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1d8+DB

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1d8+DB last won the day on January 18 2015

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About 1d8+DB

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  • RPG Biography
    Grew up with the Hobby. D&D of course, 1E CoC and Stormbringer.
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    Regrettably am not playing anything currently. Last campaign was WH4K 'Rogue Trader'.
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    SW Idaho, United States
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    "Next stop Tanelorn!"

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  1. 1d8+DB

    A Superman Surprise

    The whole secret identity thing would be especially problematic given modern technology: voice prints, DNA matching, facial analysis; it would be more work than its worth to try and protect a secret identity. Or every 'super' would go 'Iron Man', with a head to toe body armor.
  2. Its sympathetic magic? The range is near infinite, but the ritual requires that the caster have an eyelash from the victim?
  3. 1d8+DB

    Build a Better Monster Contest, Part II

    More Burrough's inspired creatures. The Mahars A race of pterosaurs that have evolved intelligence and uncanny mental powers. They live in caverns in the walls of a huge, subterranean vault that is home of many fierce beasts and primitive human tribes-people. They are served by a race of cruel troglodytes called Sagoths. They seem to particularly enjoy human flesh. They are deaf, and apparently the race only possesses one sex: all members of the race being females capable of self-fertilizing. They stand a little over a meter tall and with a 3 meter wingspan. STR 2d6+2 (10) CON 2d6+3 (11) SIZ 1d6+3 (5) INT 3d6 (10) POW 4d6+4 (14) DEX 4d6 (14) APP 2d6+6 (10) HP (8) Damage Bonus -1d4 Power Points (14) Move: 6 (a kind shuffle/waddle supported by wings along the ground)/ 16 (flight) Armor: 1 point leathery hide. Weapon: % Damage Special Eviscerating strike from on wing 50+1d10 2d6* They swoop down upon entranced victims and deliver a disemboweling slashing cut with their scythe-like claws. This is an impaling attack, and it ignores the negative damage bonus. Note that because it requires a gliding approach they can only make this attack while air-borne, and only once every 3 rounds, as they have to circle back around each time they do attack. Powers: Telepathy 75+1d10%. Mind Control 60+1d10%. Drawbacks: Deaf. Notes: Based largely on the interpretation of these monsters from the delightfully camp 1976 movie “At The Earth's Core”. I made them a little smaller, so they're better able to navigate the tunnels of the Mahar city. These Mahar's won't be carrying victims aloft, unless they also possess telekinesis as well.
  4. Interesting and evocative, if non-canonical setting. I'm not wild about the plot device of the PC's bus getting that terribly lost: surely the driver knows his route a little better than that. Perhaps the bus was maliciously routed into the swamp? Or the driver was compelled out there by some malign influence, or he suffered some kind of fugue state? Perhaps you're having the PCs spend a little too much time on trying to free the bus from its gluey trap: a futile endeavor as its pretty much a plot point that the bus is stuck fast. I would allow a simple Idea roll: if successful the PC pretty much realize that the bus is not going anywhere, rather than have them waste time trying to free the bus. I wonder if it would be better to characterize Orelmark as a kind of semi-permanent encampment than an actual town, as a town, with a generations of history, it would probably require further fleshing out. As a work-camp, created solely to serve the wells and refinery, it'll only require a minimum of infrastructure, and background detail. A 'company town' could be a pretty brutal place, with the company bosses having ruthless and smothering control over everything that happens within the town.
  5. 1d8+DB

    Plant Rune in Sartar?

    Not at all canonical, but might 'hazia' have its own sect? 'The plant that brings life from the darkness'. If you wanted to go a little silly you could introduce 'haziafarianism' to Glorantha.
  6. 1d8+DB

    Framing the Contest

    But why are the characters out where they might run into Orcs in the first place? Besides just killing the orc in front of them, what are they hoping to accomplish? Are Orcs just popping up everywhere, like the mooks in a video game? Consider this example: "I want to evade the Imperial tie-fighters." vs. "I want to evade the Imperial tie-fighters, evade Lord Vader as I navigate the Death Star's equatorial trench, and fire a laser bolt into the Death Star's thermal exhaust port." In a simulationist game; each action requires a roll (or a opposed roll): evading the tie fighters, evading Vader, firing the laser that will destroy the Death Star. In HQ you could fold everything into a single contest (or an extended contest, which would be better): Vader's skill in the 'Force', augmented by his squadron of tie-fighters vs. Luke's skill in the 'Force', augmented by Solo's piloting skill. The contest: "We want to destroy the Death Star by blasting the thermal exhaust port." The contest describes a whole series of actions and their outcome. Parsing a contest down to a single sword-stroke is too granular, and not really in the spirit of the game.
  7. 1d8+DB

