Search found 66 matches

by Fonso
Fri Apr 27, 2012 2:59 pm
Forum: Legend
Topic: Legend/Runequest II Framework for Maptool
Replies: 9
Views: 4224

Re: Legend/Runequest II Framework for Maptool

Thanks again.
Tonight I´ll try to install it and play around with it.
by Fonso
Fri Apr 27, 2012 8:11 am
Forum: Legend
Topic: Legend/Runequest II Framework for Maptool
Replies: 9
Views: 4224

Re: Legend/Runequest II Framework for Maptool

It's amazing!
Thank you!

PD: The download link in maptool's website is not working, franklo.
Could you fix it?
Thanks againg. I woul love to try it.
by Fonso
Sat Apr 14, 2012 12:35 pm
Forum: Legend
Topic: Spells of Legend
Replies: 243
Views: 122953

Re: Spells of Legend

Two aspects to consider, I think, is determining from where the spells came and the role of the cult at obtaining magic. Is the divinity active or pasive in respect to casting magic? If the divinity who determines whether or not to give the spells, I don´t think he server the access to a faithful fo...
by Fonso
Wed Feb 29, 2012 4:49 pm
Forum: Legend
Topic: Legend online?
Replies: 15
Views: 2824

Re: Legend online?

Maptools is very useful for this kind of games.

You can find it (it's free) here:
http://www.rptools.net/
by Fonso
Wed Feb 29, 2012 1:01 pm
Forum: Legend
Topic: Poisons
Replies: 37
Views: 4213

Re: Poisons

Sure, in combat, the faster poison the better.... except when you are the target. :lol:

What I meant is that in other circunstances, a slower action poison can be better. I did not realize he was speaking about use poison only in combat.
by Fonso
Wed Feb 29, 2012 9:45 am
Forum: Legend
Topic: Poisons
Replies: 37
Views: 4213

Re: Poisons

2. Also in the arms book, it implies (p155 legend) that a alchemy skill of 01-20 can create poisons that are immediate, and instant. While it takes a higher skill of to delay the onset and duration. This seems somewhat silly. If my enemy has poison, why bother to make it delayed, he can just render...
by Fonso
Sat Feb 18, 2012 10:25 am
Forum: Legend
Topic: Concert Casting and Epic Magic
Replies: 12
Views: 1832

Re: Concert Casting and Epic Magic

Magic of that scale reminds me to Birthright setting. It was a campaing setting for AD&D where the characters were kings and archmages. There were several scales of magic: adventuring magic (normal AD&D magic), battle magic (able of change battles) and realm magic (ritual magic affecting entire prov...
by Fonso
Sat Feb 18, 2012 1:57 am
Forum: Legend
Topic: Legend's Guild of Assassins
Replies: 6
Views: 1093

Re: Legend's Guild of Assassins

I like it, alex_greene.

I wondered if there had been any official response that I had passed. Now I find another faction to replace it :shock: Thus is a pleasure to ask. Thanks!
by Fonso
Thu Feb 16, 2012 10:23 am
Forum: Legend
Topic: Legend's Guild of Assassins
Replies: 6
Views: 1093

Legend's Guild of Assassins

In Legend Core Book, the Guild of Assassins has the same cult skills than the Order of Black Serpent.

Is it right?

I guess it should be similar but I doubt they teach the same grimoire.
by Fonso
Sun Feb 05, 2012 10:15 am
Forum: Legend
Topic: A Dead Man's Magic ?
Replies: 9
Views: 1284

Re: A Dead Man's Magic ?

I remember reading about this in the forum before, but not where.

I think that the enchantment continues working until is broken or disenchanted. It is not necessary the creator is still alive at all.
by Fonso
Sat Feb 04, 2012 1:25 pm
Forum: Legend
Topic: Losing and Regaining Lost Permanent Magic Points
Replies: 11
Views: 996

Re: Losing and Regaining Lost Permanent Magic Points

I would use a Restoration sorcery spell to recover these lost MP.

