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> Вопросы по другим ролевым системам

Baron von Juntz
post Sep 28 2006, 00:58
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Поскольку часто звучат вопросы по тем же Exalted, которые к Миру Тьмы не относятся, то создается тема для вопросов по остальным системам (не только Белых Волков).

Кто-нибудь что-нибудь слышал о книге Human Occupied Lanfil от Black Dog, вроде как это изданная Беловолками РПГ-система Черны Псов. Действительно ли такая книга издавалась в реальности?
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Lian
post Sep 28 2006, 09:35
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Книга называется вот так: "Human Occupied Landfill". Она действительно издавалась. Для желающих подвешу ее несколько позже в тему "Сканы", если таковые будут (весит она около 90мб).
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Baron von Juntz
post Sep 28 2006, 19:11
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Был бы очень признателен, если бы вы вылдожили, интересно было бы ознакомиться с таких оригинальным проектом. А как оцениваете эту книгу?
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Бернхард
post Sep 29 2006, 21:26
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QUOTE
А как оцениваете эту книгу?


Там такой шрифт, что читать почти невозможно :)
А вообще, это просто стёб на тему ролевых игр.
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Baron von Juntz
post Oct 14 2006, 15:20
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Читал. Сходство с ВтМными вампирами только усугубилось.
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Морган
post Oct 14 2006, 16:39
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QUOTE(Baron von Juntz @ Oct 14 2006, 16:20)
Читал. Сходство с ВтМными вампирами только усугубилось.
[right][snapback]86884[/snapback][/right]


Там, помниться, ещё и кланы сделать обещали...
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fenix
post Oct 31 2006, 16:34
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Хотелось бы что-нибудь узнать о ролевой системе Star Wars.
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Lian
post Nov 5 2006, 12:42
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Система выходила в двух вариантах под Д6 и Д20. Представляет собой приключения в мире SW.
Вариант Д20 частично переведен на русский. К сожалению, русский сайт сейчас недоступен по техническим причинам.
Информация на английском есть тут:
http://www.wizards.com/default.asp?x=starwars

Star Wars Roleplaying Game

1st ed by Bill Slavisceck, Andy Collins, JD Wiker (2000) Wizards of the Coast

A sci-fi game set in the universe of the movie series by George Lucas. It uses a variant of the D20 System developed for 3rd edition Dungeons & Dragons. Character creation is based on random-roll attributes along with races and classes as in the original system. However, characters have a Defense Bonus (which adds to Armor Class) as well as a Reputation score which depend on class and level. The damage system has a separate pool of Wound Points (always equal to Constitution) and Vitality Points (which are gained in dice per level). Critical hits and other special damage subtract directly from WP, but otherwise damage comes out of VP first. It also includes a Force Point system, where all characters have Force Points which can be spent for a bonus to die rolls. You gain a force point with each level or from performing an act of dramatic heroism.

Star Wars

1st ed by Greg Costikyan, Greg Gorden, Bill Slavicsek (1987) West End Games

2nd ed by Bill Smith (1992)

Revised and Expanded ed by Bill Smith, Peter Schweighofer, George R. Strayton, Paul Sudlow, Eric S. Trautman, Greg Farshtey (1996)

A sci-fi game set in the universe of the movie series by George Lucas. The later editions are nominally set after the film trilogy, when the New Republic has emerged. However, play during the original film period are also supported. This uses the simple "D6" system: roll d6's equal to attribute + skill and compare total vs difficulty. Character creation is by picking a pre-gen template or limited point-buy.
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Lian
post Nov 8 2006, 00:41
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Ниже дана ссылка на список полезных ресурсов по мирам D20.

http://www.community3e.com/links.html
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Kane
post Jan 1 2007, 04:13
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В начале 90-тых Белый Волк выпускал ролевую систему Ars Magica (Искусство Волшебства), потом ее перекупили Wizards, а потом Атлас). Может Вы знаете ресурсы (некоммерческие) где можно найти файлы по упомянутой системе (желательно выпущенные еще Белым Волком)? Заранее благодарен.

