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1d8+DB

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Everything posted by 1d8+DB

  1. The main thing is of course OQ uses Resilence and Persistance rather than the Resistance Table. The skill list is pretty much condensed. Also, OQ uses price lists.
  2. Just picked up the PDF. First impression is favorable. Great for those grognards who would rather have Ruger a SP101 than a 'heavy pistol, revolver'. Wished it had a bookmarkable Table of Contents. Realists will probably want to tweak the automatic fire rules. When creating characters you will probably want to make two: when the lead starts flying I would expect heavy casualties.
  3. 1d8+DB

    Wayfarers

    So is the Legend+ or something else?
  4. Actually, I have a kind of aesthetic objection to the Phalanos project on that basis. You can take the Ducks, the Morkanth, and the Maidenstone Archers out of Glorantha, and it is still Glorantha. But you take the gods away, and its something else. To be part of that cosmology Phalanos would have to have a mythic element, which so far I don't see. Hmm. Perhaps Mostal's first draft of the world-machine? Maybe the search for the Gods of Phalanos would be a significant part of play. Or maybe the discovery of this apparently godless realm would be something that the traditional faiths of Glorantha would try to supress. Some experiment of the God Learners gone wrong? Now for Hawkmoon/Elric, and its multiverse setting, that's not a problem. A realm of the Dead Gods, or perhaps a place to be developed as a refuge in face of the implacable Granbretanian expansion. Perhaps clock-punk alternate history? Da Vinci exploring another world at the other side of an Atlantean Gate?
  5. Or that there was no Air Rune for Phalanos? If the runes are the building blocks of the primal gods, the primal gods of a different world might have left some runes out and included others? Of course the theologians of Glorantha would have to explain Phalanos in accordance to their cosmology. Perhaps it is an unfinished world, or a place used by the Gods to hold battles or tourneys.
  6. You could aways port over the stats from MRQ for goblins, or trollkin.
  7. Daagathla Addendum: Tentacle Reach is 4 meters. Projection Skill is 50+INT%.
  8. Hee. Maybe this needs a thread of its own? Alright, so what I see as being specifically conventions of the pulp genre are as follows: 1.) Incredibly lucky heroes. The heroes are always cheating death via the most amazing coincidences. 2.) The Death Trap. As these stories were often serialized, this quickly became a common device. Whether it was being suspended over a pool of sharks (or mutant baracudas), or fed into a sawblade on a conveyor belt, it was never simply enough to shoot the hero, or his girlfriend. 3.) No moral ambiguity. We're good, they're evil. 4.) Sex. From the famous, or infamous Margaret Brundage covers, to swooning heroines always suffering drastic clothing malfunctions, they was a lot of suggested sexuality in these stories. Catalog
  9. Just got Pelgrane Press' Bookhounds of London for their Trail of Cthulhu. Definitely 5 Straitjackets! Even if you're strictly BRP/COC, there's plenty that should interest fan of Mythos based gaming. Reprinted 1930s London maps! The floor plans of the British Museum! Hell, I'm surprised a London fog doesn't form when you open the book! Pelgrane Press Ltd » Blog Archive » Bookhounds of London These guys are putting out some great stuff. How about playing a young Robert Heinlein or Philip K. Dick in post-war LA. Check out the Big Hoodoo. Pelgrane Press Ltd » Blog Archive » The Big Hoodoo
  10. Daagathla, the Lords of the Drowned Dead Horrid monsters that are a amalgam of kraken and fish, these invaders from an alien realm dwell in submarine caverns or subterranean lakes. Often they are worshipped by the P'Tek and the Atalaq. They worship the Reaver Gods, as well as their own alien deities. STR 5d6+6 CON 6d6+10 SIZ 5d6+20 INT 4d6+12 POW 4d6+12 DEX 4d6+3 APP 1d6+2 HP 32 Average Move Swim/Crawl 30/2 Special: Snare of congealed water: The Daagathla can transform water into a sticky, viscious slime, which they can use to drag down and drown foes. Even aquatic creatures can be drowned with this stuff, as it blocks the gills. Treat as the Snare Projection power, level 12. Particularly ancient Daagathla may have this ability up to level 24. Wall of thickened water: The Daagathla can use their power over water to create a wall of thick, ropy slime to protect them from incoming attacks. Treat as the Barrier power, level 4. Particularly ancient Daagathla may have this power up to level 8. Psychic Powers: The Daagathla possess the following psychic abilities: telepathy, eidetic memory, and mind control. Sorcery: The Daagathla has a 50% chance of possessing a number of sorcery spells equal to 1/3 of its POW. It can cast these spells at a level equal to its INT+10%. The Drowned Dead: Creatures drowned by the Daagathla raise as zombies, controlled by the Daagathla, some 24 hours after their death. They must remain moist, or again collapse into true death: the amount of time they can remain out of some liquid medium is equal to their hit points in hours. The number of such revenants that a Daagathla can control is equal to its POW. Link to water: To use the first two powers the Daagathla must have at least 2/3 of its body in water. Daagathla can only remain out of water equal to their CON in minutes, after that they begin taking CON damage at a rate of 1/minute. Attacks: Attack Damage Tentacle Lash 50% 1d6+Average Damage Modifier of 3d6 They can make up to 4 tentacle lashes/round. Armor: 2 AP scales and slime D20 Result AP/HP 1 Arm 1 --/8 2 Arm 2 --/8 3 Arm 3 --/8 4 Arm 4 --/8 5 Arm 5 --/8 6 Arm 6 --/8 7 Arm 7 --/8 8 Arm 8 --/8 9 Arm 9 --/8 10 Arm 10 --/8 11-15 Body 2/13 16-20 Head 2/13
