Jump to content

Draconis13

Member
  • Posts

    3
  • Joined

  • Last visited

Retained

  • Junior Member

Converted

  • RPG Biography
    D&D 2nd and 3rd
    Shadowrun 3rd
    Mongoose Runequest 1&2
    BRP
    Dark heresy other Warhammer 40k
    Pathfinder
  • Current games
    Pathfinder
    Dark Heresy
    BRP
  • Location
    Kailua Kona Hawaii

Draconis13's Achievements

Newbie

Newbie (1/4)

10

Reputation

  1. Was going to email you after last time at Bruce's. I realized I only had you on BRP central. Contact me on my gaming instant messengers. Skype: Draconis1388 or ICQ # (AIM, Pidgin trillion etc): 8280912 That or just email me at Draconis13013@gmail.com

  2. I too am interesting in seeing what you came up with. I would love to run Gamma World again with BRP but the biggest thing I need to work out is a better way of handling mutations. The gonzo aspect needs to be in there but with some sort of balance. the AD&D versions had tons of good mutations but had to balance them with a mutation factor so they could scale as levels increased. Not as much of a problem in BRP where you do not need to up damage to match a leveling scheme. However fleshing out a good mutations table to have the gonzo factor. while being relevant to the mechanics can be tough. Been looking at the books and thinking of running with a minor major split of each mutation from the old book with some obvious tweaks. Some of the positive mutations have crippling drawbacks like energy absorption converts damage to HP but if you are at full HP then it backfires and you take even more damage. Fixing, omitting and adding to these takes a fair bit of time. Especially when you consider balancing them against each other as well as gear. Also I am still trying to implement a fair system generating mutations. Possibly a choice at chargen of say pick two good and one bad. With some options to be either more mutated and get more good and bad. Considering random mutations as they can be interesting and part of the gonzo factor, but can kill you in chargen. Maybe a hybrid system of being able to pick one and your other good and bad mutations are randomized? Also since mutant animal players are point buy gotta look at how the natural abilities and mutations overlap. Away from chargen I am interested in seeing some different ideas regarding converting over Gamma World equipment to BRP. Most of the basic stuff like laser pistols and stuff is already easily done up. However some of the odder items especially the common ones like universal power cells take a bit of work. Especially as I borrowed heavily from the D20 Modern version and its heavy use of nanotech. Making for quite a field day statting up stuff like cans of Repair Goo or having livetech symbiotes.
  3. Hi, My name is Jason and I've been gaming for a long time. Moving back to Big Island to Kona from Maui and am looking to join up/start a gaming group. By any chance are you still playing and interested in another player/or joining a group? Anyway please let me know. Thanks, Jason

  4. Yeah they were operating out of a old highway truck stop on the way to Bonparr and there was a mutant human who was repairing or modifying gear for them or taking in junk for bullets and other stuff. He had a number of cobbled together firearms, like a industrial stapler retrofitted into a crude double action pistol and other bits around his store. Doing a lot of probono work as they were helping take back some ruins to the west where he and some of the others had used to live but had been run off by a large band of raiders a few years back. I kind of felt at a loss that they had mechanical & crafting skills and did not try to make any use of them as well given that the guys workshop was available. I think the biggest problem I was having is people asked me to run a game then wanted pregen characters for a campaign setting.
  5. I ran about 5 sessions of a Gamma World game using the BRP rules. If I did it again I would have expanded out the mutations to better reflect the gonzo and had a good go to table for making mutants. What I did have however was have the races tuned in pretty well. Since BRP and Gamma World in its D&D incarnations used 3d6 stats I kept Pure Strain close to that with them as +3 con, int and APP with full use of all prewar gear and not being able to mutate by contact to low grade mutagens and radiation Mutant humans lose the stat bonus but had a selection process for mutations I was continually tweaking to represent lightly mutated/lucky and heavily mutated random individuals. As well being able to use gear unless it had soultech DNA checking or mutations had altered them heavily enough to keep them from using gear due to antlers or whatever. Mutant animals types were a huge revision based on a 6 point system to buy your species of real world animal based on its actual abilities. 1 point would be aquatic but not able to breath water, dangerous claws or hooves, a bite attack, +2 mov or a minor movement gimmick ability like a sticky tongue, prehensile tail/trunk or ability to glide but not fly or hide scales worth 2 natural armor. 2 points would be a major power like 2 extra arms or legs, fully aquatic and can breath underwater, wings that can fly, 4 points of armor or a huge maw bite attack for 2d6 w/ half damage bonus. +6 points to any combination of dex, str and con with a further +4 at a +1 for -1 tradeoff with another physical stat with finally a +2 or -2 siz mod based on what animal they are. This basically cut out the superfluous genotype charts from the old TSR version and how they were lumped in with the mutants for no flavor. Sentiant plants were pretty close to the old TSR stats with a few modifications stuff like trees +2 str and natural armor but not against fire and fungi getting psionic resistance. Worked in a bit of Espers and Nano attuned folks as if they were magic users due to how they manifest and control nanotech on a almost subconsious level. Players did NOT dig the "junk is loot" aspect and it fell apart sadly enough
×
×
  • Create New...