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1d8+DB

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Everything posted by 1d8+DB

  1. Right off the top of my head, I don't believe that there is any major structural difference in how magic works between MRQ and Legend. From MRQ1 to MRQ2 (Legend) the major changes were: --Combat styles rather than choosing individual weapon skills. --Maneuvers triggered by special successes. --The movement scale is different: ie., a MRQ1 human has a movement rate of 4 meters/round; which is doubled for MRQ2.
  2. So anyone else want to chime in with a 'Lost World'. We also have some ruins that are apparently hiding a secret.
  3. So the Astounding Adventures supplement has a pair of random adventure generators. So, using the less structured of the two, The Mad Mayor's Thrilling Adventure Generator Gizmo lets see what we can get. So, started with five rolls. 16. Finding a Lost World. 76. Earthquake. 60. Fight on the Docks. 98. Attacked by cultists. 15. Interview an Expert. Hmmm. Decided to make one more roll. 27. Searching the Ruins. Hmm. So lets say its 1937. Havana. A commotion at the waterfront draws the attention of the heroes. Religious fanatics have hi-jacked the yacht of Texas oilman, Harv Tanhill.
  4. Hmmm. I couldn't help but think of a mash-up between those old-school scenarios "The Rescue" and "The Madman":Ithaqua worshipping were-wolves. Or something like the undead from "A Song of Fire and Ice,": wights surrounded by an aura of bitter, freezing cold.
  5. With the use of Hit Locations some shields (tower/hoplite shields and riot shields) do simply provide protection due to their massive size; they're more like 'portable cover' that you carry along with you than a parrying tool.
  6. Are there any townsfolk that aren't cultists? Would be a good setting for survival horror. Success means simply evading/fighting off the cultists until the state police in a snow-cat can arrive: "30 Days of Night", COC style. Or "The Shadow Over Innsmouth" in the snow.
  7. There is a collaborative approach to gaming that encourages players to contribute plot points: if having the painting contain a clue seems like a fun idea, go for it. Trail Of Cthulhu pretty much mandates that the GM create a clue if the PCs come up with an unanticipated line of investigation. After all, you didn't spend all the time creating a sinister plot if the PCs get stumped in the first scene and never uncover it! Usually the narrative demands that the PCs get from Point A. to Point B., and the means by which they do is really not that vital: what is important is that they progress.
  8. The thing is, the tunnel mouth only opens for 88 seconds at a time ( a totally arbitrary period as it is based on alien technology). I've pretty much decided that there'll no be way for them to swim the length of the tunnel, and then swim back out, in the interval that the tunnel is open. But knowing those crazy investigators, they're sure to try.
  9. Would a movement rate of 4 yards/Melee Round be reasonable, considering a unwounded/unfatigued swimmer with a reasonable Swim skill (between 20% and 60%)? I'm writing a scenario where some "cave diving" will be necessary.
  10. I believe the movie was based on this iteration of the heroine http://www.giantsizegeek.com/2011/03/introducing-new-wonder-woman.html.
  11. I suppose it is largely a matter of taste. I would only grant a skill of 120-150% in their respective sports to LeBron James or Payton Manning, and what percentile of the general population are big-name sport stars? Otherwise I think you get skill inflation, where a 80% skill just means 'beginner'. But back to a GOT, I think a better reflection of the source material would be to allow legendary figures a chance to demoralize/overawe their opponents via some kind of 'Fearsome Reputation' before the lances are leveled and the swords drawn. The heraldic device on a shield then becomes a powerful psychological weapon.
  12. IMO for the gritty, deadly feel of GOT I would recommend capping abilities at 100% and characteristics at 18. Characteristics beyond that range are really intended for a super-human and pulpish style of play. Conan, with a 100+% Dodge and Broadsword, and a DEX of 20, could have fought his way out of the Red Wedding. Mere mortals like Rob Stark end up dead.
  13. Inspired by Seneschal's Ship of Monsters Post. Space Vixen, comely invader from the stars! STR 10 CON 12 SIZ 10 INT 16 POW 15 DEX 12 APP 17 DB 0 HP 17(11+6) Move 10 Skills: Command 44%, Dodge 30%, Dance 65%, Energy Weapon (Pistol) 44%, Persuade 56%, Pilot Spacecraft 50%, and Science: Cosmo-physics 65%. Weapon Raygun Damage 1d8+2 Attacks/Round 2 Range 15 m Ammo capacity 15 Powers: Psionics: Telepathy and Eidetic Memory Other Powers: Additional Hit Points (+6), and Super Movement (athletic grace in stiletto heels). Super-garment: the metallic singlets and micro-skirts worn by these shapely aliens is in fact one of their greatest technological developments. Indestructible and self-cleaning. Adaptibility (3). These brief garments generate micro-climatic controls that allow the wearer to function in otherwise hostile environments. Extreme cold. Extreme heat. Vacuum ( a fish bowl helmet appears, providing a breathable atmosphere). Defense (3). -15 to attacks made against the wearer. Armor(6): 3 points of armor versus kinetic and energy attacks. Weaknesses: Space-girls want love. Space Vixens are extremely susceptible to seduction attempts by square-jawed terrestrial heroes. In such seduction attempts, if the hero has an APP of 16 or more, he gets two rolls, and uses the better roll. Space Vixens love to dance! In the presence of rhythmic music the Space Vixen must roll her INTx3% or less, or immediately stop what she was doing to perform a flirty twist. Lousy shots when it matters. When using her ray-gun against Player Characters the Space Vixen rolls twice, and uses the worse roll. Cosmo-Physics: Space Vixen physics is based on principles that baffle the male mind. Any attempt to use their technology by males is at -20%. Notes: Coming to earth for nefarious purposes, these beauteous cosmic travelers are usually thwarted by a weakness for steely-eyed earth-men and go-go dancing.