Сообщение отредактировал Kane - Jan 1 2007, 04:16
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Бернхард
post Jan 1 2007, 16:46
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Пишешь сюда, какие именно книги надо, и кто-нибудь да выложит.

П.С. У меня есть сканы рулбуков 1-й и 4-й редакции.
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Tony Smile
post Jan 2 2007, 05:17
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Слышал, что есть система настолки по Звёздным Войнам. Кто знает, есть ли ролевая система/сеттинг по комиксам Люди Х (X-MEN)?
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Lian
post Jan 2 2007, 11:22
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Marvel Universe Roleplaying Game is a role-playing game set in the Marvel Universe. It was published in 2003 by Marvel Comics. The game used a diceless system different from either of the previous RPGs set in the Marvel Universe.

The game included versions of several popular Marvel characters, including Spider-Man, the Hulk, Captain America, the Fantastic Four, and the X-Men. It also allowed for designing one's own heroes and villains.


System
The central game mechanic is the allocation of energy/effort, in the form of "red stones". These stones, initially equal in number to the character's "Energy Reserve" statistic are allocated to powers, attacks, and defenses by the players and GM. Allocated stones are then compared to determine success or failure at tasks.


Task Resolution
Opposed tasks are handled by comparing how many red stones each character has allocated to the struggle, with the character who has put in more winning. The degree of success is determined by how many more stones the winner put in.

Normal tasks have both a Difficulty Level and a Resistance. The Difficulty Level determines the minimum value one must have in a relevant trait to have any chance of success at all. If the character's trait meets or exceeds the Difficulty Level, then the player may allocate red stones of effort to the task; the number needed to succeed is the Resistance. For some tasks, the Resistance must be overcome in a single action; for others, it may be overcome in a series of actions. The latter type usually applies where a task can be accomplished over some time -- e.g., safecracking, solving a puzzle, or other such tasks.


Recovery
At the end of each turn, characters lose the red stones they expended during the turn. They then "regenerate" red stones, regaining a number depending on their Health or Intelligence, possibly modified by special powers. They cannot regenerate to a number of stones greater than their starting level, and regeneration rates are typically small compared to a character's Energy Reserve.


Combat
Combat tasks are resolved using the basic task resolution system. Red stones are allocated to each character's powers, attacks, and defense (note that there is a single defense pool). Stones are then compared; defense stones count against all attacks for the turn, so the same stones may be used multiple times for defense. Some powers give bonuses to defense, but some attacks can ignore some defensive powers. If the attacker has a higher attack than the defense total, then the defender loses a number of Health equal to the attacker's excess stones (above those needed to get past the defense total). (Note, though, that some powers will make a defender lose double or triple the excess.) When Health reaches zero, a character is stunned and can no longer regenerate red stones. Further attacks have the possibility to cause a coma or kill the character.

In an effort to emulate comic book conventions, the game allows players to choose not to lose Health from an attack, but to instead have their character be "knocked out" for a time.


Time
The MURG used an abstract, flexible system of turns called "panels" and "pages". Thus, a single "page" could represent a few seconds of combat, or hours or days of building a device or searching a city.


Hype and Cancellation
The game received a moderate level of hype from Marvel that it would different from existing RPGs and trigger a change in the market, the use of the resource based resolution mechanic was an attempt to tap into the market for both RPGs and collectible card and miniature games with a single product. While both groups have similar interests, the RPG aspects didn't appeal to CCG/CM players and the game was not helped in RPG circles by statements that dice-based RPG games were too complex and old-school, with resource-decision being superior to probility-based resolution using dice.

The main form of advertising was a 75 page pull out preview of the game featured in the April 2003 issue of InQuest Gamer which included the basic rules, minus most notably character creation, and a number of character profiles to allow people to play the game.

While a moderate seller, with the main book receiving multiple print runs, the game was not the massive hit that Marvel believed it would be. The response from Marvel in relation to the game after the release of Guide to the X-men was non-existent, with questions on if Guide to Hulk & the Avengers would see release at all.


