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Lloyd Dupont

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Everything posted by Lloyd Dupont

  1. I was not complaining about Teleport usage by player (i.e. not "accusing them of gaming it"), that seemed fair use of teleport to me. And I did run the whole conflict phase! (which give enough time use neutralise magic) Speaking of which... It is it one conflict per round? or one conflict per 5SR (concentration action) of the caster? I was wondering how would people (Dark Elf) who had a much longer experience with it would deal with it! Hiding during the overcome phase! I like it, didn't think of it! I also got the idea in bed yesterday night, they could have "grenade" and use it in a kamikase way if teleported. (work like fireball? which would work like firebolt except all location in an area of effect?) (thanks to toughness fireball and area effect are more palatable to me in Revolution, yeah) They did teleport wild animal to the dark elves to avoid raising attention while doing the teleport and create a diversion. I am sure they had fun and they are still afraid of the dark elves "it's like a higher level zone" said one player (which is totally my intent), so everybody got good fun! Teleporting alchemical grenade, haha! Nice idea, like it! Also makes me think of one of my legendary grenade in Borderland 3!
  2. I gave my player a trove of Dark Elves spell book last week. And one of them was Teleport. They have applied it creatively including teleporting 1 enemy at a time to them and hacking him or her. Now I wonder how the elves themselves would have coped which what can only be one of their own ancient magical guerilla tactics? One of my own mistake might have been to give them a discreet vantage point (i.e. high up on a hill, can't be seen with tree cover but can easily see the enemy town) This time I used Neutralize Magic during the conflict phase to prevent the spell from completing and mitigated the attack... But that leave whoever originated the teleport attack safe and around. I didn't have detect magic on the enemy spell list, which should definitely be more prominent in the future. Yet if cast after the attack, and provided the enemy lay low, wouldn't help that much. Reading the spell list... Me think that perhaps I could use Second Sight to the trace the Teleport Spell's to its origin, like one would with a magical attack. Actually this last one sounds a good use for that spell that doesn't include any sort of OP divination.
  3. Yeah I kind of agree with you.. It's why I am on the lookout for stunt idea... So there is a big difference for merely say 80% in sword and 80% + 3 juicy stunts
  4. Yeah, I guess you did from reading your past posts , and I was still contemplating undecided if I wanted to do that too or not... Although I was thinking +20% like Paolo suggested but that seemed to much.. +10% as you do seems more attractive...
  5. It was just a semantic question Soltkass, not a RPG one, but thanks to you to go beyond the call with great clarity, this had some unexpected but interesting ideas. One of which was to understand the ambiguity of my own question!
  6. It was not really an RPG question, but a purely semantic / language question which strike me out of blue as I was using the world miracle at work, for some reason I cant remember! 😛 But as g33k spelled it clearly (I didn't quite understand SDLeary, bad forum reading during work hours), demon also have less power than gods so the don't do miracles or their infernal equivalent... that's another good answer I guess! Although, to be pulling straw, when Jesus turned water into wine in the bible, I think they call that a miracle. But I am pretty sure a demon could do that too! And if it doesn't, its on purpose! 😛 So now it's either way, either demon are lesser magical beings not able to perform miracle, or they can and they are called (infernal) miracles!
  7. Ha! that's what happened in North Dakota?! hahaha! On another forum a friend of mine argued demon are like evil gods, and evil gods do evil miracle... so miracle it is! So I guess the agreement is, it is miracle for demons too... or I could make a new word too, if like, need to come up with something sounding good though.. or bad, in this case! 😛
  8. Gods provide their follower with Miracles... What do Demons do? I know that RuneQuest / BRP generally doesn't differentiate between gods and demons mechanically, hence both gods and demons provide miracles to their followers... But in plain common English this seems to go against common sense, demons don't do miracle, they do.... dot-dot-dot.. what would be the name?
  9. Just to be super clear.. You know we have a few hundred million years ahead of us before it get problematic.... and a few billion before the star dies? Just to clarify since a setting in a few million of years would look very different, I assume, from a setting in a few thousands of years...
  10. It seems to me that the asteroid belt would be an ideal "location" (a few billion miles across ) to do mining and manufacturing, since all those raw material with 0 gravity well. But one might need some "local" mining facility. Might be easier to bring asteroid to Ceres and extract mineral there than to ferry them whole to Earth (as some people are talking about today in the real world)... Anyway, if you want scifi adventure on Ceres you don't really need to explain it an overthink it much. If you really start to think and justify it, maybe you should start with: there is no such thing as space adventure...
