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rogerd

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Posts posted by rogerd

  1. Nephilim was a good game, but it doesn't really handle vampires all that well...lemme check...nope, no vampire themed stuff. It could be used to simulate the nWoD mage pretty well (all re-incarnated Atlanteans, secret societies, magic), but lacks the "gothic-punk" feel of oWoD Vampire. You could redo the magic system well enough, but it would be clunky and would get in the way of supernaturally-buffed combat.

    Just my .02 cents.

    -STS

    You need to get the Selenim downloads off the Yahoo group which gives rules for that kind of thing.

  2. 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.

  3. 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)

  4. Or Aztecs without Conquistadores. It would require lots of meticulous research to get this right. The only decent historical Aztec setting ever done in an RPG was GURPS Aztecs. If anyone can pull this off it's Cakebread & Walton.

    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 :)

  5. I dig it! Your fields of magic section made me think of something, and I had to eventually pull out an old hard drive to find the darn thing. It would have been bothering me all day. But find it I did.

    If your interested, head over to PRIMEA and take a look at their magic types break downs. It's has a handy list of magical disciplines that you can riff on. I've wanted to combine it with the Maelstrom magic system in the past, to give it more distinct flavor.

    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).

  6. 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.

  7. A great list - thank you for posting it :)

    A couple of them crop up in Pirates & Dragons...what with the Insect People and Storm Circle Sea...

    Sorry for not being on to respond to this......glad you likey :)

  8. Here's an idea for a book, something I know you guys may want to get your teeth into:

    1: As of The Land Ironclads, armoured war machines largely impervious to artillery fire with guns designed for remote operation from the interior to protect the gunners.

    2: Armoured tripods armed with chemical weapons and a Heat Ray capable of boiling the heavily armoured steel of a naval warship instantly (The War of the Worlds)

    3: A huge gun capable of firing projectiles over interplanetary distances without liquefying life forms on board. (TWoTW)

    4: Advanced tele-operated construction machinery. (TWotW)

    5: A flying machine capable of vertical takeoff and landing as well as high aerial velocities, also armed with a Heat Ray and biological weaponry. (TWotW, we don't have much idea of its actual capabilities but it was observed at least once)

    6: A drug capable of granting regular humans bullet-time movement ability safely for long periods of subjective time. The acceleration effect is great enough that walking at a normal pace while under the drug's effects induces friction burns with the air if you're not careful- a running speed of "two or three miles a second" is mentioned. (The New Accelerator)

    7: A treatment capable of rendering human beings completely transparent in atmosphere (which can be calibrated to focus the effect in any specific range of EM frequencies). (The Invisible Man)

    8: A material that can block the effect of gravity as if it were a form of radiation. (The First Men in the Moon)

    9: Time travel. (The Time Machine).

    10: Advanced hybridisation and intelligence-induction technology through surgical techniques. (The Island of Doctor Moreau)

    11: Aerial/orbital reconnaissance via astral projection through inducing near-death experiences. (Under the Knife)

    12: The ability to transfer human souls/personalities from one person to another. (The Story of the Late Mr Elvesham)

    13: An entire second intelligent civilisation living deep in the ocean. (In The Abyss)

    14: Handheld crystal devices that enable people to observe things at a long distance. (The Crystal Egg)

    15: In The Star, while a good half to two thirds of the human population of the Earth is wiped out, it is implied that in future years some communication-possibly even collaboration- takes place between the advanced society of Mars and that of Earth, since a human-voice historian talks of notes written by a Martian astronomer.

    16: In The First Men in the Moon, also, there is an extensive and highly-developed civilisation living in caves under the surface of the Moon.

    17: Occasional humans in H.G. Wells's worlds are empowered to work miracles on a near-deity level: In The Man Who Could Work Miracles no upper limit is seen, though the main character does at one stage successfully tell the entire world to simply stop dead: It ceases in its orbital track and immediately stops spinning, which throws everyone and everything on the surface of the planet sideways through its own momentum- the main character is unharmed by this process.

