Jump to content

Recommended Posts

On 5/30/2020 at 9:36 PM, HeartQuintessence said:

, since in the elfquest RPG apparently you can fail to telepathically talk to others... ( which is fine if you're an elf who's never done it, but for some elves its a matter of survival to do that... soo.. you shouldn't be able to fail unless impaired in my opinion.)

As far as I remember, nothing prevents you from re-trying. It will just cost you more MPs to activate it, and Elves have a high base skill.

If the rules are really identical to the BGB Psychic powers rules, MP cost may be a issue, though. It requires 1 MP per combat round, which means a character with POW 18 will only be able to endure a little less than 4 minutes contact before falling inconscious. Far from the 1 MP for 5 minutes of RQ's Spirit Magic spell.

Link to post
Share on other sites
On 5/30/2020 at 8:36 PM, HeartQuintessence said:

...If people are interested I'd be willing to  see about Veritas-- though I think the Elfquest RPG is hard to find (its definately out of print, but there are dozens of other systems that might work better for EQ, since in the elfquest RPG apparently you can fail to telepathically talk to others... ( which is fine if you're an elf who's never done it, but for some elves its a matter of survival to do that... soo.. you shouldn't be able to fail unless impaired in my opinion.)

Wolf-rider elves have a starting POW of 2D6+6, and the Sending (basic telepathy skill) at POW x 4, and whilst a failed sending costs 1 MP if they were paying MP (See later) , a character with poor skill can BOOST their chance by spending extra MP (+10% per MP).

A message costs  a base of 1 MP per 1000yds range, but for every 10 percent skill, you get 1000yds "free"... so an Elf with 10% Sending  trying to send a message within 1000yds (i.e. for free) can fail, but it costs them nothing and they can add to their chance of success by spending MP... 

A typical  Wolf-rider (Sending 52%) who isn't that fussed about how quickly they get through  can try  free sendings to folk within ~2.8 miles for no cost (barring fumbles, which always cost 1 MP) and  one in every two attempts will get through - a fair game representation of the "telepath pauses and screws up their face in concentration" - but if they want minimal chance of error, they spend 5MP to boost their success chance to 102%.

I rather like that it puts limits on what can be achieved related to skill, whilst implying sufficient reliability that casual usage need not bog play down, but for certainty the player will need to commit some resource. 

Cheers,

Nick

Link to post
Share on other sites
1 hour ago, HeartQuintessence said:

Good point. I've never actually had an encounter with the physical book. and pdfs probably do not exist if this was published... *wikipedia* 1984...

No legit ones. The pdf format didn't even existed when the licenses lapsed.

Link to post
Share on other sites

I remember seeing Elfquest and its supplements around but ended up getting Toon instead.  Have a Warp Graphics copy of Issue 1, caught a bit more of the story via the Marvel reprints but never was able to follow the twists and turns of its overall plot.  Given what I now know about my gaming group at the time, Toon was the right choice.  Stone Age savage elves just weren't in their wheelhouse, although Wolfriders as native opponents might have made a good Classic Traveller encounter.  Still, it would be interesting to find a copy.

Link to post
Share on other sites
On 5/28/2020 at 6:21 AM, Lloyd Dupont said:

Thanks for this in depth explanation...

Right now and forever I have been using Homebrew vaguely prepared games.. but as I struggle to come up with a well prepared original new genre (for me) I am thinking to myself... maybe I should have another go at pre made adventures, so much easier.. and you sold me the RingWorld quite well! :)

I created a Known Space/Ringworld adventure for RadCon 2020 but didn't get any players for it.  The thing about adventuring on Ringworld is the insane size.  Giving the players the options to go anywhere on it seemed too daunting to me, so I was always reluctant to run it. Honestly, the crashed ship onto Ringworld is really a nice way to limit how far they can go and see.  You could prep a number of different scenarios and use them no matter where they PCs go (visiting the other great ocean for example) but they always have an easy exit with advanced vehicles. 

Here's a Ringworld character sheet I created from the River of Heaven OpenQuest RPG sheet.  One of the more simplified versions of a BRP-type system. 

http://www.mediafire.com/file/7420fdvpd70vpx8/Ringworld_BRP_Character_Sheet_v2.pdf/file

Edited by ORtrail
  • Like 2
Link to post
Share on other sites

Join the conversation

You can post now and register later. If you have an account, sign in now to post with your account.

Guest
Reply to this topic...

×   Pasted as rich text.   Paste as plain text instead

  Only 75 emoji are allowed.

×   Your link has been automatically embedded.   Display as a link instead

×   Your previous content has been restored.   Clear editor

×   You cannot paste images directly. Upload or insert images from URL.

×
×
  • Create New...