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Found 8 results

  1. Hello, I recently bought a copy of the "RuneQuest: Roleplaying in Glorantha" slipcase set and I started reading through the main book. As usual I tried to create a character to see, if I understand the process, and I came up with a couple of questions. I rolled that my favorite grandparent was a priest and decided to keep to the advice to have occupation be hereditary. The "Priest" occupation on page 70 mentions requirements for acceptance, but also has the line "However, adventurers whose parents were priests...". Do I read this correctly as: if you decide to choose priest despite your family history being different, you should try to make the requirements happen during character creation, but if you have the occupation in your family you are not bound by them? (it would make sense thematically, showing that you have to be worthy of being a priest if you don't have a family history). Or should one try to get the requirements no matter what the family occupation is? (I decided that my character wants to be seen as a "proper" priest, so he strived to meet all the requirements mentioned on page 276 - "Requirements for rune priests"). Or a 3rd option: the requirements mention "assistant priest" - is the intention for newly created characters to be assistants, so they can strive to become full priests later? Or am I overthinking this? Then things got a bit more complicated. I started to make an character from "old tarsh" and decided to lean very heavily into the earth rune. Checking the cults that are appropriate "Maran Gor (The earthshaker)" caught my interest (and a warrior priest going into battle while causing earthquakes sounded amazing, so I was pretty happy with how my character shapes out). Reading about the cult on page 299 I saw that only a woman can become a priestress, but a man could still be a god-talker. This is OK with me - taking the character into a direction I didn't anticipate - but then I read up on what a God-talker actually is (page 278 and the bit on page 70 under the description of the occupation). So given that they are only part time priests - should I reduce the amount of things gotten from the occupation (less coin and jewelry, maybe a bit cheaper armor)? I guess this is up to the game master, but I would like to know what other people think. And page 278 mentions that god-talkers typically maintain another occupation... So how to handle that detail? Ignore it? Or just choose a different skill for the annual income? (I would be leaning towards the latter, trying to get immersed into the world by making sure such a character would feel that they aren't a full priest and they have to earn their money in a different way). Thank you in advance for any help/suggestion and/or corrections if I misunderstood anything in the process 🙂
  2. Hi from Argentina, this is for people that know about Dresden Files or FATE, or helping us, wants to read a lot about it. so, lets go.. i was lurking this forum since last year, when our party took RQ/BRP to handle our sessions. We were playing Dresden Files since maybe 2 years ago every 15 days. First starting with FATE rules that we never used before, so to us were really hard to handle when we started "playing". Character/city creation was amaing with FATE, but when we needed to play, we failed. Then we changed to MAGE the Ascencion, just for one session, because was horrible. That was we changed our GM from one of our friends to.., me (i was a player before). At this point we took hand to our old RQ character sheets and start using RQ/BRP, that was familiar to us. At this point we lost a player, that was our only wizzard, so we were playing Dresden Files without wizard, almost pure humans. Some days ago a new player joined us, as a wizzard so, some old questions come back from that place where we left them "to keep playing". An advice, we are not too much system oriented players, we are more Story oriented ones, so we were not having troubles saying: yes.., that could happened.., dont worry... But we find that we have trouble creating characters in pure RQ/BRP, comming from DFRPG. i, or maybe, we, have some questions that i didnt found here answered, some people wrote about using aspects and their experience, etc. Here starts the questions 1-In Dresden Files u starts your game choosing a Power Level, this is how many points u have to spent in your character that cant be below 1. The levels are "feet in the water (a)", "up to your waist (b)", "chest deep (c)", "submerged (d)". A ) Means you have 6 refresh points and 20 skill points B ) Means you have 7 RP and 25 SP C ) Means you have 8 RP and 30 SP D ) Means you have 10 RP and 35 SP That means, some "classes" are out of score if u cant pay for the powers that MUST have. How you can do this in RQ/BRP? giving some points to spent in skills? more in other levels? etc? How you pay for the first "powers"? 2-In FATE you have this stupid useless progression system: * * * * * * * * * * ok, its not useless.., but gives a lot to the story part: "i want a new power, i can pay now for new one in superb slot so...". Yes, you plays the story how you lernt this new power, but its tottally diferent than RQ/BRP. You can check your abilities or spend hours studiying. In FATE its like in chapters, new chapter, you gain some RP or SP (GM goodness(?), then you can spent this points in new things. How we can do this in RQ?, because in FATE its.., horrible. For a wizzard its not the same built a flame wall than throw his flameball that its maybe at 80%. We where thinking about, trow dices for fireball with a pentalty maybe at 50% for something totally new for this wizard, then after success you marks this new kind of spell and after some times (and less penalty) you can start trowing this spell. totally diferent its when u wants to learn something tottally new. In FATE its just "i pay for this", how we can do this?. yes a quest to find someone that acts as master, then hours studying. Or maybe calling a demon that its a master?, or a quest to find a book, then marks with penalties?... dont know. 3-Was reading here in the forum how aspects broke the system because they act as powers, and someone wrote to use this as skills, how? we reaally love aspects, i miss them, was good as something to make the players tell the story with the GM and not just the GM doing this. We are a nice group and all the people in the table could act as Storytellers in the game if they want because they are REALLY very literalte people. After this questions, maybe they are more that i cant remember now, you could say: change to RD100.., yes, maybe, but not now, we changed 3 times in one year systems and we are tired of this (personally i needed to read FATE, MAGE, then BRP till i figured that was the same system i used in CoC 15 years ago). I read RD100 and its good, really, i like it, but we wants to keep using our nice RQ/BRP sheets.., for now. We have a very nice setting in Buenos Aires about Dresden Files, and this its a LONG term play. If someone likes Dresden Files books contact me, and if you are using BRP for this, cool. for now, thanks for take your time to read this long post.
