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PostPosted: Sun May 22, 2011 2:46 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Thanks! :D

Both could be done. I mean anyone could throw it, but it would be a useful advance skill. Maybe a specialist one, or would 'Alchemy' cover it? Doing both is starting to make more and more sense the more I think of it.

I'm gonna have fun with the crossbow stuff. Could do ones for larger hand held crossbows (imagine a big angry Barghast carrying an arbalest with moranth ammo).

I'll have to look at the BRB and see how it can be applied.

If they were used as a style and an advancd skill then maybe points spent in one would be the same in the other at generation, to represent training, and from then onward it would be seperate.


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PostPosted: Sun May 22, 2011 4:26 pm 
Chief Mongoose

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I get the impression that using the munitions is pretty dangerous even for those who know what you are doing so maybe a reasonable chance of something going horribly wrong if you don't have the style / Skill?

I think the ability to use would be part of your Proffession so a Malazan Legion sapper would be something like this: Otherwise have to pick up seperately?

Sapper,
Cultural background: Malazan,
Skill Bonuses: Combat Style: Sapper +10, First Aid +5, Lore (Alchemy), Lore (Moranth Munitions)+10, Perception +5, Resilience +5,

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PostPosted: Sun May 22, 2011 5:29 pm 
Cosmic Mongoose

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Location: Ireland.
There could be something like a critical failure range. For instance, you have Sapper 62. Add 50% of your skill, rounding up. This gives you a 93% critical range.

So, using the Munitions skill (like priming them) only (or maybe include the combat style) take another check when you fail, if you fail a check against your critical range, something seriously bad happens. Maybe the munition your using or working on goes off in your face, doing ridiculous damage (or maybe instantly killing) to the character.


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PostPosted: Sun May 22, 2011 7:26 pm 
Chief Mongoose

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Sounds interesting - but also I think needs to be a flat risk percentage for unskilled use?

say 30%?

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PostPosted: Mon May 23, 2011 10:47 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
For unskilled use I'd say if you fail the first test it just blows up, end of story. If somehow you survive the first use, you get the related skills for free. Steep learning curve.


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PostPosted: Mon May 23, 2011 10:49 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
So, what would be an interesting Warren to start with (I'd rather not do an Elder Warren). Any suggestions?

The Paths (Warrens accessible by humans)

Denul: The Path of Healing (done)

D'riss: The Path of the Earth (done)


Hood's Path: The Path of Death (done)

Meanas: The Path of Shadow and Illusion (done)


Mockra: The Path of the Mind (done)

Rashan: The Path of Darkness (done)

Ruse: The Path of the Sea (done)

Serc: The Path of the Sky

Telas: The Path of Fire (done)

Tennes: The Path of the Land (done)

Thyr: The Path of Light (done)

Question: I have not got too many RQ2 products. Would spells from MRQ1 be compatible to use with RQ2?


Last edited by Mage on Fri Jul 08, 2011 3:56 am, edited 7 times in total.

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PostPosted: Fri May 27, 2011 6:36 pm 
Cosmic Mongoose

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Location: Ireland.
Ok, I am going to work on the path of Fire, Telas.

I could really use help with this, as I find the magic mentioned in the book a little confusing (not so much the spells as the Warren concepts).


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PostPosted: Fri May 27, 2011 9:34 pm 
Chief Mongoose

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I can understand that - its one of the more cool elements of the narative in my opinion but perhaps the most difficult to bring across. I'll try and hlep but its been some time since I read the early books....

The warrens themselves are both a source of power and a realm which can be entered - some more dangerous than others? So the chosen Telas realm is likely not easily navigable (I think) by human mages?
They each seem to have their own "native" inhabitants - ranging from the dead to Dragons to elementals...........

Likely inhabited by fire elementals, beings of fire and heat in the main. In the last book, a least one human enters the Eldar Warren /Hold of the Jaghut and encounters creatures that dwell in that icy world.

Which Magic system (Common, Divine, Sorcery) are you going for those who draw on the warrens? I don't think Sorcery as written fits?

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PostPosted: Sun May 29, 2011 12:42 am 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Thanks for the help.

As for the type of magic, I am seriously contmplating something simliar to Runecasting from 1st edition Mongoose Runequest.

For instance, for the Warren of Fire, it would be Warren Fire. A check would be appropriate to 'open the warren' and then cast spells. Depending on the Magnitude of the Warren you would have to draw more energy from the warren, or open it more to cast higher magnitude spells, with some further gaming effect to reflect that.

As for going into individual warren 'dimensions' I would seriously steer clear of writing rules for that until I have done more 'rules' for the setting in general. It seems like a lot to get bogged down.


