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rogerd

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Everything posted by rogerd

  1. Should BRP, or any of the D100 family have qualities and drawbacks at chargen? If so, how would you do it? What kind of things would you include? Do you think this would benefit the system at all?
  2. Voted, and not anymore: http://www.pelgranepress.com/?p=14127 We're at 81.
  3. You need to get the Selenim downloads off the Yahoo group which gives rules for that kind of thing.
  4. I can help with the proof reading, correcting grammar and stuff if you want. But I am English, so I tend to spell accordingly. If you're using American spelling, you would need to tell me.
  5. Okay people let's list some monsters, or templates that are totally invented, or existing modified existing templates. What made me think of this? Well I was reading Poetry and the Gods and I started thinking of how we can make sense of the Gods of earth existing with Mythos critters. So here goes. Okay I was thinking of using the stats for Jinn as per Cthulhu Invictus, page 116. Generic Jinn I'm using these as stats for the normal Gods of Earth, as if we go by mythology there were three races: Angels or Devas (beings of light - see CoC: Dark Ages - Old Ones), Humankind, and the Jinn (composed of smokeless fire). History Origin They inhabit an unseen world in dimensions beyond the visible universe of humans. Together, the jinn, humans and angels make up the three sapient creations of God. The Qur'an mentions that the jinn are made of a smokeless and scorching fire but also physical in nature, being able to interact physically with people and objects and likewise be acted upon. However, individuals retain different attributes of their true form, so no two jinn are alike. Second Age After Ahura Mazda formed the Holy Ones (see CoC: Dark Ages - Old Ones) he then created the Jinn. They walked the world when it was young and treated it and the species as a plaything. They watched indolently when the Kings of Atlantis struggled against the creatures that emerged from a rift in the ocean floor. The lives of mortals meant nothing, all they wanted was adoration. Then something odd happened, some managed to drain the collective psychic energy and use it to empower themselves with. Some gained so much power that they became the equal of the Elder Ones and where they trod, all fell in abject fear. Characteristics Generally depicted as beings with godlike powers, they are beings that have been worshipped as Deities or Gods throughout history, and on many worlds. They are a race of immortal preternatural beings, and each is a prime authority in the religion or pantheon that they established or belonged to. Despite having a role in human religion and possessing free will, the majority of them are cruel, petty, uncaring, and only concerned with themselves and their survival. Some of them are neutral, but the majority are evil. Their natural skin colours range from obsidian black to milky white, with eyes varying from violet to gold. Abilities Biology Although immune to harm from conventional weapons, it must be noted however a sufficient injury from certain sources can still kill them although it would require being at ground zero to a relatively large explosion, or having their whole body immersed in extremely corrosive acid, or going through a wood chipper being prime examples. Whereas humans have blood, they bleed something called Ichor which is an ethereal golden fluid that is toxic to mortals in close proximity. This same fluid shares some characteristics with Ambrosia. Certain gods and creatures are immortal, unable to die by the passage of time, immune to all human and supernatural diseases, most forms of magic, and able to survive damage that would easily destroy a mortal. Many control the forces of nature, magic, and ruled over the Earth, animals and mortals. Most of the Olympian Gods and the Titans fall under this category. Some of them, however still age until they achieve their immortality and then once achieved do not age. Most are described as being part of a family or pantheon and some of them rely on their mortal devotees for worship. Many are indistinguishable from humans in appearance, though some look radically different. Those that are human in appearance have white/blue glowing eyes which lack pupils. Also noteworthy is the fact that when a God dies, a catastrophic event occurs like an explosion or a devastating occurrence that is sometimes called a plague. Only a few artefacts can kill immortals. Powerful gods such as Zeus can also kill immortals. Str: 6d6 Con: 6d6+3 Dex: 3d6 Siz: 3d6+6 Int: 3d6 Pow: 4d6 Cha / App: 5d6 Traits Immortal: Do not age and cannot be magically aged. Invulnerable: Non-magical weapons will not harm one and neither will poisons, disease or viruses. Magic: Many possess a variety of magic spells. Regeneration: 2 HP per round (5 seconds) Shapechange: By expending 1 MP they can change into any form of similar size. This lasts two rounds. Common Disciplines These are powers that have a suite of uses, and are less limited than talents. Control Element (See Runequest: Slaine) Common Talents