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Play Tests

Just a quick update. Ran a limited play test on the starship combat rules and immediately ran into some minor problems with the sensor rules. Some issues also arose with the concurrent use of the Piloting skill and starship weapons skill. This will require a little more work to fix than the sensor problem, however it won't affect the overall combat modelling. Generally things are proceeding well. Will give a more comprehensive review tomorrow on the editing of version 1.00 BRP Star Wars.

Lord Shag

Lord Shag

 

The Road Not Traveled

When I first got my hands on the new BRP rule set a number of vistas opened up that could finally be explored. The first was that my kids now had the capacity to play RPG's that didn't have mind numbing complexity (d20 anyone?) and secondly it was possible to develop a number of games that I had enjoyed over the years into BRP rules. Fantasy was my first port of call and anyone whose had contact with me last year may have been aware that I was working on some fantasy resources which I wanted to upload but never got round to. When I turned my attention to sci-fi last year it was to traveler that I wanted to do a BRP conversion for. I actually got a good way into the process but unfortunately my kids were not that interested. However they were interested in star wars which was OK since i wanted to eventually do a conversion for it as well. In the end a lot of the traveler stuff (starship combat rules) ended in star wars so a kind of cross fertilization occurred which when I finish the star wars book may end up working in the reverse when I go back to doing traveler.

Lord Shag

Lord Shag

 

I've been smileyhunting!

After a long hunt, the pesky ugly-smileys are have finally been exterminated! [looks around for surviving ugly-smileys] At least for now. And the old smilies have moved back in. Now, remember that harboring an ugly smilie is punishable by paper cut. Inform the smiley-police if you see any! Also the "quickreply" function has been pimped a bit, to have most of the "advanced" functions. Most importantly, better access to the smilies! Cheers! Sverre.

Trifletraxor

Trifletraxor

 

Benefits of hindsight

At the moment I've been contemplating the exclusion of the Education characteristic from my "developing" book on BRP Star Wars RPG. At the time I didn't really think about it much and its exclusion was due to oversight and nothing more but I'm beginning to think it was an error. At the time I was also thinking about including a new Willpower characteristic which I ended up dismissing and substituting it for another mechanism which i later discarded. Even though Power in the generic rules reflects the willpower aspect of a character, (which in my version becomes "Force") I was not entirely happy with how this plays out in the context of star wars. Take Han Solo for example. Low force ability but plenty of Willpower. Anakin Skywalker is of course the reverse. This what interested me in a Willpower characteristic as it became a useful way to model a characters temptation to do use the dark side.

Lord Shag

Lord Shag

 