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PostPosted: Sun May 29, 2011 8:52 am 
Chief Mongoose

Joined: Wed Jan 31, 2007 5:49 pm
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Thanks for the help.

As for the type of magic, I am seriously contmplating something simliar to Runecasting from 1st edition Mongoose Runequest.

For instance, for the Warren of Fire, it would be Warren Fire. A check would be appropriate to 'open the warren' and then cast spells. Depending on the Magnitude of the Warren you would have to draw more energy from the warren, or open it more to cast higher magnitude spells, with some further gaming effect to reflect that.

Sorry I don't know anything about that system but it sounds appropriate

As for going into individual warren 'dimensions' I would seriously steer clear of writing rules for that until I have done more 'rules' for the setting in general. It seems like a lot to get bogged down.

Agree - you could just put a paragraph saying soemthing like:

Extremely quick travel can be accomplished by using the Warrens as a "short cut". However this is only usuually attempted by hightly trained and skilled individuals or organisations - (there is a very exclusive Coaching company that uses the Warrens as a highway in later books). The warrens nature will fit the the pimary theme of their power - so the Telas Warren will be a hot and firery place filled with creatures and entaties that would inhabit such a world.

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PostPosted: Wed Jun 08, 2011 4:35 pm 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Using the Paths

Unless specified otherwise, these are the only Warrens accessible by humans in game. Each Warren utilised a different Path skill.

Path Telas (POW + CHA)

Gives access to the following spells, but the spells must be learned as per P107 of the Runequest Core Rulebook for Common Magic spells.

If a Path roll is a critical success, the spell costs one less magic point (to a minimum of 1) tp cast.

If the roll fumbles, the caster uses up all the magic points for the spell, and the spell is not cast. Furthermore, at the GMs discression, the Warren may cause backlash.

Spell List:*

Acrid Haze (16)
Bands of Fire (21)
Bands of Heat (21)
Belch Flame (23)
Blast (24)
Caustic Steam (26)
Cauterise (27)
Detonate (35)
Devil's Lash (35)
Gaunltets of Heat (45)
Heatblade (49)
Heatshild (49)
Sunstrike (64)
Embertouch (40)
Firebolt (42)
Gauntlets of Fire (45)
Invisible Flame (51)
Pyreburst (58)
Salamander Form (59)
Volcanic Cloud (69)

*These spells can be found in Runequest Spellbook (MRQ 1st edition)


Last edited by Mage on Fri Jul 08, 2011 2:08 am, edited 1 time in total.

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PostPosted: Tue Jun 14, 2011 4:16 pm 
Chief Mongoose

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The idea looks good and simple enough to traslate across the Warrens.

you could go down the route of having compulsions as in Elric - so that one is effected by the Warren......

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PostPosted: Wed Jun 15, 2011 11:17 am 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
I'll take a look at the Elric book later, can't exactly remember compulsions off the top of my head.

I tried to simplify the magic as much as possible. That way I can get a lot of it done relatively quickly.


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PostPosted: Fri Jul 08, 2011 1:51 am 
Cosmic Mongoose

Joined: Tue Dec 13, 2005 12:32 pm
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Location: Ireland.
Hood's Path: The Path of Death

Spell List*:

16 Abyssmal Pallor
21 Bane
25 Cadaver Eternal
28 Charnel Vault
29 Cloud of Flies
31 Coup deGrace
36 Doom
37 Dragonbane
41 Endless Wound
41 Eye for Decay
42 Fatal Weakenss
52 Kiss of Death
58 Pyreburst
64 Suspended Death
70 Word of Ending
71 Worms in the Apple

21 Bands of Undeath
21 Banshees Keen
30 Corpse Body
31 Crypt Call
33 Deadlock
33 Deadwood
45 Gauntlets of Undeath
48 Groaning Tongue of the Damned
58 Recognise the Risen

*These spells can be found in Runequest Spellbook (MRQ 1st edition)


Last edited by Mage on Fri Jul 08, 2011 2:07 am, edited 3 times in total.

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PostPosted: Fri Jul 08, 2011 1:56 am 
Cosmic Mongoose

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Location: Ireland.
Meanas: The Path of Shadow and Illusion

Spell List*:

Shadow

20 Bandits Cloak
48 Hateblade
51 Jester’s Mockery
60 Shadow Form
61 Shadow Armour
62 Skulking
65 Tarnish

Illusion

16 Abyssal Pallor
20 Babe’s Feeble Grasp
36 Distortion
50 Imaginery Friend
51 Invisible Flame
52 Keystone
65 Total Immersion
67 Trick

*These spells can be found in Runequest Spellbook (MRQ 1st edition)


Last edited by Mage on Fri Jul 08, 2011 2:07 am, edited 1 time in total.

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