the OGL. If you are after a free/low cost copy of the rules OpenQuest Basics is free in pdf via drivethurrpg.com
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