  3. I have several players comming off of White Wolf and were asking if there was a system of merits and flaws to round out characters in BRP. If not how hard would it be to make one, Rubble and Ruin has something similar, just super tailored for the setting.
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  6. Normally I skulk about and offer help and advice to others on here, but I'm curious about what other d100 gamers think of this houserule that I first came up with almost a year ago for my d100 AD&D PHB thing (heavily influenced by Rod's Classic Fantasy). Apologies in advance for the massive infodump I just threw out here, but I'd rather try to get everything out there now instead of leaving any ambiguity. Aside from the FATE writeup at the end, I wrote this up pretty much on-the-spot, working off of my notes. Hopefully my ramblings make sense. Please keep in mind that while this originated in my d100 AD&D thing, it's something that I figure could be useful in all d100 games, such as (a slightly pulpier) Call of Cthulhu, Legend, Runequest, Magic World, Renaissance, and others. Hope to hear from you guys on it. Thanks for your time! -Chris aka "Lord Sephleon" FATE is an additional Characteristic which, unlike other Characteristics, is never randomly rolled for. Instead, characters begin character creation with a standardized maximum FATE score; although the standard is usually 10, different races may have a higher or lower starting amount based on the campaign; for example, Elves begin with 7, Dwarves, Gnomes, and Halflings have 8, Half-Orcs, and Half-Elves have 9, and Humans have 10. This maximum FATE score may be further tweaked inversely with various other aspects of the character (only during creation) via the following methods*: 1 Max FATE = 1 Characteristic point 1 Max FATE = 2 Derived Attribute points (HP, FP, MP, Initiative) 1 Max FATE = 10 points in a single skill of choice. No skill may be altered more than once 1 Max FATE = 1 Trait/Perk/Flaw/Stunt (as per GM's decision or campaign style) 1 Max FATE = 100 gp/USD in additional gear 1 Max FATE = 50 gp/USD in cash on hand *NOTE: numbers may be altered as per GM if desired After the character is completed, the player then marks down Luck (multiplier dependent on campaign, but tied to FATE instead of POW) and, if used, Heroic Vitality (multiplier dependent on profession/class, though GM has final say). Luck is based on current FATE, not Maximum, so the more FATE you spend, the worse your luck gets. (To add to the above race example, Halflings have an innate +20 bonus to their Luck score, so a Halfling with 0 FATE still has a Luck of 20). In my d100 thing, Luck = 20 + [current FATE x4] Heroic Vitality is something like what Hit Points represents in high fantasy systems like D&D: a bit of skill, luck and endurance throughout a battle that turns what should be direct hits into near misses and lucky dodges. I've been considering that characters get a number of Heroic Vitality based on class; the "warrior" types get FATE x5, the "priest" types get FATE x4, the "rogue" types get FATE x3, and the "wizard" types get FATE x2. These act like a single, additional pool of extra hit points that function much the same way as normal hit points in most respects (such as AP reduction), but they do not factor at all into location hit points. When the character reaches 0 HV, future hits deal damage to HP. All HV recovers after a good night's sleep. Healing magic/skills always affect lost HP first, then HV. I copied/pasted the information I wrote up in my d100 thingy about FATE, FATE use, and FATE Recovery for convenience, below. FATE All characters begin with a default maximum of 10 FATE that can be spent throughout the game session for various reasons: rerolling, automatic successes, resisting damage, and even dealing maximum damage. Each use has a certain cost attributed to it, though note that any skills made successful through the use of FATE does NOT acquire an Experience Check as destiny guided you to your goal. Note that NOTE: Maximum FATE can be modified at character creation to be higher or lower, though it can never rise above 20. Rely on Luck for a single check = Gamble 1 FATE If you must make a skill check and the chances are likely that you will fail, you can choose to gamble 1 FATE to roll a Luck check. Critical: You succeed as per a Special Success, you may check the skill you replaced with Luck, and you keep the point of FATE. Special: You succeed as per a Normal Success and you may keep the point of FATE. Normal: