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seneschal

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Everything posted by seneschal

  1. One possible way to give a cosmic-level character the build points he needs is to double the amount he gets, 2x the unmodified characteristic total. The first half, the regular super power build points, would be used to create a superhero as usual. The second half would be be used to beef him up to handle the outer space environment. That plus the extra personal skill points as discussed above should at least get you headed in the right direction. Or you could avoid all the game mechanics issues and just hand-wave the whole thing. All characters who "have the power cosmic" by default possess full Adaptation and Zero-Gravity movement at no build point or energy cost. After all, you never see Space Ghost or Silver Surfer worrying about whether he'll run out of juice during an EVA. If all the player-characters in your campaign are "cosmic" it isn't a balance or fairness issue -- they all can step outside the space station for a few minutes without harm. Another thing, most cosmic characters have the ability to fly through space at least a bit, whether under their own steam or via jet pack, although not necessarily at faster-than-light speeds. However, they will cheerfully avail themselves of vehicular transportation when available. Taking a starship is so much more convenient and comfortable, even if you could possibly make it to the next galaxy on your own. Besides, who wants to arrive all tuckered out only to immediately be confronted by the Big Bad?
  2. Slade is correct. Cosmic types (especially the villains) are amazingly durable, able to take vast amounts of punishment as well as dishing it out. They fly into the hearts of stars without breaking a sweat, engage in Silver Age Superman-level fisticuffs without permanent injury, and absorb energy beams capable of vaporizing entire continents while barely getting their costumes sooty. The collateral damage would have to be horrible, but in the comics they manage to battle without smashing the planets the fight occurs upon. When they do incur hospital-ready levels of injury they bounce back next issue, eager for more. Now, as with Adaptation, you can do that in BRP, but it is going to be incredibly expensive in terms of power points and energy. The defense per energy type system will make a cosmic hero purchase similar protection multiple times. Meanwhile, in the comics you never hear a character say, "Ha! I laugh off your laser and phaser fire -- but gee, that Thirties-era heat ray or mystic bolt really hurts!"
  3. Also brainstorming, it seems that many of the cosmic Big Bads (Thanos, Darkseid, Lord High Papal, Mongul) are big, blocky types -- 9 feet tall and almost as wide. Not many scrawny Ming the Merciless types.
  4. Brainstorming the cosmic thing. For starters, I'd use the BGB's optional personal skill point rule, giving cosmic supers INTx25 personal skill points instead of the usual x10. They'll need them for the extra technical skills required by a space opera environment, so they can fly a spaceship and disarm the villain's Cosminecroultraransducer in the nick of time. (Just what is a cosminecroultratransducer, you ask? Dunno, but if the Big Bad invented it, it can't be good.) Super Movement (Zero-Gravity) seems a no-brainer, 10 points plus 1 power point per round to use. Next, many cosmic heroes can survive in space wearing only their birthday suits, or at least only their regular costumes. The BGB recommends Adaptation combining cold, radiation and vacuum. That's only 9 points to buy the power but 1 power point per SIZ per level to activate and 1 power point per turn to maintain. So my SIZ 12 "Cosmic Carl" will spend 36 pps to turn on the ability and possibly 3 pp per turn to maintain. Ouch. That's a lot of Extra Energy, and we haven't even got to any combat, movement, or defensive powers yet -- only the ability to float around in the void without croaking. Personally, I'd add Adaptation to corrosive, heat, high gravity and high pressure, and underwater for a more complete outer space protection (total 24 points), but then the energy cost to survive would be even more outrageous (96 pp to activate and 8 pp per turn to maintain).
  5. The "scientific" view of Neaderthals has varied quite a bit depending on the biases of the person reconstructing them. Some folks have depicted them as literal ape men, fur and all. Another less bestial version has passed into popular culture as the stereotypical thickset, crooked limb cave man -- Alley Oop. Detractors of this view insist that the individuals exnumed were aged and suffering from crippling, bone deforming diseases. Still other restorers have declared that if you dressed a Neaderthal in modern clothing and put him on a public bus no one would notice -- and the Neaderthal would exit the bus as quickly as possible. If the Neaderthal really did possess superior intelligence as well as superior muscle mass, he would remind me of Rolemaster's High Men, humans slightly less agile than the norm but stronger and tougher than lesser beings -- the Aragorns of history. I also find it interesting that we keep finding "modern" humans earlier and earlier in the fossil record, alongside and before supposed offshoots and links. Perhaps, despite their skewed 19th century science, Machen, Lovecraft and Howard somehow got it right in the essentials -- people physically like us lived alongside "demi-humans," beings that were human and people, but not like us. And our legends of elves, dwarves, goblins, etc., derived from this.
