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Lord Sephleon

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Lord Sephleon last won the day on November 12 2014

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About Lord Sephleon

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    Junior Member

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    NYC, NY

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  • RPG Biography
    Been gaming since 1995. AD&D, Rifts, World of Darkness (old and new), Shadowrun (2nd Ed), Call of Cthulhu (and BRP), 7th Sea, BESM 2nd Ed, Star Wars (D6 West End Games version only), Star Trek, Pathfinder, D20 (D&D 3.0/3.5, Spycraft, D20 Modern, Black Company, Call of Cthulhu D20), ORE, GURPS, various others.
  • Current games
    Various, but usually Pathfinder (or a D20 alternate ruleset, not usually my preferred choice) or BRP/Call of Cthulhu
  • Location
    Bronx, NY
  • Blurb
    Just a guy who has made the art of roleplaying his passion.

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  1. I'd love to, but my free time is abysmally inconsistent, unfortunately. I haven't done any gaming aside from two (out of three) sessions of a high level, 3+ year-long campaign that's almost finishing up this year. However, I can tell you that my nights off from work are Sundays and Mondays (I'm in Eastern Time Zone), so I'll definitely post somewhere on here should I be able to sneak in a few sessions of some Mythras Dark Souls and require some souls to feed the flames with. Please bear with me, though, since I haven't even played or run Mythras or any of the Mythras line yet. :)
  2. Mugen: I think that's the same TRPG that was mentioned earlier in the thread (Runeblogger). Again, if they ever decided to make an English-translated version of it (or if I actually learned how to read their language), my moneys would instantaneous leap out of my wallet and into their hands. 😁 Aonstream: Holy crapple! How did I miss this!? I didn't even make that comparison (CragSpider/Quelaag) on my own back when I first started reading older RQ stuff (less than a decade ago). Good stuff! Now I'm convinced the Souls universes belong in the d100 families. 😉 Perhaps I'll eventually get around to fully fleshing out the system and setting to be a full fan project. Might be a while, though, but it'd be nice to give something back to two IPs/communities I've come to cherish in one shot. That's really why I even share these things; I feel selfish enough having done what little work they've taken so far and then hoarding them without them ever seeing any true playtesting by others.
  3. Thanks for giving my little corner of this great forum a look, and I really appreciate the compliment! I didn't know that Miyazaki played tabletop games, much less was inspired by RQ. I mean, it doesn't surprise me considering how truly well-crafted the world(s) are in the Soulsborne series, but that's interesting and good to know. Man, if TDM (or any of the d100 systems here, really) could get that license.... man, I'd feel so happy, especially since they'd do a much better job than what my piddly notes can do. I already give most of the companies here my moneys; that'd just be more goods to pick up. :) There's still plenty more I kinda want to add to what I've already written up (including the option to play a Firekeeper – female characters only, obviously, but with rather unique Passions and abilities – like effectively functioning as a mobile bonfire for Bearers; Firekeepers would be quite mortal, however, and generally are targeted first by everything). Unfortunately, because I'm not actively running Mythras nor have any circles of friends interested in Mythras AND Dark Souls enough to play a few adventures, it's kind of on the backburner, and I go back and add to it as time permits. If you come up with your own stuff and/or have some great suggestions for what I've already written, I'd be more than happy to check it out. :)
  4. Oh, I actually forgot to include my (unfinished) Bloodborne-inspired campaign setting, the Crimson Twilight setting within the great city of Caerdenshire. I'll upload in the original post. It includes new factions (Houses/Guilds), Trick Weapons, and new "Heroic Level" rules that give each Culture and Profession new abilities/traits that make them stronger than is normal for standard Renaissance games, should the GM and the Players wish to use them. It's not quite LotFP, but it fits the theme and atmosphere quite well. Again, it's not complete, so those wishing to make the most of it may have to tie up the loose ends.
  5. Since I had already shared my Dark Souls files in Mythras, I figured I'd also included my Lamentations of the Flame Princess/Call of Cthulhu Renaissance file as well. It's something of an abandoned project since I can't get anyone to play Renaissance from among my friends – getting (some of) them to try the original BRP Classic Fantasy monograph was like pulling teeth, and now one of them refuses to upgrade to the Mythras version despite my insistence that the original BRP version was not, nor will be, completed. For the most part, the LotFP crossover can be run as is, with the social classes and professions having been rebalanced to have equivalent point totals (for the most part – Peasants still have 20 additional points, I think). It also includes a nearly-complete writeup of the factions from Clockwork & Chivalry (to aid in keeping with the setting). The Battle Alchemy and Witchcraft magic fit well with LotFP, but I also included Elven magic and Arcane Magic (the former being a sort of variant on Folk Magic from Mythras, and the latter being a catchall for both Call of Cthulhu-style magic AND Magic User magic from the source material). I'm also including my house rules, which includes a little overhaul to the Major Wound mechanic of the system that makes it so that higher skill levels are required to actually get in the deadlier hits. Might be interesting to some of you, and it fits well with the LotFP crossover stuff. I also have a Ravenloft thingy I started last year after the LotFP thing started, but... well... yeah. Anyway, hope this is of use to someone. Game on, everyone! Renaissance House Rules.doc Renaissance - LOFTP SIMPLE.doc Crimson Twilight Notes v0.1.doc
