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Hey all! Don't let the name of my game mess with your head, it does actually work cohesively. I run a website play by post RPG called 'Hogwarts by Night'. It is a mix of HP, OWOD/NWOD and Call of Cthulhu. It sounds wacky but the moderators and storytellers have worked hard to make everything make sense and it actually works cohesively. At the moment we are looking for more Call of Cthulhu players for our Arkham forum. The way the game works is primarily collaborative RP. You get to play long-term characters who can grow to have their own lives, relationships etc... We throw in exclusive Call of Cthulhu Scenarios from the Cult of Chaos, Play-tests (written by Matthew Sanderson) and home brewed scenarios so you can actually play through adventures and if you survive be able to bring that back into a bigger RPG. The game has an introductory sheet for making a character with a full history, and sheets are primarily reserved for the exclusive scenario situations. Communication and Dice rolls are made via DISCORD: https://discordapp.com/invite/Cu2S6EJ If you are interested please visit our website http://www.hogwartsbynight.com or message me for info! Thanks!
Roll20 Link NOTE ON DATE / TIME: NOT FIXED, BUT WILL CERTAIN BE EARLY NIGHT GMT ON SOME WEEKDAYS / WEEKENDS. Mitrapolis was once known as the Jewel of the East, a city so steeped in trade and culture that it rivaled any in the world as a bastion of civilisation. Now it is but a shadow of its former self. Riddled with corruption and vice, Mitrapolis still offers the chance of riches but now they are more often gained with a sharp sword and a stern word than the exchange of goods. In the upper reaches of the city, decadent nobles host gaudy festivities that they cannot afford to assuage the ennui of a meaningless life, whilst their rivals plot the best ways to slip poison into their drinks. In the poor districts, man walks shoulder to shoulder with elves from distant Cymrus and dwarves from the far north. Traders from all corners of the world still trade within the ancient city, although now they do it with burly Scythian bodyguards watching all that walk past. Underneath the city itself, in the ruins the city was built upon, eldritch cults worship monstrosities that no man should ever fathom and beasts lurk amongst the crumbling stone facades, waiting to prey on any that stray too near. To the west, the legions of the Auretian Empire march ever forwards, looking to spread the wings of their fledgling empire to the corners of the world. To the east, an enigmatic Warrior-Priest unites the desert tribesmen under the banner of his one true god. Across the sea to the south, within the jungles of Atam-Shalai, cruel powers stir forth and bring with them the promise of a new world for the Atami people. And, in this confluence of powers, a few wayward souls travel to the city of Mitrapolis. Maybe to make their fortunes, maybe to see the world or maybe simply because they have nowhere left to go.
Wish you nice day. I love CoC & BRP rules and I play (more or less) every friday a game with me friends as a GM. I would like to play as a player and improve me english. I think a player with low level writing english can by a fun addition to play too. So I would like to ask you for help. Do you know a server, game or GM, who would give me a chance to play? S.
Trifletraxor posted a topic in Basic RoleplayingThis tome of a book collects all the rules and options for one of the most original and influential role playing game systems in the world. From its origin, Basic Roleplaying was designed to be intuitive and easy to play. Character attributes follow a 3D6 curve, and the other Basic Roleplaying mechanics are even simpler. Virtually all rolls determining success or failure of a task are determined via the roll of percentile dice. The core virtues of the system are as evident today as they were when it was first introduced. Primary characteristics of Basic Roleplaying that have emerged from decades of play, across many different varieties of the system are as follows: • The system is remarkably friendly to newcomers. It is easy to describe the basics of the game system, and the percentile mechanics, to non-gamers. • Players of other game systems often find Basic Roleplaying to be much less mechanistic and less of a barrier to the actual act of roleplaying. Less time spent on game systems usually equals more time available for roleplaying and thinking “in character.” • Most of the information players need to know is present on their character sheets. • Characters tend to evolve based on practicing the skills they use the most. They do not arbitrarily gain experience in skills and qualities based on ephemeral elements such as levels or experience ranks. • Combat can be very quick and deadly, and often the deciding blow in a conflict is the one to land first. • Basic Roleplaying is remarkably modular: levels of complexity can be added or removed as needed, and the core system works equally well with considerable detail as it does with a minimal amount of rules. The internal consistency of Basic Roleplaying allows for rules judgments to be made rapidly and with little searching through the rulebook for special cases. This book represents a first for Basic Roleplaying—a system complete in one book, without a defined setting. Previously, Basic Roleplaying has been an integral part of standalone games, usually with rich and deep world settings. Due to differences in these settings, Basic Roleplaying has had many different incarnations. Variant and sometimes contradictory rules have emerged between versions, to better support one particular setting over another. Chaosium’s Basic Roleplaying system reconciles these different flavors of the system and brings many variant rules together between the covers of one book, something that has never been done before. Some of these rules are provided as optional extensions, some as alternate systems, and others have been integrated into the core system. By design, this work is not a reinvention of Basic Roleplaying nor a significant evolution of the system. It is instead a collected and complete version of it, without setting, provided as a guide to players and gamemasters everywhere and compatible with most Basic Roleplaying games. It also allows the gamemaster the ability to create his or her own game world (or worlds), to adapt others from fiction, films, or even translate settings from other roleplaying games into Basic Roleplaying. By Jason Durall and Sam Johnson. 400 pages. Published by Chaosium May 2008.