The Dirdir

I've saved the best for last. The Dirdir are starting to be the main villains in my campaign, as they begin a new expansion into the realms of the upstart humans. Race: Dirdir Planet: Sibol Average. Str: 3d6+1 11-12 Con: 4d6 14 Siz: 2d6+7 14 Int: 3d6 10-11 Pow: 3d6 10-11 Dex: 2d6+5 12 App: 3d6 10-11 Move: 12 Hit Points: 14 Damage Bonus: 1d4 Armour: 2 points of skin. Powers: Keen Sense: Hearing +20% (minor). Dirdir also have antennae that glow when they are excited, so Luminesence (minor) may be appropriate. Attacks: Bite 30% 1d4+ db Claw 50% 1d6+ db Skills: Hunting/Tracking 60% Brawling 60% Knowledge: Survival 50% Pilot: Sky raft 60% Navigate 50% Plasma rifle 50% ( see page 256 of the BRP book) Dodge 40% Half shield 50% Notes: Dirdir stand approximately human height, and move with sinister quickness, like lizards on a hot day. Their dermal surfaces suggest polished bone; their crania raised into sharp blade-like crests, with incandescent antennae streaming back at either side, known as effulgences. The contours of the faces are oddly human, with deep eye-sockets, the scalp crests descending to suggest nasal ridges. They half-hop, half-lope, like leopards walking erect; it is not hard to see in them the wild creatures which hunted the hot plains of Sibol. They speak in sibilant lisping voices, which suggest the absence of a larynx. Their skins are cold and somewhat flexible, like tortoiseshell. Dirdir do not sweat, converting the heat in their bodies into light from their effulgences. They are Difficult to detect with infra red vision or sensors. Dirdir like to hunt for sport, and eat their prey. They enter into a more feral state when in combat, or on the hunt. When in such a state all mental skills are Difficult, and all physical skills get a 20% bonus. Dirdir enjoy being in the old state and have to make a Difficult Luck roll to avoid entering it while under stress. Their hunting language is composed of odd squeaks and grunts. The Dirdir mating processes are complicated: there are 12 types of male sexual organs; fourteen of the female. Only certain pairings are possible. For instance, type one male is compatible with only types five and nine female. Type five female adjusts only to type one male, but type nine female has a more general organ and is compatible with types one, eleven and twelve male. Each male and female style has its specific name and theoretical attributes, which are very seldom realised - as long as an individuals type is secret. These are the Dirdir ‘mysteries’. Should an individuals type become known, he is expected to conform to the attributes of the type, regardless of inclination, he rarely does so, and is constantly embarrassed on this account. There are several methods of mating, trial marriage, ‘dark gatherings’ and anonymous notices. Dirdir females are shorter and less resilient and less flexible. The head is wider at the scalp and pointed at the ‘chin’, and somewhat darker in colour; a pallid grey subtly shaded with mauve. Long ago when the Expansionists held sway and Dirdir ships went out to many worlds. Now the Dirdir are quiescent. Contact with technologically advanced humans from Earth, as opposed to the humans the Dirdir brought to Tschai millenia ago may change this situation.

Conrad

Conrad

 

The Phung

Here are the stats for the most frightening creatures on Tschai, the Phung. Race: Phung Planet: Tschai Average. Str: 2d10+15 26 Con: 5d6 17-18 Siz: 2d6+7 14 Int: 2d6+6 13 Pow: 3d6 10-11 Dex: 3d6+6 16-17 App: 3d6 10-11 Move: 12/ 13 jumping Hit Points: 16 Damage Bonus: 1d6 Armour: 8 point carapace Powers: Keen Sense: Hearing +20% (minor), Night Vision. Hardy towards cutting weapons. These mad beings are also insensitive to pain and do not fall unconscious when their hit points fall below 2. Skills: Spot 60% Brawling 60% Knowledge: Survival 60% Jump 60% Hide 50 % Grapple 60% Notes: Mad relatives of the Pnume. Phung are larger than Pnume, and characterised by an insane behaviour which makes them frightening even to the Green Chasch. They appear as gaunt man-shaped figures, seven or eight feet tall. They cover their heads with a soft hat with a drooping brim, and wear long black boots, unlike the Pnume. A cloak hangs from their shoulders and they have gnarled half-human, half-insect features, like a giant grasshopper in magesterial vestments. Arrows won’t harm them, swords rarely cut them, and they are very strong. On a critical Grapple roll the Phung has torn a victim’s limb from their body. They can parry swords with the brachial plates on their forearms. Even when decapitated a Phung’s head will live for half it’s CON in days, until it dries out. Despite having some lethal weaponry my players live in fear of the Phung!

Conrad

Conrad

 

Wankhers!