You barely succeed as per a Normal Success, and you lose the point of FATE. Failure: You fail and lose the point of FATE. Botch: You either fail and lose 2 points of FATE, or you botch and lose 1 FATE. While not as good as making the skill itself, it ensures a better chance in some circumstances. You cannot acquire an Experience Check when using this method unless you roll a Critical Success. Reduce Damage from a single attack = 1 FATE per point of damage reduced You can reduce damage taken from a single attack by spending 1 FATE per point of damage that you wish to reduce. You do not have to negate the entire attack. Reroll a single percentile roll = 1 FATE You can reroll a single percentile roll by spending 1 FATE. You may keep either roll, and you do not acquire an Experience Check regardless of Success level. Shift a result up by one step = 2 FATE for first step, +1 for each step thereafter You can shift the results of a check you made by one step for the cost of 2 FATE. You can choose to spend additional FATE to continue shifting the results by an additional step per point of FATE spent (maximum of 6 FATE to shift a Botch to a Critical). Critical > Special > Normal > Failure > Botch You cannot acquire an Experience Check when using this method regardless of Success level. Inflict maximum damage with a single attack = 1 FATE per damage die (without Damage Modifier) You can inflict maximum damage with a single physical attack by spending FATE equal to the number of damage dice that the attack deals without adding Damage Modifier (which must still be rolled afterwards). 2d8 + 1d6 db = 2 FATE for 16 + 1d6 db Avoid a Mishap = 1 FATE In the unfortunate event that you roll a Fumble and risk a Mishap, you may choose to spend 1 FATE to negate it instead, making your check's result a failure instead. However, if combined with shifting the results by one step, you are still considered to have rolled a Fumble. This use is only to prevent a Mishap. FATE Recovery Spent FATE fully recovers to the character's maximum value (determined at character creation) at the end of an adventure. Additionally, you may be rewarded with a point of FATE for outstanding heroism in the face of danger, incredible roleplaying, an ingenious idea, going above and beyond in aiding the GM, or for contributing to the group's overall fun and enjoyment.
  7. Version 1


    The professions section of the character creation document that I use for my fantasy game. I have borrowed ideas from others to use for my fantasy games so if you see something you recognize, it's because I liked what you did and wanted to use it for my game.
  8. I posted this on the BRP subreddit (http://www.reddit.com/r/BRP) a while back, but I wanted to ask here and see what everyone thought. Anyone had any experience running or GMing very high powered/cosmic level superheroes in BRP, either with Superworld (which I think is terrific and underrated) or with the super powers in the Big Gold Book? I know that common wisdom asserts that superheroic BRP games work best from street-level characters up to about Spider-Man power levels, but then breaks down from there (indeed, the example characters in Superworld fall into this power range, and the DC and Marvel characters that were statted out to promote Superworld using during its initial publication were the New Teen Titans and the X-men, all of whom--at least at the time--fit right in that mid-range power level as well). From reading the superhero material created for BRP, I feel like there is nothing intrinsic in the game (especially in Superworld and its companion books) to prevent the creation and effective play of really powerful characters, and that the system could handle cosmically high power levels as well as any superhero system. It's just a matter of handing out the points so PCs can make a Superman or a Silver Surfer or another ultra powerful character, and then making sure that other characters, especially NPCs, aren't overwhelmed by the potential lethality of the power levels (which would be a problem that seems both logical and easily avoidable with basic houserules or general GM fiat). I realize that high-end characters present their own problems in any system; I just don't see anything unique or inherent in BRP/Superworld that would prevent these characters from being workable and fun. However, I haven't been able to test this out for myself yet and I could easily be missing something. Any thoughts or opinions on this?
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