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tkdguy

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Everything posted by tkdguy

  1. Don't you mean the Light Claymore (or claidh more, if you prefer)? What about the Japanes Jedi who practice with Light Katanas?
  2. I was watching the Barbarians special on the History Channel when I remembered something. Treasure doesn't always have to come in the form of coins and gems. The Viking chiefs would often reward their followers with valuable items. They were usually made of gold or siver, but they weren't coins. Jewelry comes to mind. Rings, armbands, necklaces are all considered precious. Many have gems set in them. Then there are other ornaments. Siver goblets (like the one Bilbo stole from Smaug), statues, and ornaments such as little golden bells or the like are all valuable. I seem to remember those little golden bells being part of the princess' ransom in Shanghai Noon. Not everything needs to be made of precious metal. A wooden carving woud be prized if it is of exceptional quality. Furs and cloth (especially silk) would fetch a good price in the market. A tapestry would make a good centerpiece. Let's not forget livestock. Cattle was the measure of wealth in the Celtic world. The Tain (sorry, I can't remember how to spell the entire name), where the Irish hero Cuchulain played a major role, was precisely that: a cattle raid, albeit one of epic proportions. And even in the Mabinogi, the kingdoms of Gwynedd and Dyfed went to war because Gwydion, the heir to Gwynedd's throne, used trickery to obtain the pigs owned by Pryderi, Dyfed's ruler. Even chickens and ducks would be considered valuable to the poor. In short, instead of stocking the dragon's lair with layers of gold and silver coins, how about putting a little variety in the hoard?
  3. Also, remember that gold isn't valuable as currency during the War of the Lance. They use steel coins instead. But you can use siver and copper coins as usual.
  4. Thanks for the compliment about the races. However, I think it is possible to play in a D&D world without making it a D&D game. Just change the magic and other stuff so that it doesn't work like D&D. Besides, some of the D&D worlds work well, and you can use any system that's not D&D.
  5. Have you checked out the Enlightenment Fantasy thread on the Other Genres forum? There were some good ideas there from a bunch of players. I even thought of some minor magical items for the genre. I still can't believe one of my players wanted to develop technology to the point that there would be mecha by 1940! As if I would have let him.
  6. You could, if you wish, introduce some low-powered magic in an otherwise historical campaign. Frankly, I enjoy being able to do stuff without magic. I remember wanting to do that since I played AD&D 2nd Edition. The rest of my group didn't like the idea. I think we share similar tastes on the genres we play. I only wish you were one of my players in my Castle Falkenstein game. Everyone else tried to turn it postmodern. I could have used someone to show everyone how to play it properly.
  7. Re: Whovians Unite! I remember Venusian Aikido having lots of nerve strikes. Maybe an actual punch or two was thrown. It has been so long since I watched Doctor Who, so I can't recall all the details. It seems only the Pertwee Doctor (#3) knew Venusian Aikido.
  8. Even if you don't run a game with them soon, you may still get ideas or inspiration from them. I have rpgs I've never even run or played in, but they have given me ideas. Maybe the books will get your creative juices anyway. And maybe one of your friends will want to run a Star Hero campaign and may need to borrow your stuff. Even if none of that happens, you can just read them anyway. If you enjoy reading them, your money was well spent.
  9. How about this concept for the Doctor. He's cold and unemotional like Spock, but he takes on the bad guys like James Bond. Except for the Jon Pertwee Doctor, our favorite Time Lord fights more like 007 than Bruce Lee anyway.
  10. I use lots of Eastern martial arts, but the names have been Westernized. I regret that decision because it confused my players, who are all Asian, myself included. There is a lot of swordplay in the campaign, though. Since armor was no longer commonly used in the late 17th century, it is very rare. In any case, the characters are all civilians, they wouldn't normally have access to armor anyway. Perhaps a mail shirt would be worn under the clothing, but the characters can't afford it yet.
  11. Something based mostly on 17th century Europe, with some Asian influences. I advertised it to my players as The Three Musketeers mixed with Enter the Dragon. Obviously combat heavy, but I intended to include politics and exploration. Unfortunately, the players didn't care for the last two.