  6. It's part of the curse of the Dark Sign: you must surround yourself with death in order to improve yourself. It doesn't mean you have to do the killing either; you just have to be in relatively close proximity to death. Imagine playing a pacifist Soul Miracle user who goes around healing people, but if they are beyond his aid, then he can at least absorb their souls when they die. Slow-going in terms of personal improvement, sure, but still a viable concept, especially if the pacifist Bearer has friends who protect him while traveling (so he'd still be absorbing souls of those killed during the journey). Yes, I agree that the whole concept of souls feels "video gamey", but then again, I'm drawing from a video game to create this new setting and making it work as much as I can to be more of a roleplay-intensive game. Honestly, as much as I love the Soulsborne settings, I wanted to include the option to play a regular Uncursed character, but I had to come up with pros and cons for being one versus being a Bearer of the Dark Sign. Frankly, the fact that Uncursed can improve over time without the need for souls is their greatest advantage over the Bearers: they can learn and improve themselves over time (even if they isolate themselves) whereas Bearers can't. Depending on a GM's style, they can include "condensed" wayward souls that can be absorbed instead of just killing everything, which would then make exploration and investigation much more significant. As it is, just the interaction between characters in a mixed party of Uncursed and Bearers should be pretty ripe with roleplaying opportunities because more than anything, Bearers are no longer mortal, but they have to struggle to retain their hold on who they were; to lose hope is to lose what Humanity is left, and if a Bearer becomes Hollow, he or she can never be saved and will exist as a mindless zombie-like thing that never truly dies. Hell, thinking about it: that's another strong advantage that the Uncursed have over Bearers: they are allowed to lose hope, ambition, etc. without serious consequence (well, aside from the usual effects of such things). In terms of the AP thing: Action Economy will always be an issue in any group-based tabletop RPG. just remember that Souls bosses tend to be bigger than Bearers and hit hard. Really hard. All they need is one good hit to end it. It makes it much deadlier for the still-mortal Uncursed to try to battle them, but I can see different GMs doing different things with the basic setting I've put forth. For example, the fog wall prevents the Uncursed from entering a battle (or, for a nice Souls-like twist, the fog wall only exists for Bearers; since time is convoluted for Bearers, they actually fight "bosses" outside of time, or in a different reality). This would, of course, make things difficult as it would effectively split the party. Or maybe some boss battles are just extremely difficult because of sheer numbers (i.e. Tower Knight, the One Reborn, Looking Glass Knight, Spears of the Church, etc.) or the sheer quality and skill of the boss (Ornstein and Smough or Sister Freide and Father Ariandel). Worst case scenario: adopt the combat system from Cakebread and Walton's Renaissance Deluxe game (which I used for a Lamentations of the Flame Princess/Bloodborne-inspired setting last year, but never finished because life).. I haven't playtested it because I game so infrequently (due to life just being life) and my group is relatively opposed to trying new things unless I can really convince them (we play maybe four or five sessions a year because of scheduling conflicts, and I'm technically still running Curse of Strahd for them). I haven't even been able to run or play a regular game of Mythras or Classic Fantasy (the Mythras version) yet, so everything is based off of just reading the books over and over again. Unfortunately, it means that I'm constantly tweaking things as I obsessively analyze everything over time. Eventually it'll be "completed," but it's kind of a long process. I knew about that Japanese Dark Souls TRPG, but seeing as how I can't read Japanese, as much of a collector as I am, I won't be looking at it unless they released a translated version (and at that point, I will just throw moneys at them for everything related to it ). Thanks for the input! EDIT: Just for your reference, I actually dislike too much combat in TRPGs. I tend to play skill-heavy support characters who may or may not be very effective in combat. While I do love strategy and tactics, I play TRPGs for the chance to play a role, not to just have miniatures-style combat after combat. That said: the thing about the Souls games I love the most is the style of storytelling, the desolate places to explore, and the lore behind those places and the denizens – both current and past – within. A ruined keep can tell you so much about its history if you just pay attention to the details. I figured that by trying to retain what I love about the series in the setting rules I'm writing, I can maintain that atmosphere, but still allow the option for groups that prefer combat to just go at it.
  7. Damnit... I already own all of those books... ...and I'm probably still going to dive into this bundle anyway, just because I want to show my support for it (supporting the EFF is bonus points).