    Allegiance vs. Passion

    I assume you're talking about an Allegiance to Law, from Elric/SB, in which case I suppose the answer is no, it doesn't appear to be mechanically different from how Passion would be used to augment a skill in RQ6/Mythras/RQG . Of course a bonus from an Allegiance would be a supernatural boon, and might have the attendant trappings of a mystic manisfestation; a halo, fiery eyes, the rune or cult sigil appears on the character's brow, or the like. In certain conditions it might be impossible or more difficult to draw upon an allegiance: a champion of law in one of the chaotic hells, might only be get a partial bonus from his allegiance.
  8. 1d8+DB

    MI-GO competitors

    The 'Brotherhood of the Yellow Sign', a a cult equipped with weird super-science (and perhaps they are the inhabitants of subterranean K'n-yan) are said to have a bitter enmity with the Fungi from Yuggoth, the origin of which is unknown.
  9. 1d8+DB

    Steampunk soundtrack

    There are few bands that work in a SteamPunk genre: 'Abney Park' 'The Vernian Process' 'The Cog is Dead'
  10. Combat in CoC\BRP games is a lot more abstract than D&D/Pathfinder, and the minimal stat-blocks of the monsters and foes reflect this. This means it is relatively easy to re-skin a monster; just find a creature of the same relative size, and simply rename its attack, tweak its special powers and abilities, and create your own description. You can also check out the Build A Better Monster II thread under the BRP section for some ideas. Don't think you have to have a new 'monster' for each session either. D&D players may quickly tire of bashing kobolds, but in CoC you can get a lot more mileage out of the same creature (Deep Ones/Ghouls/Mi-go/cultists), just by changing the conditions or numbers of opponents. Fighting one Deep One on a sunny beach is a lot different than encountering a swarm of the batrachian horrors in a light-less, flooded tunnel.
  11. 1d8+DB

    Bright Shadows

    I wouldn't consider it indispensable. It details the Melnibonean people and their island redoubt. There's a lengthy section on drugs and narcotics used by the Melniboneans. A section describing the various theological practices of the Chaos Cults that hold sway on the island, and a lengthy list of some common demon-types that you might encounter there. Would be the most useful if you were planning on running a campaign that took place largely on the Dragon Isle. As an aside, if you do get a physical copy, Mongoose for a short while were actually printing/binding their own books, with the result that their books from that period have an unfortunate habit of separating from the spine: something all my hard-cover Elric/Hawkmoon books from them (for the 1E books) have done.
  12. 1d8+DB

    Build a Better Monster Contest, Part II

    Khandarian Demon, or 'Deadite'. Malevolent entities from another dimension, that possess human hosts: transforming then into cackling engines of destruction and malice. The Khandarian demons are summoned by incantations from the grimoire, 'The Necronomicom Ex Mortis.' Interestingly, tales tell of another, even more malign and powerful, 'Necronomicon,' that contains rites to propitiate and appease inimical alien gods. Deadite, Incorporeal. Int 10+1d6 Pow 12+2d6 The demons possess human hosts via a simple test of POW vs. POW. If the contest is failed, the targeted host can never be targeted again. Furthermore, some individuals are never targeted for possession, apparently possessing a kind of immunity (character's POW X 2.5, to test for this fabled immunity). Once possessed, however, the victim is pretty much eternally the demon's slave (exorcism rites may exist, if so, they would be described in the 'Necronomicon Ex Mortis.' Deadite, Possessed host. This a kind of template applied to the host. +6 Hit Points +3 Dex. Uses the demon's INT and POW. Natural Weapons: Claws (+1d6) Attack with natural weapons: 35+1d10%. Hardy: (Impaling weapons, including guns). Levitation (Psychic Power). Intuition (Psychic Power | Limited to locating victims). Telekinesis (Psychic Power). Alternate form (see below). Leap (2 levels) Super-Sense ( 2 Levels | Night Vision & Hearing). Super-movement (Wall Walking). Ignores Major Wounds. A possessed host has milky white eyes, and scabrous, sallow skin. The body gains a kind of freakish elasticity, and the Deadite revels in putting its stolen body through bone-breaking contortions. If SAN rules are being used, there is 1d6 SAN loss if the SAN test is failed . The Deadite can resume its normal appearance, but usually only does so very briefly (1-3 rounds).
  13. I'm not aware right off-hand of any published scenarios that feature Satan as the big-bad; it is after all the 'Cthulhu Mythos' that drives CoC: though I'm sure, especially in the Dark Ages, that there was plenty of times when the Crawling Chaos masqueraded as the Prince of Lies.
  14. And of course the original story is M.R.Jame's classic, 'Casting the Runes'.
  15. 1d8+DB

    cost of expedition and split of treasures

    Keeping it abstract would be how I would do it. Trail of Cthulhu's Mythos Expeditions uses a pool of supply points: you could do something similar, say each supply point spent would be worth 10% for a 'Equipment' roll. Points for common items might be worth more. Points for 'special' items might be worth less. Perhaps you could ask for a daily 'average' survival roll; a success means no essentials supplies were used that day (you're living off the land), and no supply points lost. A failure means a loss of 1d6 supply points; a critical failure means a loss of 1d10+2 supply points. It really depends on how much book-keeping you're comfortable with I guess.
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