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technoshaman

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Posts posted by technoshaman

  1. Well we are about to start our game in 2 weeks and I have 2 points left in mutations for my character and I have been wandering if Structural Improvement will allow doubled jointed or contortionism type ability or would it be a skill?

  2. Which would be good to get for combat, Hardy or Regeneration? I am leaning towards Regeneration but for eaither i have to choose which damage type to get. This is still for Swords of Cydoria and I know Energy Blast will good to get of course.

  3. Well for my character I went Pilot profession with the skills: Drive, Heavy Machine, Listen, Navigate, Pilot (any), Spot, plus any four of the following skills: Bargain, Climb, Knowledge (Region), Science (Astronomy).

    For my personal skills are Appraise, Dodge, Fast Talk, Fine Manipulation, Forgery, Grapple (monkey Tail) Hide, Insight, Jump, Hide, Language (Other), Knowledge (Business), Knowledge (Law), Perform: String Instruments, Persuade, Melee: Daggers; Missile Energy Weapon, Repair (Mechanical), Research, Science (Physics), Sense, Sleight of Hand, Status, Stealth,

    My question is would my personal skills fit well with a smuggler concept? I am starting think I may a bit to much which i usually do with systems like this.

  4. I have another question. Would you say Structural Improvement would allow multiple uses of a new body part? Like having a prehensile tail that can be manipulate items normal and grapple items and us them in combat similar to nightcrawler?

  5. It has a license to drive! =O

    Glad you found a solution you like. Have fun with your campaign.

    Perhaps the airship requires a pilot with extra limbs (feet and tail) to fly it because of its ridiculously complicated manual controls. Good reason for the other PCs to protect "Monkey Boy."

    "I told you not to call me 'Monkey Boy!'"

    ;D

    where did you get that I found a solution? All I said that I had roll for mutations and those were my results, and I got lucky with first roll. I still need to decide which mutation choose for monkey feet! My first post was asking did or could the Hands mutation have skill bonuses or not? Imitation can handle the skills but have the actual "look" for minor level, I have to get major level of the mutation it be "real monkey feet". Hybrid the samething if it grants skill bonuses.

  6. I had roll for my mutations and this for a Swords of Cydordia and I a race that gains mutations natural at character creation and I got lucky rolling player choice on my first roll. :) The others rolls are good like Coloration, Hardy, Metabolic improvement, Regeneration. So I have to choose my first mutation carefully. I am wanting the monkey feet and tail for helping with manual controls for a vehicle or for the setting and airship.

  7. I have some questions about mutations from the corebook. I creating a character that has (or wants) monkey features and I am using mutations for and was wandering which mutations would work the best? Hands could do it but not sure if it can sure having bonuses to skills like climb, fine manipulation, jump and others. Imitation not sure cause you are only imitating the feature not actually having the feature, well not until major level but do you have the actual feet? Structural Improvement is another mutation I'm not sure about as well, and still not sure if could or should grant skill bonuses for some of the added body parts.

    any suggestions would be helpful.

  8. Hello I am in need of some help with some character concepts for a Swords of Cydoria game I might join, One of the concept I have in is a Smeuggler type that owns an Aero-ship will help either side for the right price. The I am need help is which profession would go weel with a Smuggler type or How would one build a Smuggler Profession for the setting? Also which non-human species would be good as well cause I do not play human characters in settings/genres like this?

    Thanks for any suggestions.

  9. Hello I was wandering if anyone know, found or done any character sheet the is auto-calculated and filliable or a generator/spreadsheet that is also atuo-calculated, has dropped menus for powers, has more powers like superpowers, psi, sorcery and mutations. From the spreadsheets I ahve seen so far from this site in the download section, none them has these features I listed. I have other spradsheets fro others rpgs like D&D, M&M and eve Eclipse Phase have these features.

    Thanks for the other.

  10. Well for Mage from oWoD, Magical aptitude is measured in two stats: Arete, which is a measure of a mage's magical strength and overall ability, and the Spheres (separate list from skills), which are the facets of reality that a mage can manipulate: Correspondence (spacial), Entropy (chaos), Forces, Life, Matter, Mind, Prime, Spirit and Time.

    There are no spell lists in the game. Imaginative players can come up with countless spells by playing with the range of power allowed by their spheres. Intermediate players will soon learn to combine spheres to create even more complex effects, lending the game a ton of options and variety.

    The mechanics are rolling a magical stat and spending spell points to get an extra effect and you roll skill+stat for certain difficulty.

    Paradigm however, is the hardest concept for most people to wrap their heads around. A mage's paradigm is his "magical style" a means by which he casts magic. This is not merely relegated to "I wave a wand" but rather, a complex explanation of what belief his magic springs from, and how much his belief will allow him to do. For example, a mad-scientist type of character can create a lightning gun, or perhaps a pair of hover boots, but if his "science" does not believe in ghosts, no number of dots in his Spirit Sphere will grant him the ability to zap ghosts. However, paradigms change with the mage, so if the said mad-scientist gets a harrowing encounter in what he cannot explain, then he might be able to develop some understanding of the Spirit Sphere, and then begin working on a "ghostbuster" weapon.

  11. Is there a way to a freeform powers system that combines magic, psionics and other types of powers for BRP? I personally do not like spells/psi-powers as skills for any rpg and was there might a variant or alternate system for it.

  12. *IF* You are familiar with the 'Magic World' portion of Worlds of Wonder, 'Magic' is drawn from there. Each "Magic" spell is treated as a skill. They IMHO are much more D&D style zap-bang effects.

    "Sorcery' is based on the 'Elric/Stormbringer' magic system. Each spell has automatic success, but less direct effect.

    Hope that helps.

    Grey

    Not that much cause the only BRP systems I Know are CoC and Nephilim.

  13. Hello I am new the forums and have been a fan of the system mostly with CoC and Nephilim. My question about the power system. Are the powers, spellls, mutations and psychic abilities be its own system/stat or will it be spells/powers done as skills or advantages? Will it be like D&D spells or will it be GURPS magic system like each spell will be part of the standard skill list?

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