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1d8+DB

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Everything posted by 1d8+DB

  1. Spaceship Zero from Green Ronin used a 'black-jack' percentile system, as does Atlas Games Unknown Armies.
  2. Yeah, this was probably wasn't the ideal thread: I was working with BRP. Just switch out Power Points for Hero Points!
  3. I started something like this: a conversion of the Pathfinder/AD&D 3.5 feats into BRP powers. I start a little of things. Here's is what I had when I finally, inevitably, lost interest. D20 Feats for BRP.pdf
  4. "Blue Blooded Murder" So the Angels are hired by Regina Hampden to look into the suicide of her brother, the shipping magnate, Nathaniel Hampden, who leaped into the Atlantic from the deck of his yacht, The Glorious Courser. Naturally Regina is suspicious of his young, ravishingly beautiful widow, who, thanks to a revised will, now inherits a controlling interest in the company. Carter senses the slimy tentacles of the Mythos, and he is right. Deidre, the beautiful widow, is a Deep One hybrid, and a sea witch as well. She can project a glamour that makes her nigh irresistible. Furthermore, she can sing a enchanting song that will lure men to a watery doom; which she used to compel Nathaniel to his lethal leap. The Angel's investigation takes to them the mansion of Imogene Marston, an ageing socialite and a famed match-maker among the socially elite. She is a cultist, and she is using the exclusive soirees at her house to help Deep One sirens snare the unmarried scions of some of the country's wealthiest and most influential families.
  5. So thinking a little more on the topic: each four year 'term' yields 80 skills points to be spent among a list of select skills particular to that service/career track. So think of each 'term' as a kind of occupational block. You could, for some career tracks, even allow characters to exchange skill points for characteristic increases (20/+1, for instance); i.e., a character on the entertainment track could buy APP (Charisma).
  6. Perhaps some of the Innsmouth women have a 'siren of the sea' glamour to disguise themselves with, much like the Serpent-men can take on human form.
  7. There's probably not much you need to change really: Traveller will have a range of 2-12 vs. COC's 3-18; but Traveller's career track really starts with the characters just coming into adult-hood at age 18, so your 1st term would begin with each character as they leave 'high school' or its equivalent. As Traveller is very militaristic, there's few career tracks that would require an EDU 12+, and I assume that undergraduate and graduate coursework is included in the 'Scholar' track.
  8. 6E COC says this about EDU: A score of twelve 'suggests' a high school graduate. A 16+ indicates graduate level work or the equivalent. So, yes, in a industrial/post-industrial society with a formal, institutionalized educational system the EDU score does pretty much map to 'years' spent in the classroom.
  9. "And you will going undercover as a contestant in the Miss Innsmouth beauty pageant..."
  10. If Delecti the Necromancer can't get rid himself of the feathered pests, how will some RQ snobs drive them off?
  11. Thank you. At 200 pages that's a little more than your usual 'quickstart', Free RPG day giveaway.
  12. I once found a Legend game being run in Paizo PBP (play by post) boards, but after the GM took an unannounced week-long break that quickly died.
  13. I personally am not crazy about 'impulse' systems. While I concede that they might be mechanically more realistic, they tend, in my opinion, to lead to 'gun-slinger' characters who completely dominate any combat they're in. Of course, if you're all right with that outcome...
  14. The optional rules regarding impaling weapons 'sticking' upon successful impales could be a big issue when facing down zombie hordes while only armed with a spear-like weapon.