Here is another alien race from Jack Vance's Planet of Adventure series. These unfortunately named amphibious aliens have human servants to help them, called Wankh men. My players started to refer to them as Wankhers, and we fell about laughing whenever a Wankh man npc appeared! Race: Wankh Planet: Unknown Average. Str: 2d6+8 15 Con: 3d6 10-11 Siz: 3d6+6 16-17 Int: 3d6 10-11 Pow: 3d6 10-11 Dex: 2d6+2 9 App: 3d6 10-11 Move: 8/10 swimming Hit Points: 13-14 Damage Bonus: 1d4 Armour: 3 points of skin and blubber. Powers: Adaptability: Breathes air and water, and adapted to cold (both minor). Dark Vision. Skills: Pilot: Spacecraft 60% Navigate 50% Swim 80% Notes: Wankh are large black amphibious creatures, with a heavy torsos and squat heads from which two black lenses flick at half-second intervals. The legs are short, with splayed webbed feet, and they prefer to stand upright, rarely sitting down. They communicate by emitting chimes from a sound organ at the base of the skull. Wankh perception is peculiar, as their brain works in pulses. They see in pulses and they think in pulses. Because of the pulses of radiation, they need no light to see. Psychologically, the Wankh are slow to anger and are relatively indifferent to human society on Tschai. They are on Tschai to counter the Dirdir threat.

Conrad

Conrad

 

STYLE!

"New" banner! So what do you think? Incorporates some elements from the old one, adds some new, and still keeps the funtionality of the navbar and toplinks. Some more tweeks to the style will come, let me know if you have any suggestions too! Next plan is to go smiley hunting again. Those bastards are just like the Australian rabbits! Very difficult to exterminate. Cheers, Sverre.

Trifletraxor

Trifletraxor

 

Character sheets

New cybertech palm scanner BRP character sheet this is a unfinished version i posted on deviant art. So far only front is started, it looks good but its not the most practiclecharacter sheet, skills and other info will be on the second sheet. i know we dont really need it persay and its not as practicle as a full on stat sheet with no graphics! let me know what you think! http://therawfruityninja.deviantart.com/art/Scanner-BRP-character-sheet-153788365

skull

skull

 

More Vancian aliens.