Books
The Marvel Universe Roleplaying Game(ISBN 0-7851-1028-3) - RRP
Guide to the X-Men(ISBN 0-7851-1035-6) - RRP $19.99US
Guide to the Hulk & the Avengers (ISBN 0-7851-1158-1) - RRP
Guide to Spider-Man's NYC (ISBN 0-7851-1305-3) - Suggested RPP
Guide to Wolverine (ISBN 0-7851-1353-3) - Suggested RRP



Ars Magica is a role-playing game set in Mythic Europe, an idealized (or quasi-historical) version of Europe around AD 1200. The game revolves around magic-using wizards and their allies. The game was originally developed by Jonathan Tweet and Mark Rein·Hagen in the late 1980s.

Ars Magica was one of the first examples of a Troupe system: early editions recommended that the players collaborate to create the campaign world and story. Each player would have an opportunity to be the Story Guide, and each player would have more than one character, so that if they felt their main character would not go on an adventure (for example, if they were busy with their research) a secondary character may be used. Troupe play has been de-emphasised in recent editions, however, and in the latest (5th) edition of the game is relegated to an optional play style described at the back of the book. Many "troupes" opt for a more traditional system with a single story guide, or have one player be the "Alpha" story guide with responsibility for the overall plot, and a few "Beta" story guides who run side-adventures.

In order to get an "authentic" feel from having such a historical setting, the game uses medieval Latin for a number of key terms.

History
The first two editions were published by Lion Rampant games. In the early 1990s, rights to Ars Magica were acquired by White Wolf Game Studio, a company that Rein-Hagen had founded. White Wolf published the 3rd edition, which greatly expanded the settings and peripheral rules while leaving the core system intact. White Wolf also published many supplements, detailing specific regions of Europe, or outlining stories that could be played in the original setting. Ars Magica was later sold to Wizards of the Coast, who produced several supplements, but just before publishing a 4th edition sold the rights to Atlas Games. Atlas published the fourth edition and has published new source-books since.

The 5th edition was released by Atlas in 2004, including extensive changes to the system, especially the combat system and character creation. Ars Magica 5th edition won the Origins Award for Best Role Playing Game of 2004.

Many characteristics of the later Storyteller system developed by White Wolf can be traced to Ars Magica (and the fact that both Ars Magica and the Storyteller system were both developed by the same person); White Wolf's Mage: The Ascension was envisioned as "Ars Magica in the Modern World," and many of the changes in Ars Magica's 3rd edition were introduced in order to make the game-worlds more compatible..


Setting
The setting, Mythic Europe, is based on Europe of the 13th century; the geography is the same, and the mundane (non-magical) politics are practically identical. However, the "Medieval paradigm"[2] - the collection of folk beliefs and superstitions - is correct; children are abducted by Faeries, and the mountains are home to dragons. In 3rd edition, to tie the game into the World of Darkness line, this was the case because those were the beliefs; other editions distance themselves from this interpretation, simply taking place in a world where those beliefs happen to be true.

Player characters take on the role of both a Magus (or if female, Maga), and of a Companion, otherwise called "Consors". Companions are select skilled non-magi (warriors, foresters, castellan, and so forth) who help wizards conducting their affairs, as Magi tend to be distanced from "mundanes" due to their study of magic. Additionally, there are a number of Grogs (skilled peasants) who can be controlled by any player. The wizards live clustered in specific citadels (called Covenants), which are often built in places of power. Covenants are the home base for the Magi (plural for Magus), but the magi tend to roam the Magical Europe for their adventures. Some sources for the game consider the covenant to be the central character of the game


The Order of Hermes
Main article: Order of Hermes (Ars Magica)
Magi belong to one of the houses of the Order of Hermes, a society founded by the wizard Bonisagus, who created a consistent way to describe magic allows Magi to share information, and the Parma Magica, a magical shield which allows Magi to trust one another (somewhat). Magi from outside the order must join or die, though the Order doesn't insist that magi present both options.

The Order is divided into Tribunals, which each administer a large country-sized region of Mythic Europe. Once every seven years, the magi within a Tribunal area stage a meeting, also called a Tribunal, where new magi are presented to the order and the Quæitores judge disputes which cannot be resolved within a covenant. Once every 33 years, each Tribunal sends a representative to a Grand Tribunal.