  15. All characters begin with a Mental Balance of 50, this may be modified by past life events but it should not more than +/- 5. The vast majority of humanity has a Mental Balance of 40-60. A Mental Balance outside this range will certainly be marked upon: < 40 and characters will definitely meet the medical criteria for mental illness; > 60 and characters will be aloof and distant, with a marked lack of affect. Remember that what is conventionally accepted as human history is a fiction; and what most human accept as reality is a lie. At a Mental Balance of 101 the character will have Ascended; they have apotheosized and escaped the Illusion, becoming pure thought. At a Mental Balance of 0 the character is Abased: they have accepted the Illusion, embraced it, and become a conduit for it. At both sides of the continuum behaviors vary greatly. There are Machiavellian autocrats at the threshold of Ascending who can coldly order the murder of countless thousand 'human cattle', while there are also 'gibbering' saints who can barely form coherent sentences among the nearly Abased. Generally though a high Mental Balance means a high degree of general mental competence and functionality, and usually, though not always, a highly developed sense of empathy. Characters at the far ends of the spectrum gain the ability to impose their own wills upon the Illusion. For each point below 26, or above 74, the character gets a point of 'Warp'. They can add this to their POW to make changes in the very fabric of reality. This is a contest of the character's POW vs Stability; where Stability is an arbitrary rating given to any aspect of reality, that is a measure of that aspect's plasticity and resistance to being warped. Changes 'warped' into reality are rated as either Minor, Moderate, or Major; a Minor warp could easily be explained as a 'trick' of perception, while a Major warp is obviously a inexplicable over-turning of natural laws, usually over a wide area, or lasting for a considerable duration . Moderate Warps are pretty much everything between. For Minor Warps, the Resisting Stability is halved (rounded up). For Major Warps the Resisting Stability is doubled. Sentient beings can substitute their own POW, if greater than the 'ambient' Stability, for changes that directly, physically alter them. Johnny Slick is a character tending towards Abasement, with a POW of 13 and a Mental Balance of 22. He has three three points he can add to his POW for the purpose of Warping the Illusion. He is trying to get past a security guard in a mental hospital. He wants to temporarily obscure the guard's vision with a dense swarm of buzzing flies. This a Moderate effect (obviously unusual, but not entirely outside all possibility). Stability within the grounds of St. James Infirmary is only 10 (the veil is weak here). Johnny Slick has an 80% of blinding the guard with a cloud of insects. Optionally, characters with a Mental Balance >75 or < 25 may purchase powers as per the Powers rules in the BRP book (heroic level).
  16. Must...resist...urge to make....impaired sight....skill penalty....joke.... RQ6: p128 Legend: p135 OpenQuest (1st ed): p66
  17. The Shadow Over Ducksmouth "They were mostly squat and feathery. Their forms were vaguely anthropoid, but they possessed long and wide bills from which a noise-some squawking arose. In a great, quacking column, they waddled forth out of decaying Ducksmouth, their webbed feet squelching across the boggy ground." I'm playing with the idea of using Glorantha with the Fate rules, particularly the Legend of Angelerre version that was recently on sale at RpgDriveThru. And yes, there will be ducks.
  18. Well its your game, so if you want him to survive as a kind of ghost in the Dreamlands that's your call. Depending on your campaign, it might be a good narrative prop. When the PCs get stumped, their friend in the Dreamlands can consult the seers and sages of the Dreamlands, to find the information necessary to keep the game going.
