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

1d8+DB had the most liked content!

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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.
  • Current games
    Regrettably am not playing anything currently. Last campaign was WH4K 'Rogue Trader'.
  • Location
    SW Idaho, United States
  • Blurb
    "Next stop Tanelorn!"

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  1. The Flying Guillotine Yes, its that wondrous Wuxia wonder-weapon, the decapitating Flying Guillotine! The Flying Guillotine looks like a bell-like saucer at the end of a long length of chain. In combat the saucer is thrown in such a way that it alights on the target's head, at which point a kind of hood drops from the saucer, with opposing crescent blades at the bottom of the hood. A tug on the chain causes the blades to close, severing the victims neck. Name Skill Base Damage Special Parry STR/DEX Mal. Enc Flying Flying 0% 3D6+2 * Yes 13/16 98-100 1.0 Guillotine Guillotine HP Hand Attk SR Range Value 10 2H ½ ½ CR STR Priceless *If damage equal or exceeding the victim's Major Wound level is done the victim must must roll < CONx2%; if the roll is failed, the victim has been decapitated, and dies immediately! If the roll is successful, the victim still suffers the bleeding condition, as this weapon has opened major arteries. Note that no Damage Bonus is applied to the weapon, the blades are activated by spring mechanism, independent of the thrower's STR. **Typically this weapon is designed for use against human sized opponents. For SIZ 15-18 opponents the damage drops to 1d6+3. Against larger opponents it does no damage, the girth of the neck is too larger for the blades to close. It might be possible to make 'larger' versions of the weapon, but then the required STR (and ENC) to wield the weapon would increase as well. ***All Damage done by this weapon is applied to the Head, if hit locations are used. It might very be possible to fashion a kind of armored collar, or gorget that would offer protection against this particular weapon. So this iteration of this weapon is a little less lethal than the version in the classic Shaw Brother's films. It can can be parried and or dodged, as any thrown weapon. It is possible to even survive a successful attack, but even so it does horrendous damage, with a Bleeding complication. A Called attack to use the weapon is not required, as every attack is a effectively a Called Attack; hence the high required DEX. It is slow, as the chain has to be 'reeled' back in between attacks. The manufacture of these very specialized weapons is typically a carefully guarded secret of assassin cadres and murder-cults. Only the very elite and highly-trained top tier members of such groups would have access to such deadly tools.
  2. Going the 'cosmic superhero' (Guardians of the Galaxy/Green Lantern) route would be an option, and any superhero RPG would work for that purpose. All the powers would be the result of high tech gadgets, alien physiology, or esoteric mental disciplines.
  3. Have you read any of Vaughan and Staple's comic, 'Saga'? It's an epic space-fantasy cranked up to 11. As far as a rule-set, perhaps 'Fate'? 'HeroQuest'?
  4. 1d8+DB

    Seeds of Chaos

    May you need to drill down a little bit? What is the initial world setting going to be?
  5. 1d8+DB

    Coal in Glorantha

    I was pleasantly surprised to see this topic come up, because I was wondering about the economy of charcoal in Glorantha myself. Considering that you would either have to have access to a 'sterile' Aldryami-free forest (which might not even be possible), or risk the wrath of the elves in felling trees, charcoal might be rare or valuable, greatly complicating the work of a smith. There might be wizards, or Lodril initiates, who make their living summoning salamanders to ignite forges. Shaman of fiery spirits like 'Oakfed' might fulfill the same function. Yelmites might have consecrated 'Solar Furnaces', where sacred mirrors concentrate the sun's rays to laser-like intensity (impossible in the real world of course). The Lunars might even a version that uses 'Moon Lenses' to do the same thing. The Mostali probably have some magic that causes metals to melt at room temperature, or otherwise become ductile at a command.
  6. 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.
  7. Its sympathetic magic? The range is near infinite, but the ritual requires that the caster have an eyelash from the victim?
  8. 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.
  9. 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.
  10. 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.
  11. 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.
  12. 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.
  13. 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.
  14. There are few bands that work in a SteamPunk genre: 'Abney Park' 'The Vernian Process' 'The Cog is Dead'
  15. 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.
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