  11. Check out Revolution D100 While it doesn't have a skill tree, it has skill and "traits and stunt" which, in effect, give you general skill in an area with in depth expertise in some more pointed area. EDIT, long rambling on Revolution D100 skills, traits and stun The skill system lock you into 2 values for skills, the general skill value (i.e. close combat) and the expert version (sword), which is +30%. I sometimes find that annoying and want more variation. Although where variation is desired, it might easy to come by with many stunts (stunts are skill augmenter, which don't change the percentage of success but change anything else that you can think of and is appropriate, like, with one sword, more damage, easier special effect, better initiative) and the more stunt the better the specialist feels. Also I like this trait and stunt. it's plain English, it's open ended, people might plan ahead their character development and build anticipation. Character creation with that is the easiest and most meaningful of all D100 variant I have seen. Though, while character creation is the easiest of all, combat is even more involved than Mythras! 😮
  12. I gave it some thought.... and.. it probably doesn't matter much either way.. But Soltkass Rank table gave me some idea on how to rank and rate the powerful spirit lord at least!
  13. It's a question I sometimes ask myself... If space travel is such a difficult matter, why bother? even today there is hardly anyone in Antarctica, and it's much easier! I guess, it's a "realistic option" only if it's "relatively easy" (to go there, with the setting's technology) and "somewhat attractive".. Let's see.... - science station - biggest gravity well in the asteroid belt (gravity might help some industrial / chemical reaction, and be welcome by "local workers") - hideout for pirate? although might be a worst hideout that some lonesome forgotten asteroid or just plan deep space... - trade station, halfway between inner planet and outer planet, rest stop, refuel stop, etc... mmmm.... it's all I can think of for now....
  14. Gonna check that out for inspiration, thanks! Oh, it's another Merrie England.. 😮 Oh well, I got the idea!
  15. I changed rule set 4 times in a few months.. Players still joke about it! 😛 (Just sharing Classic Fantasy => Mythras => BRP => Revolution D100) I guess it depends of the players.. mention that you'd like to try to see how it goes... implying it's both an experiment and you can roll back.. The only real issue is if they bought materials (rule book and the like) and you made them waste money that way.. 😕 Since I earn good money I bought rule book for my players, because I was sorry one of them did buy a book and I changed the ruleset.
  16. A quick answer from work... I feel like I want to pitch in but I just saw that thread and I haven't read it all yet (will do that at home) Anyway I played D&D a lot (the Basic, Expect, Companion, Master boxes, as GM), as well as a lot of AD&D 1, 3, Pathfinder (as player). As well as RQ3, Mythras, Classic Fantasy, BRP and, last but not least, RevolutionD100 some (as GM). Most of them in homebrew adventures and campaigns. I like the AD&D atmosphere and feeling around level 5-15, and magic impact. I love the freeform "class" (in fact, no class) and no level of all D100 games. I am very wary of most D100 magic implementation. It's all too often OP and too easy, with most advice revolving around "this spell is rare". (granted this is hard to balance when in most game rule set you got like 5 HP per location and magic effect scaling up exponentially per magic point).
  17. Hey Zit! I thought along those lines initially, of elemental dominance and opposition. And this also seems to beg elemental are creature summoned from the elemental planes. But after more thinking I decided I was not going that way. Instead, I should have say "Construct Elemental" spell where the magic just amalgamate some random matter (mud, water, ice, magma, you name it) and follow some basic guidelines to tweak their characteristic depending what they are made of on the fly. And yes, sure water and fire damage each other more... I think that's it. And maybe it pulls some spirit from the astral plane to control it , or not. And maybe energy elemental (fire?) would be harder to learn. And attak (if they do any damage) simply destroy (the integrity) of the .. "thing" / elemental. While we are at it.... I decided no multiple infinite planes, only 2 (prime and astral) which are like all mushed up together.. so, going through the astral plane, one can reach distant planet on the prime plane, and vice versa.... And the astral plane wouldn't have starts and planet, but pocket plane like structure, like the discworld, or Cthulhu's dream world, or Marvel's Valahla, or even just a small floating rock... And would behave sort of like the dream world, where things can be just made up with the "dream / astral" skill. And creature do not follow normal biology rule but more dream / narrative one, i.e. unique creatures, which always bother me in fantasy game (because a species need many individual just to perpetuate), would be common there. So I can pull any demon I like from the astral plane without need to make demon "category" or "species" or wondering of its place of origin. I decided the astral plane would also have star like formation, occasionally. Fountain of primordial creation's fire. Which would be part of a later campaign and how one would become an immortal (i.e lesser divinity), or incinerated at the soul level, it depends... And also create and sustain larger astral plane realms. Realm could also be sustained through the worshipper - god relationship (the more followers, the bigger the realms).
  18. Oh, yes, my bad, obviously! You can be inspired by the NASA link, they say that 1/3rd of fighter mass is fuel.... That can give you some inspiration perhaps?
  19. Thanks hey! yeah manastrike would be an exclusive to some order, I might not be able to introduce it to the player for a while given the current circumstances... I wonder.. how would Elemental or Wraith be affected by energy / elemental attack, such as Project Fire? Yeah.. l quite like the project [magical energy] would be for my Archon or Wraith then? Cool idea, sounds great, I wanted to give them a little something different!