  6. In the comics, cosmic-level heroes often go up against cosmic-level villains -- Thanos (in Marvel) or Darkseid (in DC) or Lord High Papal (Dreadstar, Epic). Not only does the Big Bad have the brawn to tackle several heroes at once, but he's usually well-heeled, with fleets of vehicles, warehouses of equipment, hordes of fanatical followers, etc. The good guys, powerful as they are, have to wade through armies of henchmen to lay a glove on their arch-foe, who can sometimes be out-maneuvered or tricked even if he can't be beaten up. So, in addition to the usual super-powered fisticuffs you've got warring space armadas, weird high-tech weaponry, creepy and competent lieutenants, and other elements of space opera thrown into the mix. Alternatively, you've got a smaller group of heroes (2-4) who are besieged by hordes of lesser villains; in this case, it is the bad guys who sometimes gang together to tackle their superior foes -- Space Ghost (Hanna-Barbera) or Nexus (Capital, First)
  7. I like it. NPCs So, we've got Deidre Hampden, grieving widow (and murderess); Imogene Marston, matchmaker (and accomplice); Regina Hampden, the player-characters' patron; and who else? How many servants and/or henchmen do Deidre H. and Marston each keep around their respective posh digs? How many pretty young things tend to hang out at the Marston mansion? Who associated with either household would likely be a witness or possessor of useful clues to Nathaniel Hampden's untimely death? Presumably the yacht crew would be first in line for interviews. Locations/Set Pieces Imogene Marston's place is likely near a dramatic seaside cliff with paths leading down to the beach and/or boathouse (and with secret panels and tunnels besides). Think Manderley from Rebecca or Collinwood Mansion from Dark Shadows. The Hampden estate. Splendid, not necessarily seaside or near the Marston place. Has Deidre been installed long enough to make "improvements"? The yacht club, where the deceased parked his boat and rubbed elbows with the rich, the aristocratic, and the scheming to be rich and/or aristocratic. The romantic chapel, not necessarily orthodox, when many of Marston's recent lovebirds have gotten married. A chapel implies a pastor, hence another possible NPC. Nitpicky Details Where did Nathaniel Hampden meet Deidre (presumably at a social gathering planned by Marston)? How long had they been married and what was their relationship? Was there a difference in their public and private relationship? Any children from the union? Was there a big difference in their ages and social status? What caused Deidre to kill the wealthy, influential front man she'd worked so hard to acquire? Any alternate attempts to solve the problem, whatever it was? Other than jealousy, what fuels Regina Hampden's suspicion of her sister-in-law? Had she seen any changes in her brother's behavior or in his attitude toward his wife? Noticed anything strange or unusual about Deidre and her friends? Did anyone else benefit by Nathaniel Hampden's death? Were there any mundane causes (a business failure, a possible divorce, a scandal, alcohol or drug addiction) that could explain his apparent suicide? Imogene Marston is a cultist helping Mythos babes snag rich, powerful husbands. Fine so far. But is there an overall scheme to all this influence peddling, something it is building up to? Have any other of the "happy couples" brought together by Marston experienced tragedy, divorce, unusual events, behavior changes, etc.?
  8. I dunno. It reinforces the local mage's contention that he really is smarter than your character. Perhaps Gandalf and Merlin were so mysterious because, like Sherlock Holmes and Stephen Hawking, they were actually mentally five or more steps ahead of everyone around them.
  9. Thank you for making this available. Now we just need RuneQuest evangelists at every gaming convention and outlet possible. You guys are publishing quality product, but we need to get the word out and attract new players. Thanks also for Saraniya's Curse. The Harryhausen plot and ancient Greek-ish illustrations really reinforce the Bronze Age vibe you are going for.