    18: Parallel dimensions accessible via a variety of means. (The Plattner Story, A Dream of Armageddon)

    19: Advanced terrestrial aerial warfare (albeit a little odd in some depictions, with some degree of ramming involved as a matter of course). (A Dream of Armageddon, The War in the Air)

    20: An elixir that has the basic effect of anti-gravity on the human body. (The Truth About Pyecraft)

    21: Intelligent and aggressive insect civilisations. (The Empire of the Ants)

    22: Demons that take places in normal society. (The Wild Asses of the Devil)

    23: Continuous-blast "nuclear" weapons. (The World Set Free)

    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.

  9. Another interesting thing about Gray Lensman is its Lensman Corps, a peacekeeping organization comprised of heroes of assorted galactic species (many/most not humanoid), each equipped with a ultra high-tech gadget that grants him/it vast powers. Now "Doc" Smith's novels didn't predate the original (magical) Green Lantern, but they did precede the Green Lantern Corps, which apparently was created by DC Comics around 1981. But Gray Lensman Kim Kinnison's companions are weirder and more alien than anything I've seen in the comics or in assorted animated series. Make your SAN roll, even if these are the good guys!

    Also, the technology of the Galactic Patrol (of which the Lensmen are a part) puts both Star Trek's Starfleet and Star Wars' Imperial Navy to shame, even if we are talking massive tail-landing, finned rocket ships with no integrated circuitry (heavy on the bus bars and vacuum tubes) and no computers (that's what slide rules are for). The Navy never leaves its galaxy far, far away and even the latest Enterprise (whatever letter designation) struggles to break the galactic barrier. Meanwhile, Kinnison thinks nothing of zipping over to the next galaxy (and back) to pursue an investigation, his ships are protected by multiple layers of force fields, and each ship can unleash a light show of destructive energy that makes The Last Starfighter's Death Blossom attack look puny.

    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?

  10. 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?

  11. 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.

  12. I suppose the best way to do it could be to create each new morph as a full character

    Absolutely, but need to create the template first. Sort of like how their are different stats for for various different types of vampires.

    using the optional Point-Based Character Cretion system rather than the random rolls for characteristics (page 19 of the Big Golden Book). That way, all the morphs would be balanced and still different.

    You'd have to have different templates though, with different attributes maximums.

  13. 1 - Age of Arthur? I chose this because Arthurian myths are timeless and always sell. Arthurian Myths are just one of those genres of Fantasy that always will bring in the crowds, just like Tolkien's Middle Earth. I'ld lik eto see it done in a BRP-related RPG system rather than all that great narrative going to waste on something like a D20 system. The Pendragon rpg was great, but as its no longer in production there's an opportunity, and someone will definitely produce Arthurian games if you don't.

    Don't forget some of this is covered in Merrie England to some extent.

  14. That is even what made me switch from GURPS to BRP. You don't have to calculate the cost of each attributes, advantage, disadvantage, perk, quirk, technique, etc., that you take...

    As much as the Gurps system is cool in some ways it can get a little overly crunchy.

    But why not making it just simple in BRP? A new character sheet with new stat, and that's all. When the player changes morph, he just takes the new character sheet.

    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.

  15. The wonderful Adrian Jones (who wrote Shirdley Hall for Clockwork & Cthulhu, and the forthcoming Wolves of the Coast freebie adventure for Renaissance) is now working on some setting materials for the Renaissance RPG system. He'd like to know which two of the following you are most interested in seeing next (preferably in order of preference):

    1 -Arthurian Myths & Legends

    2 -Roman Britain with Fantasy/Cthuloid elements

    3 -Eire in the 11th Century in the style of Robert E Howard

    4 -Steampunk (Alternate History 1880's)

    5 -Dieselpunk WW1 but with occult aspects

    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.

  16. Check out this new Sci-fi game. Cold & Dark | Wicked World Games It combines all the elements of what a good sci-fi needs to have...IMHO))

    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.

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