Technically isn't "characteristic damage", but is very similar.
by Fonso
Thu Feb 02, 2012 9:09 am
Forum: Legend
Topic: Threats and Traps
Replies: 17
Views: 2943

Re: Threats and Traps

Some traps that I used in various adventures. Pit Trap Description: Typical hidden trap in the floor that opens when someone with TAM 3 or more steps on TAM 3? Please explain. @daxos232 I like your ideas, very dangerous and sneaky. Always a good thing! RangerDan is right. I meant SIZ 3 but I slippe...
by Fonso
Wed Feb 01, 2012 4:17 pm
Forum: Legend
Topic: Threats and Traps
Replies: 17
Views: 2943

Re: Threats and Traps

Some traps that I used in various adventures. Pit Trap Description: Typical hidden trap in the floor that opens when someone with SIZ 3 or more steps on Reacction: Perception -20%. Effects : Falling of 5 meters (1d6 damage in a random location and fall prone. Armor don't protect against this damage)...
by Fonso
Mon Jan 30, 2012 5:39 pm
Forum: Legend
Topic: astronomy
Replies: 31
Views: 3071

Re: astronomy

And, even if it is a sphere flying through space, if the peoples of that fantasy world do not believe it to be a sphere flying through space, then their assumptions about the way in which the heavens work will prevent them from assigning anything but magical or divine explanations to the way that c...
by Fonso
Mon Dec 19, 2011 11:02 am
Forum: Legend
Topic: Ranged Attacks vs. Cover
Replies: 60
Views: 6005

Re: Ranged Attacks vs. Cover

--- Also I noted that if we wanted RQ modern to work, we need defensive CMs that can be used against ranged attacks, counter-shot (like riposte) and dive for cover are ideas, but we probably need more. And couldn't you technically try to blind your opponent with your blade? Some ideas on how use de...
by Fonso
Sun Dec 04, 2011 9:32 am
Forum: Legend
Topic: Spirit Magic for Legend
Replies: 37
Views: 6025

Re: Spirit Magic for Legend

Guardian and Bane spirits were introduced at the Core Rules, not S&P.
And they scale in the same way of the Core Rules too, individually for spirit type, not in the same way for all, as the S&P article.

I don't see anything changed or new, but I'm not native and could be wrong.
by Fonso
Fri Dec 02, 2011 11:21 pm
Forum: Legend
Topic: Spirit Magic for Legend
Replies: 37
Views: 6025

Re: Spirit Magic for Legend

Dan True wrote:Not an expert on Spirit Magic, so I can't see this myself. Has the S&P articles on Spirit Magic been merged with this content?

- Dan
I'm afraid that no. It's not merged. I would say that is exactly the spirit magic chapter of MRQ II's book word by word.
by Fonso
Fri Oct 14, 2011 2:13 pm
Forum: Legend
Topic: Success Probability Too High?
Replies: 22
Views: 3314

Re: Success Probability Too High?

PhilHibbs wrote:
Does WFRP have parrying or dodge/evade, either passive (like Defense in Chaosium RQ1&2) or active (like evade or parry in MRQ)?
If I remember correctly, active too.
by Fonso
Sat Sep 17, 2011 8:17 am
Forum: Legend
Topic: INT question
Replies: 20
Views: 1895

Re: INT question

I usually do something similar. When a player cast an enhancement spell, the bonus he wins is always active. Then, an enhancement of +15 STR means the minimal strength he can use is 16 (1 from himself + 15 from the spell). If he is not very careful, he will break delicate things. The other spells of...
by Fonso
Mon Sep 05, 2011 8:29 am
Forum: Legend
Topic: Enhanced Parry question
Replies: 2
Views: 529

Re: Enhanced Parry question

If you have an spirit integrated that gives you "Enhanced parry" CM, you could enhance the weapon size of your parrying weapon by two stages even in a case of critical parry vs succesful attack.

I can't think another situation when you could stack two enhanced parries and they be useful.