  12. Off the top of my head: Draconians: Maybe you can use lizard men to approximate them. I remember most of them had wings, but I don't recall them ever flying. I haven't read the books in a while. They also have special effects when they die. Some turn to stone; others explode. I'll get back to you with all the details when I find my books. Kender: They should have the Psychological Limitation kleptomaniac. They are also fearless (maybe a 20-pt. psy lim or Aid to PRE, only to negate fear effects) and have the ability to taunt people (Aid to PRE or Mind Control, only to anger others in both cases). They also have a Repution disad for all the above. Gnomes: These guys fancy themselves inventors; however, all their creations invariably malfunction. They also have ridiculously long names and speak a mile a minute. Gully Dwarves: -5 (at least) to INT and PRE. They can't count higher than two. They have very bad table manners. The very fact that one is a gully dwarf should count as a social limitation.
  13. I could run a purely historical game, but there may be some elements my players and I would like to include or exclude, which would make the campaign historically inaccurate. Also, I can have a little more freedom in crafting my world if I deviate a bit from history. Perhaps my campaigns would be more properly classified as fiction rather than fantasy.
  14. Wow, I didn't know we could do that. You learn something new every day. Thanks, Eosin! That helps a lot.
  15. I read somewhere that Davis/Panzer productions decided that the movies and the TV series were set in parallel universes. I can't verify or disprove that statement, but most fans are displeased with the lack of continuity in the movies and in the TV show; sometimes a later episode would refute a claim made in an earlier one. And most people were displeased with Endgame, just like they didn't like HL 2 or 3. The problem with this genre is that it keeps reinventing itself in the hope of attracting new fans. Unfortuately, doing so only seems to anger the existing fans.
  16. I like pseudo-historical fantasy. That is, I do research on a time period and adhere to it somewhat. But I will make a few changes in history here and there. Since my world is a parallel universe/timeline, I won't sweat the details too much. Otherwise, I'd spend all my time doing research and have no time for gaming. I've been on this nonmagical fantasymindset for a year now. I think my gamers would prefer a little magic, though.
  17. Methos Methos Val CHA Cost Roll Notes 13 STR 3 12- Lift 150 kg; 2 ½ d6 HTH Damage 18 DEX 24 13- OCV: 6/DCV: 6 20 CON 30 13- 20 BODY 30 13- 21 INT 12 13- PER Roll 11- 20 EGO 30 13- ECV: 7 20 PRE 10 13- PRE Attack: 4d6 16 COM 3 13- 8 PD 5 Total: 8 PD (3 rPD) 8 ED 4 Total: 8 ED (3 rED) 4 SPD 12 Phases: 3, 6, 9, 12 10 REC 3 50 END 5 50 STUN 13 Total Characteristics Cost: 184 Movement: Running: 6"/12" Swimming: 2"/4" Cost Powers & Skills 5 Immunity to aging 10 Immunity to disease 40 Regeneration: 1 BODY per Turn, resurrection (may be stopped by beheading), reduced endurance (0 END, +½), persistent (+½), self only (-½) 7 The Buzz: Danger Sense, functions as a sense, out of combat, only works against Immortals and pre-Immortals (-2). 15 Does not bleed 13 The Quickening: 1d6 Aid, applied to any Characteristic or power (+2), Fade rate 1 century (+3 1/4), Takes 1 Turn (-1 1/4), Self only (-½), only by beheading another Immortal (-2) 5 Empower Weapon 1d6 RKA, no range (-1/2), OAF sword (-1), linked to sword attack (-1/2) 10 The Last: 3d6 Telepathy, takes full phase (-1/2) Martial Arts: Swordfighting Maneuver OCV DCV Damage 4 Counterstrike +2 +2 2d6+1, must follow parry 4 Lock +1 +0 Bind +10 STR 4 Parry +2 +2 Block, Abort 5 Plunging Strike -2 +1 3d6 4 Slash +0 +2 2d6+1 5 Thrust +1 +3 1 ½ d6 4 Martial Dodge -- +5 Dodge all attacks, abort Perks: 2 Deep Cover (Adam Pierson) 10 Wealthy Talents: 6 Combat Luck 5 Eidetic Memory Skills: 3 Climbing 13- 3 Combat Driving 13- 5 Computer Programming 14- 5 Concealment 14- 5 Conversation 8- 5 Contact: Joe Dawson 11- 5 Deduction 14- 5 Eidetic Memory 9 Fast Draw 16- 5 High Society 13- 5 KS: Other Immortals 14- 3 KS: Research Procedures 12- 3 Linguist 4 English 3 Arabic 2 Egyptian 4 French 3 German 4 Greek 4 Italian 3 Japanese 2 Mandarin 3 Mongolian 3 Russian 3 Spanish 3 Turkish 3 Navigation 11- 5 Paramedics 14- 3 PS: Historian 12- 2 PS: Doctor 11- 5 Riding 14- 3 Seduction 13- 9 Shadowing 14- 7 Stealth 15- 3 Traveler 5 CK: London 14- 5 CK: Paris 14- 3 CK: Seacouver, WA 12- 7 Tactics 15- 1 TF: Small motorized ground vehicles 2 WF: Small Arms 2 WF: Common Melee Weapons 16 +2 levels on all combat 10 +2 on all DCV 6 +2 levels with swords 5 Defense Maneuver II 361 Total Powers & Skills Cost 545 Total Character Cost 300+ Disadvantages 10 Distinctive Features: Immortal (not concealable, other Immortals only) 20 Hunted: Other Immortals 14- 20 Normal Characteristic Maxima 0 Physical Limitation: Cannot have children 15 Physical Limitation: Cannot fight on holy ground 15 Psychological Limitation: Rules of Combat 15 Psychological Limitation: Cynical, jaded personality 10 Psychological Limitation: Hates the sea 20 Psychological Limitation: Self-centered 10 Public ID: 10 Reputation: Oldest Immortal (extreme, 8-) 15 Secret ID: Immortal 85 Experience 545 Total Disadvantage Points Background/History: Methos is the oldest living Immortal, having lived for over five millennia. Little is known about this ancient Immortal. Indeed, he is little more than a legend to most people. His identity is so secret, that while the Watchers know of his existence, they do not know who he is. Methos himself barely remembers his own past. He remembers taking his first head about 5000 years ago, but hardly anything before that. However, he does remember that he has not always been as peaceful as he is today. During his youth in the Bronze Age, Methos teamed up with three other Immortals: Kronos, Silas, and Caspian. Together, they became the Four Horsemen, and they spread terror wherever they roamed, killing people and pillaging villages. But Methos was not as ruthless as the others, and when the group disbanded, he became more altruistic. Only sketchy details are revealed about Methos during ancient times. From his journals it is inferred that he traveled to Egypt and Greece, as he wrote in hieroglyphics and Greek. It is not known whether he ever traveled to Rome, but as he survived the rise and fall of the Roman Empire, it is safe to assume that he made at least one journey to the Eternal City. Details about Methos’ life during the Middle Ages are equally vague. Sometime during the 800’s, Methos sailed to Ireland with a group of monks. He found the experience so distasteful that to this day he hates the sea. In the 1400’s he studied medicine at Magdeburg. During the nineteenth century, Methos befriended the Immortal poet Lord Byron. He was with Byron and Percy Shelly at Byron’s retreat when another Immortal challenged Byron. Byron won the duel, but he fell dead from his wounds. Shelly’s wife Mary witnessed the duel and the resulting Quickening. She also watched Byron die and return to life. Methos told her about Immortals, and she used her knowledge to create the novel Frankenstein. By this time, Methos had become averse to killing. He tended to avoid fighting other Immortals unless he had no choice. Eventually, Methos learned about the Watchers. He joined the organization under the name Adam Pierson. Ironically, he was assigned to research himself. Methos made sure the Watchers never learned his true identity. He also used the Watcher database to research other Immortals so that he could avoid them. But Methos’ true identity was discovered, first by Duncan MacLeod, and then by Kalas. Kalas wanted to take Methos’ head in order to gain enough power to defeat MacLeod. Methos, having avoided combat for so long, found that he could not defeat Kalas. He escaped and tried to force MacLeod to take his head. But MacLeod would not kill Methos. Methos arranged to have Kalas arrested for murder. Kalas soon escaped, but MacLeod defeated him in combat. At Joe Dawson’s bar in Seacouver, Methos met a waitress named Alexa Bond and was attracted to her. He won her over through charm and persistence. He soon learned that Alexa was terminally ill. Undeterred, Methos took her to around the world, leaving her only to help MacLeod break free of a Dark Quickening. When Alexa’s condition worsened, Methos attempted to obtain the Methuselah stone, a crystal that could grant longevity. Sadly, he failed, and Alexa died. Methos buried her in Paris, where he lived. In 1997, Kronos found Methos and forced him to find the other Horsemen. Kronos had developed a virus that would kill millions. He intended to rule the world with the other Horsemen. Methos knew he could not beat Kronos, so he secretly enlisted the aid of Duncan MacLeod. MacLeod killed Caspian and Kronos, while Methos killed Silas. In recent years, Methos left the Watchers. But he teamed up with