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Dryhad

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Posts posted by Dryhad

  1. If you just want to have characters with both super powers and psychic abilities, you could just use the rules for having two different power sets at a lower power level than the baseline.

    Alternatively, have a look at the different starting powers as a point of comparison. For example, at Heroic level, you get four psychic abilities at POW%, or your highest ability in super power budget. Assuming POW as your highest ability for simplicity, that would set four percent in a psychic ability a 1 point of your super power budget. I have no idea how balanced that is but you could give it a shot.

  2. My Keeper granted us sanity rewards for thwarting some of the cultists' plans and killing the spawn of Nyarlathotep, but I have no idea whether or not he did so on the instruction of any game material. He also expressed the opinion that the campaign "hates players" and said he'd altered some elements to fix this, so sanity rewards might have been among this.

  3. I've read here and there that Cthulhu was some kind of priest. What the hell did HE pray to? Scary thought!

    One of the Other Gods, probably. But his popularity (e.g. the name of the game) have always been at odds with his place on the cosmic food chain.

  4. Yes, that is more the sort of thing I'd find useful... particularly if it had options/guidelines for creating spells with particular flavors... magical, scientific, fairy-tale, dangerous, whimsical.

    Here's an article I read last night that got my thoughts churning: Breaking Out of Scientific Magic Systems

    I love those ideas, but they really need a system to be built from the ground up. BRP already models a magic-free world, so overcoming point #2 is going to be very difficult.

    That said, my own issue with how magic is usually portrayed is that there's nothing that truly separates it from science. You perform a certain ritual and it produces a certain effect, reliably and repeatably. This is kind of point #1, I guess, but the article's proposed solutions just take the knowledge of how the system works away from the players (and their characters). There are still specific rules that govern how magic works that can be scientifically determined. If you repeat the same spell under the same circumstances (including circumstances that might be hidden from you) you will produce the same effect every time, and so will anyone else who tries it. I want to see magic as more of an art than a science, where each magician has his own unique style that can possibly be imitated (imperfectly) but never truly replicated, and where magic isn't just about going through a checklist of ritual steps to cast whatever spell. I don't know how this would be represented in an RPG, and it is admittedly more fluff than crunch, but that's what I'd like to see.

  5. The book contains four adventures. Presumably Skull of the Sleepers is included.

    So now we know three of the scenarios -- A Nation Ransomed (modern military technothriller); Skull of the Sleepers (dark tropical fantasy); and Endless Summer (light-hearted mystery). Wonder what No. 4 is and who its author is?

    A Merry Berlin Christmas by C.S. Barnhart, for the Berlin '61 setting or Call of Cthulhu.

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