  19. Read the book! Ugggh! Fumbled my Lore: American Science Fiction roll. The trilogy that the Manta appears in, "Omnivore", "Orn", and "Ox" is by Piers Anthony. http://en.wikipedia.org/wiki/Of_Man_and_Manta
  20. Pier Anthony's Manta From Omnivore The Manta's homeworld is Nacre, a planet where fungal life is dominant, and a world with a stable, 'ordered' eco-system. Despite its amazing mobility the Manta is a fungal creature, and a sapient, though it has no culture and no technology, requiring neither, as it is so perfectly adjusted to its ecological niche. In appearance the Manta's upper body is a flattened disk, with a large, unblinking eye in the front, and a thin, whip like tail in the rear. This upper body is supported by a trunk-like 'foot'. In movement the 'foot' contracts and expands, like a piston, giving the Manta the ability to run at a very great speed. It is also capable of short, gliding flights, by leaping into the air and stretching its upper body into a kind of wing. The eye of the Manta does not see in the visible spectrum, but ultraviolet and infra-red. It can also transmit in a narrow beam, which is how the Manta's communicate. The spongy body of the Manta weighs about 40-50 kilograms (adult), and stand a little over a meter tall. STR 2d6+3 CON 3d6 SIZ 2d6 INT 3d6+6 POW 3d6 DEX 4d6+12 HP 8 Average Move 72 Armor: None, but, due to a lack of significant internal structure, impaling weapons only do their minimal damage; and slashing/cutting weapons only do half-damage. Weapon Tail Whip 120% 1d10+2 damage Skills: Acrobatics and Dodge 90% Powers: Gliding flight || 5 levels of leap Super-Movement: The Manta can skip across water, but must move at its full speed to do so. Weaknesses: The Manta's skin blisters and burns in bright sunlight, for 1 hp/round when so exposed. The Manta lacks peripheral vision, though it can gauge distance perfectly (it can calculate delays in the 'bounce' of it UV eye-beam). A shroom from hell! Our favorite Italian plumber would be no match for one of these beasts. In the novel, a human agent, conditioned to an superhuman level of physical perfection, was only just able to defeat a juvenile in unarmed combat.
  21. Hmmm. Seems like there's a setting idea there. Post apocalyptic game play in 1655! A Europe devastated by Philosopher-Stone powered weapons! Rampaging clock-work murder-dolls, alchemical abominations, and the dread Wormwood Legions...
  22. So, in the spirit of Pelgrane Press's system spanning Beastiary here's a write up for the Dimetrodon using FreeFate and 13th Age rules. First FreeFate Aspects: Primeval Beast, Aggressive Carnivore, and prominent Dorsal Sail. Skills: Good Athletics (+4), Good Endurance (+3), Good Stealth (+3), Great Survival (+4), and Great Weapon: Bite (+4). Stunts: Slow Acting Poison (Good Potency (+3) and Fair Subtlety (+2)), Swim as Athletics Skill. Armor: Leather equivalent, 0 Stress Boxes, -1 Consequence. 7 Stress Boxes 13th Age Prehistoric Beast Role 3rd Level Wrecker Initiative: +3 Attack: Bite +8 vs AC: 12 DMG Natural 13+ Target takes 1d8 ongoing poison damage. Swim: Capable and powerful swimmer. AC 16 PD 17 MD 9 HP 80
  23. Dimetrodon Though often mistaken for a dinosaur, the dimetrodon is actually a kind of proto-mammal . It's most distinctive feature is is the tall 'sail' that adorns its back; created by long spines that project from its vertebrae. It is an aggressive carnivore. STR 3d6+3 CON 3d6+4 SIZ 2d6+6 INT 1d6 POW 1d6 DEX 2d6 HP 12 (avg) DB 1d4 (avg) Movement: 8 (6 Swimming) Armor: 2 point hide Weapon Attack% Damage Bite 40 1d10+Toxin Toxin: The dimetrodon's saliva contains a toxin (POT=CON) that interferes with blood coagulation. If the Resistance roll is missed, the afflicted character or creature begins loosing 1 hit point per round for bleeding; until the blood flow can be staunched (First Aid) skill. Note that this effect can stack, with each wound inflicted by the dimetrodon requiring further Resistance rolls. Skills: Stealth 50+1d0%. Special Rules: At this point in the evolution of terrestrial life, the problems of bodily temperature regulation had not been completely resolved: during the cold nights the dimetrodon is often torpid and sluggish, its movement and DEX are both halved.
  24. Oops. No rune of Mastery for me! Yeah, instead of common magic there's runic magic, which requires that the caster be 'integrated' to the rune in question. Also, for the divine magic, Legend/MRQ 2 requires the use of the Pact skill, to recover divine magic.
  25. Of course the Elric mythos has the Airsharks of Xerlerenes. A specimen mutated by chaos could very well have the ability to blast opponents with a beam of focused magic might.
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