These are abilities that only cover one area or use. Divine Radiance: This will allow them to create a forcefield comprised of light, and each MP = AP. Due to the brightness all that view this suffer 5 rounds of temporary blindness. Inhuman Visage: Many of them have true forms that are more monstrous than human; for instance Kali's true form had blue skin, fangs, and multiple pairs of arms and hands. Some deities possess animalistic features. This costs 3 MP and does not last more than one round, and may incur San loss. Circle of Purifying Flame: There are many depictions in mythology, certainly in Hindu and Buddhist texts, of gods being surrounded by flames. Not only do these protect from attacks, but it also causes horrendous amounts of damage. Each MP = AP & 1d6 Dam. Teleport: Allows the god to teleport. See Gate spells for MP costs. Weaknesses Specific Weapons: Certain exotic weapons can kill them. This could high tech weapons such as a disintegration weapon, or some other exotic energy used by some Mythos races. Sufficient Force: Being submerged in highly corrosive acid, whether ground zero in a nuclear explosion or being fed through a wood chipper - homage to all Supernatural fans Weapons of the gods: These were weapons forged by other Jinn, although weapons forged by the Holy Ones (See Old Ones from Call of Cthulhu Dark Ages) are also effective. Higher beings: Higher beings can easily kill them, including other higher gods (Great Old Ones, Elder Gods etc) Environmental Habitat: Gravity: Atmosphere: Population: Miscellaneous Government: Unknown Technology: Unknown Culture: At some point they are known to have split into various factions: Gods (Olympians) & Titans (Asuras). Another lesser known faction are the Tuatha that fled towards Europe after being cast out during the God-Wars. Members: Many beings such as Zeus, Indra and such are Jinn. Relationships: Like humans they find it difficult to form a cohesive whole, and often war among themselves.
  6. Cool, nice one man. I'll post in there instead
  7. Okay people let's list some monsters, or templates that are totally invented, or existing modified existing templates. What made me think of this? Well I was reading Poetry and the Gods and I started thinking of how we can make sense of the Gods of earth existing with Mythos critters. So here goes. Okay I was thinking of using the stats for Jinn as per Cthulhu Invictus, page 116. Generic Jinn I'm using these as stats for the normal Gods of Earth, as if we go by mythology there were three races: Angels or Devas (beings of light), Humankind, and the Jinn (composed of smokeless fire). Str: 6d6 Con: 6d6+3 Dex: 3d6 Siz: 3d6+6 Int: 3d6 Pow: 4d6 Cha / App: 5d6 Traits Immortal: Do not age and cannot be magically aged. Invulnerable: Non-magical weapons will not harm one and neither will poisons, disease or viruses. Regeneration: 2 HP per round (5 seconds) Shapechange: By expending 1 MP they can change into any form of similar size. This lasts two rounds. Common Talents These are abilities that only cover one area or use. Divine Radiance: This will allow them to create a forcefield comprised of light, and each MP = AP. Due to the brightness all that view this suffer 5 rounds of temporary blindness. Inhuman Visage: Many of them have true forms that are more monstrous than human; for instance Kali's true form had blue skin, fangs, and multiple pairs of arms and hands. Some deities possess animalistic features. This costs 3 MP and does not last more than one round, and may incur San loss. Circle of Purifying Flame: There are many depictions in mythology, certainly in Hindu and Buddhist texts, of gods being surrounded by flames. Not only do these protect from attacks, but it also causes horrendous amounts of damage. Each MP = AP & 1d6 Dam. Teleport: Allows the god to teleport. See Gate spells for MP costs. Weaknesses Specific Weapons: Certain exotic weapons can kill them. This could high tech weapons such as a disintegration weapon, or some other exotic energy used by some Mythos races. Sufficient Force: Being submerged in highly corrosive acid, whether ground zero in a nuclear explosion or being fed through a wood chipper - homage to all Supernatural fans Weapons of the gods: These were weapons forged by other Jinn, although weapons forged by the Holy Ones (See Old Ones from Call of Cthulhu Dark Ages) are also effective. Higher beings: Higher beings can easily kill them, including other higher gods (Great Old Ones, Elder Gods etc)
  8. I agree, and could easily be a continent in their Renaissance setting. In fact if they wanted to I guess they could actually make it a whole Aztec world, each solar system they create could be encased in its own little shell like Renaissance
  9. While pootling around the internet i came across this site: http://www.jdrp.fr/jdr/basic-199~10.html There are some excellent conversions, although they are in French i used Google to translate most of what I needed. Some good stuff in here folks.
  10. And you'd be just the gents that could it right too
  11. I'm going to necro this as had an idea for a wonderful setting that is very rarely done. What about an Egyptian D100 setting. Wouldn't that be totally cool?