  11. Both systems use a percentile-based resolution system. So yeah, mechanically they're not that far apart.
  12. (Nothing too particulary original I know, just tweaking an Gloranthanian icon). The Dral'ul Beyond the Pylon Mountains, there stretches a coastal wilderness, the Angudosan Coast: also known as the Crab Coast, because of the fierce and monstrous crabs that inhabit its salt-water marshes and estauaries. Along this coast, in stilt villages, dwell a reclusive race, the Dral'ul, also sometimes derisively known as the 'Ducks'. Their resemblance to avian water-fowl is slight: they do have broad-bills, and webbed- feet, however they have arms instead of wings; they only have feathers along their backs, the rest of their skin is scaled; they have reptilian tails; and the males of the race have tall, bony crests. These crests, full of convoluted airways, allow the males to bellow out ululating cries and alarms; as well as mating challenges to rival males. STR 2D6+3 INT 2D6+6 CON 2D6+6 POW 3D6 DEX 3D6+3 CHA 2D6 SIZ 1D6+4 Hit Points: 9 Average Movement Walking/Swimming 8/16 Special Bellow (males only): By strenously forcing air through the airways of the crest, the male makes a mournful, booming noise, that, under ideal conditions, can carry for miles. Note that this requires some fine breath control, prohibiting the Dral'ul from performing rigorous physical action at the same time. Stability: Their broad tail means that they are extremely hard to knockback, as it makes them a steady tripod. For purposes of determining SIZ in resisting knockback, Dral'ul use 3x their total SIZ (i.e, a SIZ 5 Dral'uz resists knockback as a SIZ 15 creature). Webbed Feet: Upon the marshy, boggy grounds of their homeland, they gain the Lightfoot Supermovement ability. Skills: Swimming 60+Dex%, Pilot small water-craft 50+DEX%, Speak Low Sakaraic: INTx2%, Short Sword 40%, and Sling 50%. D20 Roll Result HP 1-2 Tail 3 3-5 Right leg 3 6-8 Left leg 3 9-11 Abdomen 4 12-15 Chest 4 16 Right arm 2 17 Left arm 2 18-20 Head 3
  13. The easiest thing to start with would be the mutations, particularly for uplifted animals, and the powers, which would be explained by genetic sequencing, cybernetics, nano-technology. Super Characteristics and Super Senses would pretty much cover your cybernetic implants. Medichines would provide Regeneration and perhaps Defense. Superskills could be neural augments. A hard science fiction setting would prohibit certain powers. Flight, invisibility, weather control, and the like. Though, if you wanted a more comic book, cinematic, flavor, you could allow them with some handwaving about 'quantum mechanistic effects amplified through wave-field generators, blah, blah, blah.' Ultimately, chapter 4, 'Powers,' of BRP has pretty much already done the mechanics. You just need to supply the terminology.