  10. I like it. The system is quick and dirty for determining "power level" in a campaign yet flexible enough to create individualized opponents at any degree of competence.
  11. I don't know about the rules aspects, but any GM who can enthrall his players with a fantasy Western technothriller can't be doing it wrong.
  12. Sorry about the delay. Still trying to dig that digital camera out of the closet. Meanwhile, I've been looking at Lovecraftian miniatures by CP Models and Elheim. The smaller, humanoid figures are nifty, but the larger critters --while interesting -- aren't necessarily any better than something I could make myself from polymer clay. I can create (I won't claim to "sculpt") an amorphous, blob-like thing with tentacles just fine. A few of these metal miniatures looked, well, just crude.
  13. Some of the initial proposed rules changes were dropped. The proposed Luck rules were ditched in favor of a more traditional BRP fate point system similar to the option in the Big Gold Book. The new system still uses percentile stats (your 3D6 stat times 5 or something similar), and pushing is still there. Most of the controversial stuff is optional. The reviewer, who is used to 6th edition, said he is tentative about the new one. He'll try it out gradually and see how it works out. He said the differences aren't enough to cause CoC grognards to rush out and buy 7th edition but he recommended it to new players.
  14. Tut, tut. Despite the jiggle factor and the fact that Angels solve murders and are themselves threatened with death, this is a family show. They never actually kill anyone since they are such expert marksmen that they can shoot firearms (or in this case, tridents) out of opponents' hands. Besides, Bosley always manages to come up with something, even if it isn't what was intended. But it's your campaign. Let the consequences of failure be what they will.
  15. On the other hand, many Innsmouth mutants don't acquire "the look" until middle age. So it is conceivable that the town could collect a group of girls displaying conventional prettiness if not movie star beauty. The trick would be inserting candidates from outside into a local small town event.
  16. Holidays Zorro Might Have Celebrated January 6, The Three Wise Men -- Instead of exchanging gifts on Christmas Day, Mexicans wait until January 6, when they remember the arrival of the three Wise Men at Joseph and Mary’s home to give gifts to Jesus, who was then a toddler. In addition to gifts, Mexicans share a circular cake called Rosca de los Reyes (The Ring of the Wise Men). The lucky family member gets the piece with a tiny porcelain doll, representing baby Jesus, baked inside. January 17, Day of Saint Anthony the Abbott -- The saint loved animals and children. On this day, Mexican children clean, groom, and even dress up their pets, then line up at the church so the priest can bless their animals. No pet, goldfish to burro, is too small or too large to be prayed for. Easter -- Mexicans don’t exchange eggs or chocolate candy for Easter. Instead, they dance and hold feasts. Traditionally, Judas Iscariot is burned in effigy, but so are hated politicians. This may have been a problem for Zorro foes such as Captain Monastario and Luis Quintero. September 16, Independence Day -- Celebrating Mexico’s 1821 separation from Spain. Since Mexico has had multiple revolutions, there are multiple holidays celebrating them. Diego de la Vega would not have celebrated Cinco de Mayo, which commemorates Benito Juarez’s 1862 victory over the French invaders, but Cesar and James Vega might have. November 1 and 2, Day of the Dead -- Instead of celebrating Halloween, Mexicans hold picnics at the graveyard to honor their ancestors and remember their deceased loved ones. Alejandro de la Vega, a staunch Spanish Catholic, and the friars of the San Gabriel Mission would have discouraged this vestige of pagan ancestor worship, but Zorro’s mother and grandmother, both Shoshone Indians, may have quietly observed such remembrances when no one was looking. December 12, Day of Our Lady of Guadalupe -- This is the biggest Mexican holiday of the year. Shortly after the Spanish conquest, an Indian covert to Christianity saw a vision of the Virgin Mary near the city of Guadalupe. Mexicans flock to her shrine in Mexico City during the day, then celebrate with dazzling fireworks that night. December 16-25, Christmas -- In Mexico, the Christmas celebration lasts a whole week and features daily nativity plays, called posada. After each play, children attempt to break a candy-filled pinata. Mexican Racial Mix Criollos Mexicans of pure Spanish (or other European) descent. A tiny minority, they are the most wealthy and powerful members of the community, both in Zorro’s day and in the 21st Century. They tend to be politicians, landowners of huge tracts, the masters of large businesses. Mestizos People of mixed Spanish and Indian heritage. They make up the vast majority of the population, 70 percent or more. They range in class from the poor to middle class, but don’t enjoy the aristocratic prestige of the Criollos. Mulattos Descendants of African slaves imported from the Caribbean to work the plantations. They intermarried freely with the general population. Another small minority. Indios Native Americans representing 50 culture groups. The Paseo Each Sunday evening, unmarried men and women age 15 and older gather in the plaza in the center of the village. The girls walk in a large circle clockwise while the boys walk counter-clockwise. If a boy wants to get to know a girl better, he asks her to walk with him. If a couple holds hands, they are officially notifying the village that they are in love. Turning 15 is a big deal for Mexican girls. At that age, they officially become senoritas (aka as quinceaneras), or young women, and are granted more privileges and privacy. A girl’s 15th birthday may be heralded by musicians serenading her outside her window. Praying for rain Rainy season May to September; maize requires lots of water. If farmers don’t get sufficient moisture by June or July, they bring statues of Roman Catholic saints out into the fields and pray for rain. Some indios may pray to Tlaloc, Aztec god of rain and fertility. If they don’t get rain, search souls to see what may have done to deserve such punishment.
