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61
SteamCraft RPG / Re: Carrying Capacity
« Last post by Darius on April 19, 2015, 07:35:03 PM »
It was written for the core rules.  There wasn't a chart.  I couldn't find it.  It might have gotten deleted prior to press.  I found it because I am working on a fantasy game that uses a similar mechanic so I pulled it from that.  I will see about adding it to the next supplement or putting it up in an errata. 
62
SteamCraft RPG / Re: Carrying Capacity
« Last post by Anjir on April 19, 2015, 07:11:33 PM »
Very much so! If I may make a suggestion, you should include that in the new supplement as an optional rule for weight standard to follow. Thanks for the quick reply,

Anjir
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SteamCraft RPG / Re: Carrying Capacity
« Last post by Darius on April 19, 2015, 06:56:53 PM »
The Strength charts gives you how to modify based on what is the normal or average rating.  Overall, it is up to you.  However, adventuring shape/normal strength enables a PC to to carry on their body weight equal to 150 pounds.   That means clothes, armor, backpacks, etc.  This assumes everything is balanced out.  Further, they can lift and carry weight of 150 pounds assuming they are not overly burden by equipment.  The average PC could lift, but not carry 225 pounds. 

With all of that said, I leave it up to the GM on how to handle gender differences.  Obviously, on our world females have less muscle mass and therefore the average female would not be able to lift and carry as much.  However, a lot of people do not want to factor those issues into a game.  If you did alter it to females, then 100/100/150 pounds would work.  Of course, this is a game set on a fictional world so I personally do not adjust values based on gender. 

A 50 strength would enable 165 pounds to be carried.  If it really matters, you could always assume 1% per point above or below 40.  So 35 would be 5% lower, and 55% would be 15% higher.

I hope that helps. 
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SteamCraft RPG / Carrying Capacity
« Last post by Anjir on April 19, 2015, 05:34:13 PM »
Hi! I tried finding the table for carrying weight or the formula to calculate it. You see depending on strength how much more or less % to add or remove but how does one determine max carrying/lifting weight?
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Announcements / Website Redesign - Now with Online Store
« Last post by Darius on April 11, 2015, 02:10:59 PM »
We have now launched a redesigned website with the ability to order from us directly.  Please take a look around and let us know what you think. 
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PJ Fantasy RPG / Re: List of PJ 2E Changes
« Last post by Darius on January 31, 2015, 03:57:13 PM »
Elementalism

Recategorized the spells into just four elements.  There are no longer mixed element spells.  This also means there are no longer general category spells.
Added 12 new spells to elementalism. 
Added the ability to specialize in elementalism like you can with other abilities, e.g. you can specialize in water magic. 

The goal of these changes is to simplify the mechanics as well as open up additional setting options.  For example, you can have water or fire casters.  These could have their own guilds.  Or, a setting can have spellcasters that do all.  Having mixed element spells made this option unavailable. 
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PJ Fantasy RPG / Re: Perilous Journeys in my blog
« Last post by Semi-Retired Gamer on January 07, 2015, 11:19:39 AM »
I just put up the final post of my read through of the Perilous Journeys rule book at A Peak at Perilous Journeys 7.
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PJ Fantasy RPG / Re: Ideas for new Magic Items
« Last post by Semi-Retired Gamer on January 05, 2015, 02:23:20 PM »
Cool.  8)

I'm not sure a cursed items section is necessary.  Maybe each one should be unique or maybe there could be a malfunctioning item section?
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PJ Fantasy RPG / Re: Ideas for new Magic Items
« Last post by Darius on January 05, 2015, 12:05:51 PM »
Those are some interesting items.  After reading your posts, I had been thinking about a cursed items section.  Not sure if I want to add those in or not. 
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PJ Fantasy RPG / Ideas for new Magic Items
« Last post by Semi-Retired Gamer on January 05, 2015, 01:58:19 AM »

With the recent posting I have done about the Perilous Journeys Fantasy Role-Playing Game I have had a few ideas here and there for some personal additions to the game.  These are far from complete but I wanted to post them up to preserve the ideas.  The main point is to get the idea down so I can use it later. 


Blanket of Rejuvenation          VII
When a character uses this blanket for rest then Health is recovered at 30% of its normal rating per day assuming a full 8 hours of rest in a safe location.  If not, then health is restored at a rate of 10% per four hours of rest with 4 being the minimum required for health restoration.

Boots of Water Walking          VI
The wearer is able to walk on water for a short distance or a short period of time.  Probably limited uses per day.

Cloak of Invisibility          ?
When the wearer draws the hood over their head and gives the command word, they will turn invisible for a limited amount of time.  Limit the number of uses per day.  Maybe throw in adding to thievery, stealth, or something similar.

Dust of Sleep          V
When the user sprinkles this or blows it in the victim's face, the victim will go to sleep for 2 rounds.  Limit the amount of doses in a bag.

Key of Entrance          VIII or IX?
This is a normal looking key that will actually open up any mundane lock that it is used for.  Upon insertion, the key must lay still so it can adjust to the lock.  The simpler the lock, the faster it is to open.  More complex locks will require more time.

Spectacles of Comprehension          VII
Using this normal looking set of eyeglasses will allow the reader to read any writing they come across in their own language.  Put a time limit and a daily usage on it.


As I previously mentioned, this is all a work in progress and is not complete yet.  More later...

BTW, suggestions and feedback welcome.  How much magic items that any of you created?  Let's see them.  8)
 
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