Search found 72 matches

by p_Clapham
Wed Aug 13, 2014 5:41 am
Forum: Legend
Topic: Land of Ice and Stone
Replies: 53
Views: 21077

Re: Land of Ice and Stone

This sounds really interesting! I recently had a Ice Age/ Sword & Sorcery encounter in my 1930's Justice League game. Having a campaign set then could be really cool, no pun intended.
by p_Clapham
Wed Aug 13, 2014 5:37 am
Forum: Legend
Topic: Healing Potions
Replies: 14
Views: 6717

Re: Healing Potions

If memory serves me correctly the older editions of Runequest had stuff that was mechanical similar to healing potions. Bonded/ allied spirits that could cast healing spells on your behalf, or items that were enchanted with healing magic.
by p_Clapham
Thu Jul 17, 2014 5:08 am
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

Here are a couple of edges for the Drive skill. “Defensive” Driver Drive 50% Ranged, Resist (Drive) This character is a terror on the road, tailgating, cutting off other drivers, and causing minor accidents around them. When this edge is activated make a Drive roll opposing the target's Drive skill....
by p_Clapham
Tue Jul 15, 2014 5:36 am
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

Thank you! They were an idea I had a few years back. I wanted to make the Call of Cthulhu rules a little more pulpy. So I started adding stuff from MRQ1 like the Combat Actions, and Hero Points. I also wanted the starting characters to have access to one or more Legendary/ Heroic Abilities. The proj...
by p_Clapham
Sat Jul 12, 2014 4:50 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

The edges are intended as a kind of Legendary Ability you can get at character creation. I tried to make the edges as sort of a hybrid of the Legendary Abilities and Common Magic/ Folk Magic. Have you ever looked at Legendary Abilities for MRQ1? What you have is very reminiscent of that mechanic sys...
by p_Clapham
Fri Jul 11, 2014 10:11 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

Here are a few more edges I've come up with. By the end of the summer I'll post a updated version of list. Hopefully I'll have some gadgeteering edges on there too. Nerve Strike Unarmed 50% Instant, Resist (resilience), Touch The character's mastery of unarmed combat is to the point where he can str...
by p_Clapham
Wed Jul 02, 2014 5:16 am
Forum: Legend
Topic: Miniatures In Combat
Replies: 14
Views: 5613

Re: Miniatures In Combat

Seeing as the movement for humans is eight meters per round, how about making the movement for each combat action four meters? The average character should have two, so that should work out, and it would reward characters with three or more, making them extra speedy.
by p_Clapham
Sun Jun 29, 2014 7:44 pm
Forum: Legend
Topic: Rules for Gadgeteering
Replies: 4
Views: 2331

Re: Rules for Gadgeteering

Another rule I am considering, each Innovation or spell is restricted specific science skills. For example you can't create a clone using engineering, or a deathray using biology.
by p_Clapham
Sat Jun 28, 2014 7:40 pm
Forum: Legend
Topic: Rules for Gadgeteering
Replies: 4
Views: 2331

Re: Rules for Gadgeteering

I looked through the BRP book a couple of times, where is the gadgeteering section? I had forgotten about the science-sorcery from Hawkmoon, it looks very close to what I am trying to achieve.
by p_Clapham
Thu Jun 26, 2014 9:43 pm
Forum: Legend
Topic: Rules for Gadgeteering
Replies: 4
Views: 2331

Rules for Gadgeteering

As part of my pulp project I started putting together some initial rules for gadgeteering. This is what I have so far. Gadgeteering works mechanically like sorcery. Rather than having a magic point cost, what the character invests instead is time. Each magic point you'd spend under the sorcery rules...
by p_Clapham
Wed Jun 25, 2014 6:29 pm
Forum: Legend
Topic: Rules for Fear and Madness
Replies: 5
Views: 2869

Re: Rules for Fear and Madness

The rules for Fear and Madness in Necromatic Arts are pretty much dead on to what I was trying to accomplish with my own rule set. All that they require is a little tweaking. Originally I wasn't going to include Sanity Points, but now I am considering it. What do folks think of starting Sanity Point...
by p_Clapham
Tue Jun 24, 2014 6:59 pm
Forum: Legend
Topic: Rules for Fear and Madness
Replies: 5
Views: 2869

Re: Rules for Fear and Madness

Ooo... I forgot about the fear and madness rules from Necromantic Arts. Thanks!
by p_Clapham
Tue Jun 24, 2014 6:38 am
Forum: Legend
Topic: Rules for Fear and Madness
Replies: 5
Views: 2869

Rules for Fear and Madness

I've begun tinkering around with some possible mechanics for fear and madness using the Legend system. Yes there is Call of Cthulhu with its tried and true sanity system, but I felt like trying to make something different. This is what I have so far. When a character is first confronted by a scene o...
by p_Clapham
Mon Jun 16, 2014 6:02 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

Here is a new one, not sure about the power level, I kind of like it. I'm torn between making the activation of the edge be a combat action or a free action. Indomitable Will Persistence 50% Self. Instant The character is a bastion of willpower and self determination, able to persevere by sheer forc...
by p_Clapham
Thu Jun 12, 2014 8:35 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

I have a pretty substantial collection of edges now, so they have all been collected into one file for your downloading pleasure.

http://basicroleplaying.com/downloads.p ... ile&id=558
by p_Clapham
Mon Jun 02, 2014 5:29 pm
Forum: Legend
Topic: Automobile Chase and general Automobile rules
Replies: 3
Views: 1752

Re: Automobile Chase and general Automobile rules

Thank you for the heads up, I'll check those out. Those will be especially valuable for dogfighting rules.
by p_Clapham
Mon Jun 02, 2014 2:25 am
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

I'll have a look at the Mysticism rules again. Astounding Adventures was a bit of a letdown for me. The collection of NPC stats and Mook rules were nice, but it didn't have enough minor powers or perks for the characters. These edge rules I've come up with are kind of what I hoped Astounding Adventu...
by p_Clapham
Mon Jun 02, 2014 2:15 am
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

Here are a few more. Iron Might Brawn 50% Self, Instant The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This edge may be taken a second time when the ch...
by p_Clapham
Fri May 30, 2014 3:18 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

I'm considering having a second level to these edges available when the character reaches 100% in the relevant skill. Some of them will be pretty easy. Fists of Steel would just increase the Damage Die another increment, Eyes of the Cat would grant Dark Sight , and Skin of Bronze would give a charac...
by p_Clapham
Thu May 29, 2014 11:41 pm
Forum: Legend
Topic: Pulp Edges as Heroic Abilities or Common Magic?
Replies: 13
Views: 5377

Re: Pulp Edges as Heroic Abilities or Common Magic?

I used the Folk Magic rules from RQ6 to come up with the following abilities. They are all designed to be a magnitude 1 spell roughly. Fists of Steel Unarmed: 50% Self This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 inste...