  17. Like Baron, I usually use the default attributes unless specifically creating a "boss" monster to confront the PCs.
  18. Here's a rough, unofficial Zorro chronology based on novels and movies: The Life and Times of Zorro 1795 -- Diego de la Vega, son of Alejandro and Regina de la Vega, is born in California. 1804 -- In the United States, William Clarke and Merriweather Lewis begin their exploration of the recently purchased Louisiana Purchase. At least part of this land is claimed by New Spain. 1810 -- Mexican Revolution. Father Miguel Hidalgo y Costilla's revolt against the Spanish is crushed within a few months. Hidalgo is captured and executed in 1817. 1812-1815 -- War of 1812 between United States and Great Britain 1815 -- Finishing his university studies in Barcelona, Spain, 20-year-old Diego de la Vega returns to New Spain to find all is not well at the hacienda (Curse of Capistrano, Mark of Zorro). By 1819 he invents El Zorro to defeat the evil military officer oppressing the countryside and to restore his family’s fortunes. 1821 -- Agustin de Iturbide leads a second, successful revolt against Spain. He then becomes emperor of the newly independent country but is deposed by rivals within 10 months. Mexico is plagued by political instability for the next 40 years. 1834 -- Secularization of the missions begins in California. Church lands are taken over by private ranchers over a three-year period by order of the Governor. 1836 -- Homesteaders from the United States revolt in the province of Texas. Texas wins its independence from Mexico. circa 1842 -- An aging Diego de la Vega trains bandit Alejandro Murrietta as the next Zorro. Murrietta marries de la Vega’s daughter, Elena (Mask of Zorro). 1845 -- Texas becomes one of the United States. 1846-48 -- Mexican-American War. Mexico loses about one-third of its territory to the United States. 1849 -- Maya Rebellion. Maya Indians living in the isolated Yucatan Peninsula murder criollos (Mexicans of European descent) and mestizos (Mexicans of mixed descent). The rebellion is put down by 1852 but Yucatan state remains in turmoil for decades. 1850 -- California becomes one of the United States. Zorro successor Alejandro Murrietta (now using his mentor’s surname) struggles to keep his family intact while unraveling a terrorist plot (Legend of Zorro). 1861 -- Benito Juarez become president of Mexico. The Civil War fractures the United States. circa 1861 -- Cesar de la Vega, son of Diego, is sent to Spain for his education as his father was. Falsely accused of murder by a romantic rival, the Archduke Maximilian of Austria, he becomes the masked avenger Don Q to prove his innocence (Don Q, Son of Zorro). circa 1862 -- Yaqui Indians revolt in California, inspired by the pronouncements of a living idol, Don del Oro. Zorro takes charge of a people’s militia to defeat the Indians and the gang of traitors behind the false god (Zorro's Fighting Legion). 1863 -- French invasion. Archduke Maximilian of Austria attempts to become emperor of Mexico. 1865 -- U.S. Civil War ends. 1867 -- Juarez defeats the French and returns to power. Maximilian is executed. circa 1869 -- In the United States, Vega descendant Jeff Stewart returns home from the Civil War to find Box County in the control of corrupt politicians. He dons the mask of Zorro to put things right (Son of Zorro). Perhaps inspired by Stewart's example, cowboy Ken Mason, no family connection, also becomes Zorro to battle bad guys (Ghost of Zorro). It isn’t clear whether it was Stewart, Mason, or a direct member of the Vega family who occasionally teamed up with the Lone Ranger (Tarzan/Lone Ranger/Zorro Adventure Hour). 1877 -- Porfirio Diaz rules Mexico as dictator until 1911. circa 1889 -- After her brother is murdered, Idaho Territory farm girl Barbara Meredith battles crooked businessmen opposed to statehood as The Black Whip, using a costume and methods apparently borrowed from Stewart and Mason (Zorro's Black Whip). 