Joe Dawson, whose daughter was kidnapped by an Immortal who held a grudge against Methos. Methos fought and killed his enemy. When Connor MacLeod disappeared, Duncan searched for him. Methos told Duncan about the Sanctuary, a place where Immortals weary of the Game could stay. Methos, along with Joe Dawson, later rescued Duncan when the Watchers kidnapped the latter. Personality/Motivation: Methos believes he has seen and done everything, and he is probably right. He has grown somewhat weary of the world and has become cynical and jaded. However, he still values his life. Therefore, although he tries to avoid the Game as much as possible, he will fight to the best of his ability when cornered. Quote: “Duncan MacLeod. Mi casa es su casa. Have a beer†Powers/Tactics: Methos is a skilled swordsman. However, he has grown weary of the violence that all Immortals live with. He therefore prefers to avoid combat unless he is forced to fight or if he is protecting a friend. Methos wields a bastard sword with both hands. Appearance: Methos is tall and thin, with short dark hair. He usually wears oversized sweaters and is immensely fond of beer. Designer's Notes: Methos is played by Peter Wingfield, who appeared in Highlander: The Series and Highlander: Endgame. ( Methos is created by Davis/Panzer Productions, character sheet created by Michael Surbrook)
  18. New stuff added Some additional text: The Prize (Note: It is not necessary to write up the Prize in game terms. Should an Immortal character gain it during the course of play, it is time to end the campaign. However, should a player wish to continue playing the character, the character would be a mortal with great psychic power. However, he will have lost all his Immortal powers by then. – CO2) The Four Horsemen of the Apocalypse In the Bronze Age, four Immortals spread terror throughout Europe and Asia. Their names were Kronos, Methos, Silas, and Caspian. They called themselves the Four Horsemen of the Apocalypse, and they became symbols of doom. To meet them was to die by their hands. Nobody knows how long their reign of terror lasted, but they eventually disbanded. They did not meet again until late in the twentieth century. Kronos had developed a virus that would eradicate humanity. But Methos had changed over the centuries. He enlisted the aid of his friend Duncan MacLeod. Together, the two Immortals put an end to the Horsemen forever. The Hunters Only one Immortal, Xavier St. Cloud, is known to have worked with the Hunters. Horton had promised to help him become the last Immortal. Since they shared a common enemy in Duncan MacLeod, the two worked together. St. Cloud broke the rules of combat, sending the Hunters to slow down his opponents, then beheading the fallen Immortals. Duncan MacLeod found his enemies in Paris. He killed Xavier St. Cloud, and Joe Dawson shot Horton as the latter attempted to flee by boat. Horton fell into the water and was presumed dead. However, he would not meet his demise until later, after a final attempt to kill the Highlander. I also added photos from the movies and the series.
  19. Just a quick update (and to bump up this thread): I will post the write up of Methos soon. Should I post it here or in the Duncan MacLeod thread?
  20. Personally, I'd take the weapon's STR minimum into account. When I practice Kumdo (Korean version of Kendo or Iaido), I'm swinging at the air, but my arms do get tired after a while, especially when I'm using the heavy white oak swords. It makes sense to use END to reload the crossbow. It looks like it requires a lot of effor. Keep in mind, I'm just stating my own opinion. I don't have the rulebook with me at this time.
  21. Thanks, guys. I am going to add pictures in it (not this post, my draft). I did lots of write-ups of the heroes, which I just found. I haven't gotten around to the villains yet. Would anyone be interested?
  22. That would be great. Thanks. Glad you like what you see.
  23. Unfortunately I haven't had the chance to test it yet. My friends don't come together to do rpgs too often, and I'm the only Highlander fan in the group. The reason I put in both Sense Immortal and DF: Immortal is that while they can all sense one another eventually, there's a chance one can sense the other first and get the drop on him. Just to spice things up.
  24. Please keep in mind that this is still a work in progress. Any and all suggestions are welcome. I posted it for that reason.
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