  14. So as there is apparently no future projects in the immediate pipeline, and as we've been told that if we want CotFE stuff we'll need to write it ourself, I'm starting a thread where those so inclined can make their own contributions to Ms. Newton's charming world. Of course nothing that follows can be considered entirely 'canonical,' but then, when has that ever stopped us! I'll begin: The Sickle Islands, The Pirate Theurges, and the Ing Shu. A curving chain of rocky, largely volcanic islands that stretches far into the Middle Sea. Ancient ruins are frequent upon the craggy slopes, and in the depths of the many shallow bays and coves. The most legendary of these drowned cities is Roma the Eternal. Legend has it that a fabled demi-god, Cezar Julus, sleeps in a tomb-temple within this ageless city, awaiting the time when he will waken and again rule the world. The Scils are rocky islets at the southern end of the Sickle Islands that are the home of the Pirate Theurges, wizardly pirates who extort princely sums from those who ply the waters around their islands. Chief among these is Hareela Thun, Queen of the Scils, and captain of the Empress of the Storms, perhaps the greatest warship upon the Middle Sea. She commands a horrible aquatic demon, the Syclla, which dwells in a marine grotto somewhere in the Scils. The amphibious Ing Shu are frequently found in the waters of the Sickle Islands, having established colonies in many of the drowned cities of the Ancients. Ing Shu, amphibious non-human race. The Ing Shu have two meter long eel-like bodies. At the lower part of their body they have stumpy lobe-like fins, upon which they can walk with an awkward, waddling gait. Their heads have a dome-like kneel, that contains their sonar organs. They possess two pairs of tentacles growing from their lower jaws; the outer tentacles longer than the inner. These tentacles are used for manipulation: the outer pair for more physical work, while the inner pair are reserved for fine manipulation. They are mammals, and give birth to live young. They are tireless enemies of the Atalaq, who are known to raid their creches to prey upon their young. Their main economies are fishing, and scavenging the sea-beds for various treasures which they trade to to the land-dwelling folk for metal goods and the like. STR 3D6+3 CON 4D6 SIZ 3D6+6 INT 3D6 POW 3D6 DEX 3D6 APP 3D6 HP 14 average Movement Walking/Swimming 3/25 Special Echo-location: As per the Super Sense. Must stay moist: After an hour out of water they must have their skin wetted, or suffer the loss of one point of CON. This continues for each remaining hour that they remain dry. Blubber: Their blubbery hide gives them 2 AP. Poor Eyesight: They are extremely near-sighted. Any tasks dependant upon long-range vision are difficult actions. Dual Actions: Their outer and inner tentacles can wield weapons simultaneously. But see below. Weak Inner Tentacles: Use Strength/2 for the weaker inner tentacles. Sonic Blast: As per energy projection (Level 2). Note that out of the water they use this ability as Level 1. This is a focused blast of stunning sound waves. For determining their total pool of available power points, CON/3, rounded up. Can Drown: They are air-breathers, and must routinely surface for air. The total time they can remain submerged is (4) times their CON in minutes. They are able to dive to a depth of 30 meters times their CON. Hit Locations: D20 Roll Location AP/HP 1-2 Tail 2/5 3-5 R. Leg 2/5 6-8 L. Leg 2/5 9-11 Abdomen 2/6 12-15 Chest 2/6 16 *R. Tentacle -/4 17 *L. Tentacle -/4 18-20 Head 2/5 *50% of either inner or outer-most tentacle being struck. Skills: Projection: Sonic Blast 50%, Spear 45%, Speak Low Sakaraic INT+30%, Bargain INT+20%, and Swim 60+DEX%.
  15. Another variant to inverting the rolls would be the 'Blackjack' approach, you try to roll as high as you can without actually going over the listed skill. I found this in Green Ronin's Spaceship Zero. You could apply this BRP by taking the critical/special off the top: ie, with a skill of 55% the critical range would be 49-55%, and the special 44-48%.
  16. Anyone playing with the idea of submitting ficion for this?
  17. There is a simple mass battle system in Mongoose's Granbretan supplement for Hawkmoon(which uses MRQ1).
  18. What I see as the identifying tropes of High Fantasy are ubiquitous non-human races, and the presence of an evil empire that is the source of all that is wrong with the world. I really don't see either of those playing a big part in the Empire of Gatan. There are non-human races. But really nothing is said of their cultures. You could make them neolithic peoples, or pocket 'lost civilizations'. As for the Burning Heart, simply emphasize them as a splintered, subversive force of evil, rather than a monolithic entity.
  19. How about a pool of "Composure Points", equal to 1/5 a character's SAN. She can spend these points, at will, to "buy" off trivial SAN checks for non-Mythos stuff. During character creation you select one to three different things that the character does to "release stress", hobbies, or even vices, that regenerate your pool of "Composure Points", at a rate of 1d6/hour. If the pool gets spent, then she's stressed, and must make SAN checks as normal.
  20. I would cap most technical skills for 'mutes', and perhaps even allow human characters extra points for skill purchases. For a rationalization you could say the humans are from technological enclaves and simply had the leisure to learn things like reading (pre-apocalyptic technical manuals).
  21. At the risk of a potential cyber-stoning, I'll say there are some things that COC could add, perhaps as optional rules. I like the idea of Motivations and Sources of Stability as given in Pelgrane Press' Trail of Cthulhu. Maybe a mechanism for determining the character's social and familial mileu. I always hate having to invent that 'cousin' who has mysteriously gone missing, to provide a hook to pull them into the scenario. Mongoose Press' OGL Horror had three different kinds of Horror Saves; Panic, as when you hear an unexpected sound; Fear, when, while investigating the sound, you find a corpse; and Madness, when the corpse lurches jerkily to its feet. I like the idea of trauma that could lead to stress disorders, being distinct from the Lovecraftian Insanity that arises when your concept of the natural order crumbles from the onslaught of the mythos.
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