  14. P. 154 of my copy. Though combat with that dread beast should probably be avoided. Bottom line she's a Mutant War Jaguar with +10 each CON and SIZ.
  15. This plays up the science fiction survival horror theme with a liberal spritzing of HPL, and counts most of the films you mentioned as thematic touchstones:The Void. I'm sure Eclipse Phase has come up in the conversation before: it is a great take on the transhuman setting. Eclipse Phase.
  16. "Unknown Armies" Atlas Games: Charting New Realms of Imagination Fantasy Flight's WH40K line. Fantasy Flight's Warhammer Fantasy, V1 and V2 (I don't know about V3). Fantasy Flight Games [Catalog Roleplaying Games] - Leading publisher of board, card, and roleplaying games.
  17. I'm thinking of hosting a play by post campaign using RQ v6 and 'Monster Island' over on the Paizo boards. Would anyone be interested?
  18. Grendel, monster of Anglo-Saxon legend. STR 30 CON 22 SIZ 25 INT 10 POW 16 DEX 21 HP 23 DB +2d6 SAN 2/1d8 Weapon % Damage Special Fist 66% 2d6+db Fling Opponent 40% (d6)d6+db Foe is flung d6x3m away. Armor: 6 point rubbery skin, all locations. Note that due to Mutation Grendel only takes ½ damage from edged weapons. Powers: Super-sense (hearing) (8 levels) and Major Mutation (Hardy). Skills: Dodge 42%, Listen 70%, Stealth 40%, and Throw 44%. Appearance: A flayed giant, with long, twisted limbs and a grotesque, over-sized head. Grendel is normally timid, preferring to remain in his watery grotto with his monstrous mother. However, loud noises in the range of his extremely sensitive hearing can drive him to a murderous rage.
  19. Mechanically I would say they're not. Conceptually I would say that they are, as both 'sorcery' and COC magic treat their subject as an arcane science, with rules and principles which must learned through long study. This is particularly emphasized in The Laundry where Mythos magic is a kind of non-Euclidean mathematics. I don't believe that there is a 'blanket' exorcism spell in COC.
  20. So Paizo had a very active Play By Post board going on at their website: which is pretty much open to any and all RPGs. I'm participating in a WH40K Deathwatch game, and I'm running a COC game as well (sorry, recruitment is closed). Of course a vast majority of the games are Pathfinder. As membership is free I would like to invite some D100 compatriots over; perhaps we could introduce a little variety into the D20 landscape. paizo.com - Online Campaigns
  21. It seems to me that long range magnification would make Spot rolls possible at ranges where they otherwise wouldn't be allowed. Seeing that sniper on a roof-top 1500 yards away might simply not be possible (or only possible on a critical, 1/20th roll) without some kind of optical aid.
  22. The trouble-making Demi-God from Chinese legend, scaled down to merely superhuman levels. Sun Wukong - Wikipedia, the free encyclopedia The Monkey King STR 14 CON 14 SIZ 8 INT 12 POW 20 DEX 22 APP 15 MOV 10 Hit Points: 21 DB: 0 Powers: Super Characteristic: DEX (15), Super Characteristic: POW (9), Extra Hit Points (10), Alternate Form*(x5)(100), Extra Energy (5), Flight (3), Invisibility (8), Leap (4) , Size Change (Shrink)(7), Size Change (Grow)(12), Super Movement: Lightfoot (10), Super Skill: Bo staff(4), Super Skill: Acrobatic (4), and Unarmed Combat (40). (Total Power Cost: 231) Mutation: Hands (x2)(for feet and tail). Magic:Change, Dispel, Light, Lift, and Illusion. Skills: Climb 88%, Dodge 66%, Jump 60%, Grapple 50%, Martial Arts 70%, Perform: Acrobatics 95%, and Boasting 95%. Weapon Skill % Damage Bo Staff 85% 1d6 Notes: If you know any spoiled two-year-olds then you know the personality of the Monkey King. Arrogant, impulsive, and petulant, the only sure way to get him to do anything is to specifically forbid it. *Suggested Alternate forms would be trout, dragon-fly, snake, bear and ox.
  23. And two diametrically opposed versions of the Monkey King's journey of redemption: Katsuya Terada's The Monkey King Vol. 1 TPB :: Profile :: Dark Horse Comics and The Magic Land of Alakazam (1960) - IMDb. Also, one of the Play Examples in the Heroquest II book uses characters from the tale.
  24. Strike out #4. That would be for conventional lycanthropes. No, I think a better answer would the "The Magician's Familiar" from p. 90 of the Big Yellow Book. With the change that while experiencing the world through the familiar's senses the 'skin-changer' is insensate. You'll probably need to adjust the duration and range (1 power point/5 minutes, range = character's POW in meters is the std. rule).
  25. From strictly a BRP perspective: 1. You could create a skill for Status; roughly equivalent to 'Credit Rating' in COC. Perhaps better would be to create it as a new characteristic. 2. There are a number of miniature rule sets available out there. Though for the gritty, bloody combat depicted in the books I would think that could be gamed as series of small party combats. 3. Maesters would simply have some high percentage in knowledge based skills. Septons would probably get a skill Theology: The Church of the Seven. We haven't really seen any divine powers manifested in the novels yet, but that could change. 4. The Alternate Form from the BRP powers. Interestingly Martin was once a gamer, his shared universe, 'Wildcards', started out as a Superworld campaign.
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