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Found 5 results

  1. Hello forum, just a few things I found in the Revolution d100 pdf. p.45: third paragraph references to a flow chart for advanced combat. The reference is to the table shown on page 52. p.48: Roll for Effect table, 'Attacker' and 'Defender' should be exchanged when reading the outcome p.48: third paragraph, change 'thread' to 'threat' p.50 (explanation): 'Effect of a Simple Conflict' refers to the Combat example on p.41 in the fourth paragraph, not to the example on p.49 p.83: Determining Resolution Points should read: "Calculate basic Resolution Points by adding up a character’s DEX and CON, and divide by two, rounding up." [edited 15-Dec-2016]
  2. So, the year-long struggle between the Alephtar forums and international spammers has come to an end. With a crushing (albeit pyrrhic, as they now have one less forum to spam) victory for the bad guys. I could not even recover the messages there, as the provider deleted the overloaded database while I was purposefully without connection for one week - floating internetless in the Gulf of Castellammare. Nothing too bad, as the biggest use the forums saw for the last two years was Smiorgan organising an online Elric game, but it still bugs me a little. The link on the front page has been redirected towards this forum, at least temporarily. What do people think? Is a new forum necessary to discuss RD100 rules or does this one suffice?
  3. So, Paolo, I know it's early days yet, but what more can you tell us about your plans for the system itself? Is Revolution D100 going to be similar to the Parpuzio system, downloadable below, just updated, fleshed out, and adapted to various settings? It looks like Parpuzio is a universal system, but the default setting is historical fantasy, and there don't seem to be rules for psychic powers, superpowers, etc. Are you going to include rules for superpowers, psychic powers, and mutations? How many different systems of magic will there be? Will a different set of the rules be included in each Alephtar publication? Or are you going to do one big book with all the possible rules? I realize you may not have decided all of this yet, and your plans may change, and you might just not be ready to reveal all yet. If you really want this to be a universal system, I would suggest making it as simplified and integrated as possible (i.e., mutated post-apocalyptic survivors gain starting abilities and learn or develop new ones using the same mechanics that wizards learn spells, superheros develop powers, cyberpunks gain body modifications, etc.). This might just be a matter of adding different traits onto skills, i.e., a charioteer and a superhero both have the skill Ranged Combat, but the charioteer has the trait Javelin while the superhero has the trait Energy Blast. You may have already figured this out--or decided to do something else--so please forgive my presumption.
  4. BRACE YOURSELVES, D100 IS COMINGAll things living change and evolve. Life demands growth and evolution. If you do not experience change, you are like dead (although Strange Aeons might fix even this problem). As we are not eager to wait for Strange Aeons to come, it is time for us to experience change. For the last few years, Alephtar Games has produced various supplements and accessories for role-playing games in the English language, some of which greatly appreciated by the public. However, none of these products was usable alone and all required other products (game systems) published by top quality game makers which licensed their trademarks to us. This restriction is no longer compatible with our business plans. Particularly when almost all products we offer in other languages are of the stand-alone type. Therefore, Alephtar Games wishes to step on and take full responsibility for the game system that its English language products use. As our publishing experience is mostly based on percentile systems, we will follow the road we know the best. In autumn 2015, Alephtar Games will crowdfund and launch its own d100-based roleplaying game. The provisional name for the system is RevolutionD100 – but it might change during the beta test phase. We hope that our existing customers will appreciate the new possibilities that this opens for us and for them. What will be in the game? A new way of using percentile dice, with levels of success and opposed rolls but without any calculations.A streamlined system to run everything significant as a conflict, with simple rules that resemble those of classic RPG combat.A neat and simple way to differentiate the role of stats and skill. No direct skill/stat interaction, yet both have a major role in any conflict.Basic combat that runs like any other conflict, for those games where violence is not the focus.Optional advanced combat with a deep level of detail, yet still based on the same principles. These are some features of advanced combat:Seamless transition from non-combat to combat: achievements and penalties from other adventures carry over to combat as penalties for player characters or the opposition.A fatigue system that actually works in combat (okay, you will have to see this to believe it…)A new hit location system with an adjustable level of complexity. Roll the die you like!Combat effects! An entirely (well, almost) new list!Simple implementation of combat stunts.Do-it-yourself system to determine your weapons stats. For all of you compulsive rule-tinkerers!Inserts that allow you to “fall back” to more classic rules as defined in other OGL percentile-based games. While the game will be original and self-contained, you can choose to skip most of the innovative parts and use a classic approach taken from a similar ruleset. You will still need a copy of the other game, of course.Open Game License that allows you to create and publish your own homebrew version of the game.No default setting. Most supplements produced by Alephtar Games are of the Historical Fantasy genre. We will make sure that you can use them as a starter, so that a first choice of settings is immediately available, at least for our most faithful customers.Publishing format A free, public System Reference Document (SRD) that acts both as a reference for play and as a free gateway to the game system for those who want to learn about it before purchasing.A standard printed edition, which contains the rules found in the SRD, some extra gaming hints and the “Fallback” inserts that will help you hybridize it with other rules.A commercial PDF edition equivalent to the printed edition.Roadmap to publication September 2015: launch of the crowdfundingOctober 2015: beta test document sent to backers for public playtestAutumn 2015: public beta test among backers (can you miss it?)January 2016: consolidation of the SRDSpring 2016: delivery of the full game, in print and PDF
  5. Veni, Vidi, Vici is a supplement for Rome. The adventures in this scenario pack can either be run as one-shot scenarios or inserted into an existing campaign that is set in the first century BC. If the gamemaster wishes to tie all the scenarios together to form the backbone of a campaign, the element that connects all adventures together could be the best known leader of ancient Rome, Gaius Julius Caesar. He can be the adventurers' patron throughout all these scenarios, providing them with motivations for adventure and enriching the background with his inspiring figure. These four scenarios offer exciting and deadly experiences - including riots, battles and the inevitable skulduggery of Republican Rome! • The Ransom: The party's patron has been kidnapping by pirates, and they must travel to Rome and raise his ransom in a rush against time and their patron's rival's underlings. • The Promise: The party's patron is now free, but he wants revenge against the pirates who held him prisoner. Can the heroes be the key factor in the pursuit and defeat of these seagoing scum? • The Sacrilege: The party members discover that their patron's wife is involved in a torrid affair with a well known patrician, and their loyalty is about to be tested in a plot full of treachery. But is everything really as it appears? • The Invasion: Rome is planning to invade the British Isles, but strategy suggests gathering intelligence beforehand. The party is sent to Britannia as scouts and spies: are there Briton chieftains envious enough of Cassivellaunus to side with the Roman invaders? By Ken Spencer, Pete Nash and Conall Kavanagh. 36 pages. Published by Alephtar Games December 2009.
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