  20. Chemical rocket won't get you anywhere in just one life time in the space between stars.... Other than that, for interplanetary near space, here is some interesting and relevant reading about chemical propulsion: https://www.nasa.gov/mission_pages/station/expeditions/expedition30/tryanny.html And here some hard science speculation about space travel: https://www.youtube.com/watch?v=EzZGPCyrpSU
  21. To make a long story short... Anyone has done some Elemental monster stats / description?!
  22. As I was afraid this was too big a post for comment.... Really what I mean and was asking for comment 1. some of the mechanic that work for elemental work for ghost (I guess the immaterial part and immunities) 2. what could be the size, toughness, might of an elemental 3. what damage do they take from other sources (normal weapon, elemental attach, enhance damage) I guess I could just pull some arbitrary numbers.. but I was looking for something that fell ok.. I guess we all have different idea here... but I'd like to know yours first!
  23. As I advanced my campaign, currently in a different world's from players' own, with lots the dark elves (who are consumed, craftsmen and spellcasters), dragonewt and giant insects, I feel I really need some clarification on how immaterial creature and elementals works. I came up with a few ideas and spell that I write here for comments and suggestions. It feels sort of messy and not quite right yet though... Some of those idea do not need immediate clarification... but they will all come into play later... First there was the classic elemental creature: fire / water / earth and air elementals. But really those (according to my budding cosmology which I won't details too much here) are just energy / matter given shape and agency through magic more than anything else and are up to the caster imagination and circumstances. I decided ghosts were sort of elemental too, of so called, "negative energy", and archons and the like would be elemental of "positive energy". Negative Energy is decaying, rusting and chilling with dark color effect. Positive Energy is the burning holy fire of creation. Most such elemental are "immaterial" and, as such, wouldn't be affected by normal weapon and would only take 1D2 from all energy source (i.e. project energy and other elementals), they also by pass armour (but reduced by appropriate energy protection). Conversely they have no armour either and are (weakly) directly affected by energy attack. The damage from Enhance Damage is always applied. The normal weapon damage is not rolled (unless mana strike, below). Positive and Negative elementals can affect each other for a full D6 per might and can damage all material weapon (when parrying) and as if they have superior quality. And they can both fly and go through mater and they all have manastrike (can inflict normal weapon damage on top of their elemental damage) The material solid elementals (earth, magma, etc..) have amour points equals to their thoughness (that also reduce energy attack damage) and, otherwise, are like normal (i.e. corporeal) creature. Manastrike, new stunt, requires arcane knowledge / divine allegiance + 1 weapon trait There is a close combat stunt that let you inflict normal weapon damage to immaterial creature. cost 1ep per attack as well. Manablock, new stunt, requires arcane knoledge / divine allegiance + shield trait Let the character imbue Resist Energy (any 1 energy of choice) up to shield normal parry value on a parry (cost 1ep per level) Summon Elemental, new spell, might*, target*, Arcane, Divine would let imbue physical primal element with form and agency if sufficient primal element is present (earth, air, water, fire, magma, mud..). Elemental have only one location and are dismissed on lethal damage. Elemental are magical with low intelligence and should be given directive (concentration action) for each task (i.e. target they are supposed to attack). Mental control is done against the controlling wizard if attempted. Size Class, Toughness, Movement (optional AP) = spell might, Elemental Might = spell might /2. Combat Skills: Wizard's own + 30%. Elemental Shape, new spell, might*, target*, Arcane, Divine might should be at least equal to target's size. Could be the caster or allies or victims. Turn the taget(s) into elemental with advantage and weakness. Project (Energy) addendum Will do D2 damage on most elemental. 3 new (rare) variation: - positive energy & negative energy: will inflict D6 on each other and destroy equipment - void: black globe of nothingness (disintegration). permanent D6 on everything, can't be heal. Destroy armour and magic first. Angels and Demons Most of them will have a glorious / unholly form they can turn to at will which behave like a negative/positive energy elemental. (thoughness and elemental might as others) ghost would be like a might 0 negative energy elemental with a toughness of 6... Void Elemental Natural occurrence in the astral sea. This are black globe of nothingess. Can only be destoryed by Negative/Positive Energy of another Void elemental. Inflict permanent damage (disintegrate). Destroy armour and magic first. Summary & ghost: Ghost are immaterial and by pass armour and, with their free manastrike, inflict normal weapon damage with their might. They can only be damage with manastrike, elemental damage (D2/might, any element including kinetic or D6 for positive energy), and Enhance Damage (the flat damage bonus spell) and have no armour (just like they ignore armour, their armour is ignored). They can still have armour that reduce the might of elemental attack by some number. Ghost can be hard to damage without appropriate skills or magic. One big problem: Elemental can't damage themselves with toughness = spell might and elemental damage = spell might / 2 * (D2 against other elemental). But not quite sure what to do here....
  24. I thought about it some more... stunt can only be used with impale weapons when using chose location effect Of course can only be used with a weapon the character is proficient with!
  25. That Soltkass guy! He is not ready for the way of a Samurai! 😛 😮
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