Realms of Power
Four "realms of power" influence Mythic Europe:

The Divine realm
The God of the Abrahamic religions and His agents in the world. The Divine realm is opposed to magic (see Christian views on witchcraft), and magic is weaker in areas where the Divine is stronger (in cities and around churches); yet, the Gift is part of a Mage's soul, and therefore a gift from the Divine.
The Infernal realm
Satan and his minions. In the medieval context, this includes everything from Satan himself to illnesses and bad smells. Demons tempt the faithful to sin, and while the Order of Hermes refuses to explicitly name the Infernal as their enemies (which could provoke their anger) their laws state that they can "never be allies". Magic is weak where the Infernal is strong, though infernally-tainted magics do exist, and are usually of great power, in order to tempt magi. Any Magus found guilty of diabolism is expelled from the order and hunted down.
The Faerie realm
Creatures of traditional fairy tales; the Seelie and Unseelie courts. These creatures are capricious and often malicious; however, their study can be rewarding, since magic is strengthened somewhat in faerie areas. Magi are allowed to ally with the Faeries, as long as they do not incur their wrath and thereby bring their fellows into danger.
The realm of Magic
A mysterious and largely unexplained force in the world, which the Magi manipulate to create their spells.
Additionally, a "Realm of Reason" appeared in the 3rd edition, Reason was associated with scepticism and scholarship, and its "rational" aura alleviated the effects of the other four realms. This was a highly controversial inclusion, and was perceived as part of an attempt by White Wolf to make Ars Magica the backstory for their World of Darkness roleplaying games; neither the 4th nor the 5th edition of the games has included the realm of Reason, and all references to it have been stricken from the canonical setting.


System
The game system based on the d10. When an action is performed, one of the character's eight attibutes is added to the relevant skill, and a d10 is rolled. If the action can only result in a simple success or failure, the die roll is added to the total; if there is opportunity for exceptional success, a roll of one is rerolled, and the result doubled; multiple ones lead to multiple doublings. If the action is performed under stressful situations, a zero is treated as a zero (rather than a ten), and one or more botch dice are rolled. If any of the botch dice show a zero, the character has botched - failed in some disastrous way. Otherwise, the total is compared to the difficulty rating for the action, and the action succeeds if the total is equal to it or greater.

The focus of the game is the magic system. There are 15 Arts divided into 5 Techniques and 10 Forms. The Techniques are what one does and the Forms are the objects one does it to or with. This is sometimes called a "Verb/Noun" magic-system. The Arts are named in Latin.

The Techniques are named after the corresponding first-person singular present tense indicative mood Latin verb.

Creo is the technique that lets the Magus create from nothingness, or make something a better example of its kind.
Intellego lets the Magus understand.
Muto lets the Magus change the basic characteristics of something (give something capabilities not normally associated with its kind).
Perdo lets the Magus destroy, deteriorate, make something age and other similar effects (essentially, making something a worse example of its kind).
Rego lets the Magus control or manipulate something without affecting its basic characteristics.
The Forms are named after the corresponding singular accusative Latin noun.

Animal is used for (multicellular) animals. Since bacteria were unknown in medieval times, illnesses are evil spirits, which come under Vim.
Auram is used for anything that has to do with the air, including lightning.
Aquam is used for water, or any other liquid. Strictly, this excludes ice (which is solid and therefore Terram) but most players ignore this.
Corpus (the incorrect declension Corporem was used in older editions) is used for the human body.
Herbam is used for plants and fungi.
Ignem is used for fire, and fire's basic effects of light and heat.
Imaginem deals with senses and perceptions.
Mentem deals with intelligence and the mind, either human or ghosts. Angels are not affected by magic, and demons and faeries react unpredictably. The minds of animals are not affected by Mentem but by Animal.
Terram stands for earth and minerals, or any other non-living solid.
Vim has to do with pure magic, but many spells to ban or control demons also belong to this realm.
Thus, Creo Ignem spells create fire (and the normal effects of fire, such as heat or light);. a Perdo Ignem spell may drop the temperature in a room. A typical Perdo Imaginem spell is granting invisibility to the caster by making one's image disappear. Rego Aquam could turn water into an unusual, but natural form (e.g. creating a pillar of water), while Muto Aquam could turn change the nature of water into, for example, oil or wine. An Intellego Mentem spell may permit the caster to understand any language; and so on... A mage's skill when casting a spell is the sum of their scores in the appropriate technique and form.