  12. That's kinda cool. Any improvements or pitfalls in my ideas? One sphere of learning will be transformation which is split into two fields, transfiguration and biomancy (changing the DNA of a target). Basically my idea is to avoid the shenanigans from a Delta Green book where an NPC had fifty spells, but more than that the players will actually be immortals that became the Gods of Earth (the Other Gods don't protect them here though) and they have to fight off various gribblies. It is also why I am bringing in traits, as the PC's have to buy magic, psychic, or bioenergy in order to have any powers at all. Without them they'd be more combat focused and learn RQ Heroic Abilities and science - possessing things like Hard-Light armour and other stuff (think Flint from Star Trek).
  13. This is a rough draft for what I had in my head. https://docs.google.com/file/d/0B36VOstakubjV1Bma2pNMTRISEE/edit?usp=sharing It should allow magic users to not only have singular spells, but area's of knowledge too and cast reflexive magic as needed, although the cost is quite high as a result to prevent them overpowering the game - which is not desirable unless you want a really high powered game. Also working on some traits so that characters can bullet-time and stuff. EDIT: Not had chance to play test this yet, as I have no group currently, so if anyone wants to take these rules out for spin and report back to me any modifications, I'd be appreciative.
  14. Sorry for not being on to respond to this......glad you likey
  15. Here's an idea for a book, something I know you guys may want to get your teeth into: Or you could have a go at this instead: http://quantumbranching.deviantart.com/art/DOYLE-FANTASTIC-364219158?q=gallery%3Aquantumbranching%2F23509827&qo=5 Just a few ideas for you.
  16. I certainly think we need quick and easy rules to simulate that though. lol Maybe we should open a thread and go into detail on it?
  17. Okay not sure if this is the best forum for this....but figured it is the best place where I'll get ripped to pieces constructive feedback. I was contemplating a quick and easy skill generation method. Combat: Most are Int + Dex, or Int + Str, depending on what it focuses on. Communication: These are covered as Cha x 2 Manipulation: These are Dex x 2. Mental: Science and Knowledge skills are Int x 2, although a few unique ones are Int x 1. Mystical: These are a function of Int + Pow Perception: These are covered as Int + Pow Physical: These are covered as Str + Con Now you'd need to list skills that are exceptions to the rule, but what are your thoughts on this?
  18. Anymore news on this beastie? When will it be on drivethru?
  19. Not sure how familiar people are with Buddhism and Hinduism and as Lovecraft himself got a lot of ideas from the latter - Yog-Sothoth, Azathoth and Nyarlathotep being three prime examples. Plus nowadays with a lot of information only being a click away I'd thought I would share this. Buddhist cosmology - Wikipedia, the free encyclopedia http://en.wikipedia.org/wiki/Brahman It would be quite easy to incorporate all of the above. Hope this helps anyone and gives you all lots of ideas.
  20. Absolutely, but need to create the template first. Sort of like how their are different stats for for various different types of vampires. You'd have to have different templates though, with different attributes maximums.
  21. Don't forget some of this is covered in Merrie England to some extent.
  22. As much as the Gurps system is cool in some ways it can get a little overly crunchy. It's not really simple at all really, even in BRP I suspect. Although you change to a new character, outwardly, it's the stats that are the problem. You'd need to have all that laid out, hard points that can be spent to customise. Not an easy thing. I'm guessing that is sort of why EP is so successful in that way ----it is designed in that manner.
  23. Oh...man such levels of awesomeness shall ensue. To some extent option 1 & 2 have already been covered by Chaosium. So I'd go with option 3-5. Any of those would be cool.
  24. I've got it and it's wicked Not had chance to play a game yet though. Same goes for Alpha Omega too, although a hack is being discussed over on RPG.net I did have some ideas for a science fiction setting but I ran into the issues of qualities and drawbacks, which D100 doesn't really have, short of doing what RQ did and cloak them under Heroic Abilities / Powers like Dragon Lines / Celestial Empire does. It also picked apart the Cthulhu setting to some extent, adding some B5 elements to it. Trouble with converting Eclipse Phase though, is how would you let someone create different morphs? It'd be incredibly rules heavy as you customise your empty slots with equipment.
  25. There is of course the OGL Renaissance rules which may of help by Cakebread and Walton, and best of all they're free. Now there are two bolt-on supplements for this, namely Reanissance Deluxe (has fantasy races) & Clockwork & Chivalry (kinda like Da Vinci's Demons).
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