1890 -- Idaho becomes one of the United States. 1910 -- When President Diaz jails a political rival right before an election, a national revolt breaks out. Diaz flees the country. Rival generals battle for power until 1920. 1919 -- Pulp author Johnston McCulley spills the Vega family secret in his popular magazine serial, The Curse of Capistrano. Johnston ultimately writes 65 novels about the bold caballero. The last, The Mask of Zorro, is published in 1959. 1920 -- Having murdered all his rivals, Alvaro Obregon becomes president of Mexico. To prevent further chaos, he organizes the Institutional Revolutionary party (the PRI), which controls Mexico to this day. 1937 -- James Vega adopts his great-grandfather's adventuring persona to battle the Marsden syndicate, which is trying to seize the California-Yucatan Railroad (Zorro Rides Again). Despite the fact that McCulley is still publishing his novels, the Marsden gang doesn't catch on. Vega's well-publicized exploits in New York City possibly influence young Bruce Wayne, who launches his career as a costumed avenger two years later. 2015 -- International motocross champion Diego de la Vega, 17, rushes home from Barcelona after learning that his father has been kidnapped only to discover that Pueblo Grande city officials have seized the family's assorted enterprises as well as the de la Vega estate. Sneaking into the mansion, he stumbles upon a secret room containing five glass cases displaying Zorro costumes as well as journals written by their wearers. De la Vega determines to become a sixth Zorro in order to rescue his father and expose the corrupt politicians responsible for his disappearance (Zorro: Generation Z).
  19. Heh, heh. But it so fits what would happen on the show.
  20. Melbourne, Melbourne. ... Isn't that where Elric comes from?
  21. Also, alchemists aren't necessarily charlatans in floppy pointed hats. Alchemy gradually morphed into chemistry and was practiced by respectable scientists in the 17th century. Maybe PCs won't be able to turn lead into gold, but they should be able to invent some crazy but plausible high-tech gadgets with their skills.
  22. My problem isn't so much locating a copy as finding folks to play with. In my area, game stores host D&D, Pathfinder Society is actively recruiting at conventions, but D100 enthusiasts are as elusive as CoC cultists. I know they're out there because someone is buying the (slim selection of) product at my FLGS, but they don't put up recruiting fliers or make their presence known. RQ6 may indeed be the best fantasy game ever, but nobody here is beating the drum for it. "I cast my Mega-Market Saturation spell!"
  23. A 1920s iteration would fit the flapper spirit of the era. An 1890s version would be tougher; the female investigators would have to be absolute chameleons to fit into any social strata. It pains me to recognize that a 1976 game is, technically, now a historical campaign.
  24. "Once upon a time, there were three little girls who went to the police academy. They are each assigned very hazardous duties, but I took them away from all that and now they work for me. My name is Randolph Carter." It's time for investigators to party like its 1976. Discuss.
  25. A creative GM often trumps a clunky set of rules. I think it hilarious that the wolves were more interesting player-characters than the elves. Glad you had fun. Can't re-release the original game because of license issues (that ship has sailed) but a modern campaign could benefit from streamlined rules (Call of Cthulhu or OpenQuest) and the fact that the entire Elfquest saga is now available in print or on the web to mine ideas from. Based on what posters have said, I'd make it easier to gain psychic powers since characters in the comic frequently had them. Elvish PCs should have a better shot at ESP than Traveller spacemen.
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