If a spell involves more than one technique, or more than one form, this is known as a requisite; The lowest technique and form are used. For example, turning a person to stone would involve Muto, Corpus and Terram; The player would add the character's Muto score to the lower of their Corpus and Terram scores.

By combining these techniques and forms, the magi may achieve any effect and spontaneously cast a spell with that desired effect. However, there are often severe limits to the level of power a magi can generate by casting spontaneously, and so he may also choose to learn a spell with that desired effect.

Magic is treated in this game-system as a serious object of study: Magi are supposed to spend a long time in their laboratories, preparing new spells and potions, and increasing their knowledge of the Arts. The game system provides rules for magical research on a timescale of 3-month seasons.

Atlas game's Ars magica homepage

Progect: Redcap an online Ars Magica community



Ars Magica Magazine Articles


Dragon Project: The Tale of Albrenegan - Dragon #197 (Sep 1993)
Falconshand - Adventures Unlimited #1 (Spring 1995)
Fate of the Grog, The - White Wolf Magazine #14 (Feb 1989)
Golden Ship, The - White Wolf Magazine #22 (Aug/Sep 1990)
Houses of Hermes, The - White Wolf Magazine #16 (Jun/Jul 1989)
In the Shadow of the Magi - White Wolf Magazine #24 (Dec 1990/Jan 1991)
Night of the Faeries - White Wolf Magazine #17 (Aug/Sep 1989)
Order of Hermes: The Enigmatic Society of Wizards - White Wolf Magazine #11
People of the Land: A Different Dwarf - White Wolf Magazine #36
Raven and the Lion, - The Shadis #49 (Jul 1998)
Scope of Magic, The - White Wolf Magazine #13 (Dec 1988)
Scope of Magic: Historical Magical Thought and Ars Magica - White Wolf Magazine #33 (Nov/Dec 1992)
Skill Mastery - White Wolf Magazine #15 (Apr/May 1989)
Sorceress's Power, The - White Wolf Magazine #35 (Mar/Apr 1993)
Storm from the East Visions #2 (June 1999)
To the Gifted Go the Gifts - White Wolf Magazine #27 (Jun/Jul 1991)
Wizard Archetypes - White Wolf Magazine #19 (Feb/Mar 1990)
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Элегир
post Feb 23 2007, 22:01
Отправлено #14


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Вопрос по ДнД 3.5 (срочно нужна информация!): в какой книге можно почитать про Кара-тур? И, если можно, выложите эту книгу для скачивания!..
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Leeder
post Feb 24 2007, 00:28
Отправлено #15


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Вот цитата из FRCS

QUOTE
Kara-Tur
The Hordelands stretch for hundreds upon hundreds of miles, cast
from the lands of Rashemen and Narfell. Yet east of east, beyond
the sunrise, lies a vast and marvelous land of legend known as
Kara-Tur. Mountains as tall as the sky, impenetrable jungles, and
empty grasslands claimed by the fierce Tuigan tribes stand
between Faerun's easternmost lands and the sprawling empires of
Kara-Tur.
Kara-Tur is reputed to be a land of silk, spice, and gold, a beautiful
land ruled by haughty and cruel warlords. Travelers speak in awe
of the Shou Empire, a kingdom thousands of miles in extent guarded
by a mighty wall. In Shou Lung, it is said, the temples are roofed
in gold, and the Emperor presides over a court of a thousand kings
and a million swords.
From these fantastic lands a single trade route wends its way westward.
The Golden Way crosses the great expanse of the Hordelands,
winds through Rashemen and Thesk, and finally meets the Inner Sea
at the port of Telflamm. Here Shou silk and exotic spices from the
isles of Wa arrive in Faerun after a journey covering thousands of
miles and lasting many months. The Golden Way remains open only
at the sufferance of the Tuigan, who sometimes exact ruinous tribute
for their forbearance or shut down the road altogether.
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