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Rolemaster / Re: My Rolemaster campaign [Thieves World Setting]
« Last post by Druss_the_Legend on Today at 01:03:59 AM »
Way late to the game here, but I too am running a Thieves World/Sanctuary campaign. While recently cleaning, I found my old "Chaosium" Thieves World Adventure Pack and introduced my college-age daughter and several friends to the city of Sanctuary. They are currently in the sewer/tunnel system by request of their benefactor group (my old characters from the 1980's) searching for two sets of artifact armor rumored to be in the city's underground.

awesome! its a fantastic setting.
my players have characters working for Jubal the crimelord. I have fleshed out his organisation quite a bit.

Jubal's Hawkmasks
 
Silverhawks (11)
Commander Horse
Captain Bodin (2IC, Blue Wing Leader)
Kale the Bounty Hunter (UW)
Odin the Bounty Hunter (UW)
Jace the Barbarian (UW)
Azal the Nomad (UW)
Red the Ranger (Red Wing Leader)
Mylarr the Elf (RW)
Mor-am the Rogue (RW)
Moria the Rogue (RW)
Ezra the Rogue (RW)
[UW = Blue Wing, RW = Red Wing]

Greyhawks (10)
Commander Jubal
Captain Lefty (2IC, White Wing Leader)
Rolf the Barbarian (WW)
Grizz the Barbarian (WW)
Ox the Warrior (WW)
Coran the Ranger (WW)
Ferrik the Rogue (Black Wing Leader)
Ignatz the Bounty Hunter (BW)
Jade the Rogue (BW)
Boone the Burglar (BW)
[WW = White Wing, BW = Black Wing]

Nighthawks (4)
Nightshadow the Burglar/Spy (Leader)
Aramis the Assassin
Jalen the Nightshade (Shadow)
Lysandra the Nightblade (Shadow)

The larger units are have subdivisions called 'wings'. These smaller groups can operate independently if needed. Each wing has its own sub-commander/leader. These are Lefty (White Wing), Ferrik the Rogue (Black Wing), Red the Ranger (Red Wing), Bodin (Blue Wing).
Each wing has something unique from others.
Blue Wing have deadly foe-seeking boomerangs.
Red Wing use red feathered 'poisoned' arrows/bolts.
White Wing have at least 5 ranks in adrenal move strength, interrogation, lie perception.
Black Wing have superior lockpick kits (+30) and 5 ranks or more in pick locks, stalk/hide, trickery, gambling, acting and disguise.
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HARP / Re: HARP Core Rules on Drivethru Issue
« Last post by W┼Źdwulf Seaxaning on April 27, 2017, 06:18:51 PM »
I plan to buy print copies as soon as I can afford them - the PDFs will work for now but I like the dead tree kind to read & for my players to use in game. I am glad that the print versions will be up to date.
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Rolemaster / Re: My Rolemaster campaign [Thieves World Setting]
« Last post by Duke of Zuni on April 27, 2017, 03:52:12 PM »
Way late to the game here, but I too am running a Thieves World/Sanctuary campaign. While recently cleaning, I found my old "Chaosium" Thieves World Adventure Pack and introduced my college-age daughter and several friends to the city of Sanctuary. They are currently in the sewer/tunnel system by request of their benefactor group (my old characters from the 1980's) searching for two sets of artifact armor rumored to be in the city's underground.
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Rolemaster Software / Re: Error trying to enable a module.
« Last post by Voriig Kye on April 27, 2017, 07:16:40 AM »
This is due to a known issue in version 2017-03-27.
The application will not allow saving the custom ruleset options.

I am in the process of building an updated version that fixes this issue.

In the meantime, I can provide a file with the ruleset configuration for anyone interested. Please contact me by PM.
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Rolemaster / Re: Rolemaster Spell Cards
« Last post by Voriig Kye on April 27, 2017, 07:13:12 AM »
If ICE doesn't want that much IP available for free, consider seeing if you can sell it as an add-on to ERA or something.  It's pretty slick.
ERA already has all the spell descriptions and parameters.
When a character is added to an adventure, the GM can check the information in the automatic and non-automatic spell casting actions.
The player also gets to have all this information from a smartphone/tablet using the character status module. They can filter a spell by name, list and description. All the parameters are also shown, and the player can check the required roll to succeed, depending on the number of preparation rounds.

As regards the IP issue, I think that ICE will not allow the content of all spell descriptions to be distributed for free. Still, you should contact them to see if there is some middle ground that you can reach with them, so that those who would benefit from your work can access it.
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Rolemaster / Re: Rolemaster Spell Cards
« Last post by planeflake on April 27, 2017, 04:25:39 AM »
You cant do fixed positions with this system, I have tried. I am happy with the spell cards. Yes I have a lot but I play a warrior monk/monk. I do feel sorry for the magician :P. I have csv files with all of the information in so if people want me to share them let me know. If anyone is interested in helping me type up the non ocr spell lists that would also be great.
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Rolemaster / Re: Rolemaster Spell Cards
« Last post by Ynglaur on April 26, 2017, 10:18:42 PM »
If ICE doesn't want that much IP available for free, consider seeing if you can sell it as an add-on to ERA or something.  It's pretty slick.
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Rolemaster / Re: Charge!
« Last post by Hurin on April 26, 2017, 08:41:01 PM »
There are rules from RM2 that you can use, if you don't find anything good in RMSS.
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Rolemaster / Re: Rolemaster Spell Cards
« Last post by jdale on April 26, 2017, 06:36:16 PM »
Maybe get the spell parameters at fixed positions and put the spell description after each spell? You also need the spell level since that is the PP cost.
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Rolemaster / Re: Charge!
« Last post by Daisaku on April 26, 2017, 06:22:08 PM »
Page 120 of the Arms Law states that a lance used on foot, or on an animal that's only walking, uses the spear table (though would that require skill in spear, or lance for OB purposes?)

(ps hi Timmy)
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