  8. Eh... not a Reddit user, and I'm already generally squeamish around social media and other such things (I lump Reddit in as "social media"). I'm sharing this here because the community here generally enjoys Mythras/BRP-style games (at the very least, and in most cases, I suspect), are more knowledgeable of the game, and are more likely to provide constructive feedback/support where needed, whereas on Reddit it is a much wider audience that, well, has a more "diverse spectrum" of people. To be honest, I would rather have it filled out more (preferably completed, but that may take a long time) before sharing it out there in the void of Reddit-space, especially since Mythras (and the entire BRP line in general, sans Call of Cthulhu) isn't exactly the most well-known tabletop system out there. If you think it could help those Reddit users looking for a tabletop Souls fix (and you probably have a Reddit account), or if you think it might lead them towards trying/playing Mythras (which I'm sure Pete and Lawrence would love – as would the rest of us), you can share the link if you'd like. Since the IP is already owned by someone, my work is simply a fan project I'm doing when time permits, and I prefer sharing what I have with others, it's not like I need any credit. I mean, it's appreciated, but not necessary. I'm the sort that prefers to be deep in the shadows cast by the spotlight, not in it. EDIT: Thanks for looking out, though.
  9. I was able to do a little update to the main Setting Rules, fixing some minor stuff (including a sentence I left incomplete for no reason , adding in Souls-like Parrying, and going into more detail about Souls. Anyway, hope this helps, for those of you who are interested in such a setting.
  10. Well, it's been years since I was a bit more active on these forums. Life kinda got in the way, and while I've been keeping up with gaming news and books (especially d100), I have barely been doing much gaming at all, getting my fix from Critical Role and the rare D&D 5E Curse of Strahd session I get to run for my longtime group once every 2.5 to 3 months. That being said: I'm going crazy with a need for some creative output (if you're reading this, Rod, don't worry: I'll have those adventures I mentioned months ago finished up for you at some point... I hope), and although I've been trying on-and-off for over a year to figure out a good way to insert the Dark Souls setting into Mythras, I think I may have finally landed on that beachhead with something tangible, even if I'm far from being done. I want to share what I have so far (well, the basics, anyway) with this wonderful community in the hopes that someone can maybe give it a quick lookover, possibly playtesting or even becoming inspired to add to it. Magic will take the longest to convert over, although admittedly the first progress I ever made was with Pyromancy many months ago (treating it as a sort of bastardized Sorcery/Mysticism hybrid Cult thing using skills and spells unique to it, though now that I am getting the basic setting rules down, that is most likely going to be modified). Please remember that it's still essentially an untested draft, and that I only just had the breakthrough for the setting rules a couple of days ago. Anyway, glad to be back, even if life decides to snatch me away again soon. Be safe, everyone, and game on! ----------------------------------------------------------------------------------------------------- Mythras Order of Pyromancy v0.1.doc MYTHRAS Dark Souls Setting Rulesv 0.2.doc Mythras Dark Souls Level Progression (1-100).xls
  11. That works then, especially with the Major Wounds in place. I'm pretty sure a couple of Major Wounds effects can cause unconsciousness, so... yeah.
  12. Also, I redesigned the Major Wounds tables so that the deadlier effects require higher skill levels to perform. If you want, I can share that with you, though it seems you're running the game RAW, which is fine. My group just doesn't like the randomness of the table, so I did the work to make it more skill-based.
  13. Well, taken verbatim, minus starting level would mean negative number equal to max hit points. But that effectively doubles hit points before any chance of death via hit point loss. Then again, the Major Wounds are nasty enough to one-shot someone, so... there's that. My house rules also include clarifications for such rulings as this in order to avoid debates during the session. I got in the habit of doing that with any new system I run since my group plays so rarely and that time is too valuable to spend arguing over rules.
  14. I would say make it so that reaching even –1 hit point requires a Resilience roll each round or something. Let me check my house rules and see what I ultimately decided...
  15. This looks quite awesome. I was in the works of making a homebrew world (focused around a particular large, central city named Caerdenshire - imagine Bloodborne's Yharnam ruled by a council of representatives of the prominent noble houses and without beasties running amok) that was a hodge-podge of Renaissance, Clockwork & Chivalry (with Clockwork science), and Legend ("Ancient" Rune magic, Divine Magic, and Blood Magic). Each noble house functions as its own Faction and provides unique benefits (one House has the only access to Divine Magic, another has access to Blood Magic, etc.), and there are also Organizations that help keep Caerdenshire running (two colleges, a city defense force, a healing society, an exploring society, a league of hunters, etc.), and players would be able to belong to both a House and an Organization if they wanted (though the Houses have stricter political conflicts going on). Unfortunately, life got in the way and I've had to put that project on hold for a bit. Reading about this is making me want to get back to writing for that campaign.
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