Race: Old Chasch Planet: Zoor Average. Str: 2d6 7 Con: 2d6 7 Siz: 3d6+4 14 - 15 Int: 3d6 10 - 11 Pow: 3d6 10 - 11 Dex: 2d6+5 12 App: 3d6 10 – 11 Move: 9 Hit Points: 11 Damage Bonus: None Armour: 2 point ivory scaled skin. Powers: Keen Sense: Smell/Taste + 20% ( minor) Skills: Insight 60% Etiquette 60% Fast Talk 60% Science: Botany 60% Science: Pharmacy 60% Science: Biology 60% Medicine 60% Notes: Old Chasch resemble large humanoid silverfish. Their skin is like ivory satin, almost imperceptibly scaled; they seem to be fragile beings, unlike the Blue and Green Chasch. Old Chasch have eyes like small silver pellets, independently swivelling and in constant motion. Decadent remnant of a once-powerful race, they are fond of playing ‘tricks’ on visitors. These can be mere mischiefs, such as trapping a victim in a maze, or dosing them with and essence that will cause them to exude a nasty odour for weeks. But if they become excited, or feel particularly humorous, the tricks may be cruel or fatal. The Old Chasch are the race from which the Blue and Green Chasch evolved, when they settled distant colony worlds. In my scenarios they are distantly related to the Dolf from the Worlds Beyond setting. Race: Blue Chasch Planet: Godag Average. Str: 4d6 14 Con: 2d6+5 12 Siz: 3d6+6 16 - 17 Int: 3d6 10 - 11 Pow: 3d6 10 - 11 Dex: 2d6 7 App: 3d6 10 -11 Move: 9 Hit Points: 14 -15 Damage Bonus: +1d4 Armour: 4 points of platelike scales Powers: Keen Sense: Smell/Taste +40% Pheromones (only active against Blue Chasch and geneered Chaschmen) Skills: Bargain 50% Blaster Rifle 50% Fast Talk 50% Pilot: Sky Raft 60% ( use stats for the skyskimmer in the BRP book, page 271) Greatsword 60% Notes: Blue Chasch have short heavy legs and move with a stiff legged strut. They are massive and powerful, scaled like a pangolin with blue pointed plates, the torso is wedge shaped with exoskeletal epaulettes of chitin curving over into a dorsal carapace. The skull rises to a point, and a heavy brow juts over the eye holes. They have glittering metallic eyes and a complicated nasal orifice. The Blue Chasch smell as accurately as we see, they have noses of astonishing sensitivity. They can smell the food a person has eaten and separate Dirdir from Wankh, marshdwellers from steppe-men, rich from poor. They can smell salt air in a persons’ lungs if he has been near the ocean, they can detect ozone on a man coming down from the heights. They sense if you are hungry, or angry, or afraid; they can define your age, your sex, or the colour of your skin. Blue Chasch communicate in fluting glottal cries and by emitting pheromones. They’re as subtle as the Old Chasch, and as savage as the Green Chasch. Blue Chasch love to bargain, though they prefer to cheat. They also have a sense of humour – captives are made to walk on metal rods over a pit full of filth or scorpions. The Chasch heat the rods, or send electricity through. Or they put victims into a glass maze with a tormented Phung. They wear little metal armour as they possess forcefield generators as personal protection against kinetic weapons( use energy armour from the BRP book but only defends against kinetic attacks, page 259). Race: Pnume Planet: Tschai Average. Str: 2d6+8 15 Con: 2d6+4 12 Siz: 2d6+6 10 -11 Int: 2d6+8 15 Pow: 3d6 10 - 11 Dex: 2d6+6 13 App: 3d6 10 -11 Move: 11/ 12 Running on all fours Hit Points: 13 Damage Bonus: +1d4 Armour: 6 point chitinous skin. Powers: Keen Sense: Hearing +20% (minor) Night Vision and Hardy to cutting weapons (minor) Skills: Spot 60% Command 50% Climb 60% Knowledge: Tschai History 60% Stealth 60% Research 80% Hide 60% Notes: Pnume stand about the height of a man and within their black cloaks seem slight, even frail. Pnume skin is hard and cool and they possess an inhuman strength for their build. A black hat shades their eye-sockets; their heads the cast and colour of a horses skull. Under the lower edge of the face a complicated set of rasping and chewing parts surrounds a near-invisible mouth. The articulation of the Pnume’s legs work in reverse to that of a human. The narrow feet are bare and mottled with dark red and black. The three arched toes on the feet are as articulate as their bony fingers. Pnume live underground and preserve items taken from the various alien occupations of Tschai over the past millions of years. These creatures are not fighters and will attempt to flee if encountered on the surface of Tschai. The planet has many hidden entrances to their underground civilization which they will utilize to escape from pursuit. Remember, space is the place!

Conrad

Conrad

 

Green Chasch

I've been running a game with some Vancian aliens in it, and thought that I'd post some of my conversions to BRP of the aliens in Planet of Adventure by Jack Vance. Race: Green Chasch Planet: Unknown. Now resident on Tschai. Average. Str: 5d6 17 -18 Con: 4d6 14 Siz: 2d6+7 14 Int: 3d6 10 - 11 Pow: 3d6 10 - 11 Dex: 2d6+5 12 App: 3d6 10 -11 Move: 9 Hit Points: 17 -18 Damage Bonus: +1d6 Armour: 5 points of platelike scales. Powers: Keen Sense: Smell/Taste+20% Mind Shield , Telepathy both at POW X 3. These Psychic Abilities are only used with other Green Chasch. With other races they are at POWX1 to communicate. Skills: Knowledge: Survival 60% Hunting/Tracking 50% Boadsword 50% Catapult 50% Ride (massive beast) 70% Spot 50% Knowledge: Tactics 50% Lance 70% Notes: Green Chasch are seven to eight feet tall, massive and thick limbed Their scales clearly defined and of a glistening metallic green. Their faces are small, brooding, and wickedly ugly under the massive jut of their scalps. They wear crude leather aprons and shoulder harnesses, in which hang huge swords, battle-picks and catapults (use sling stats in the BRP book, page 248). They become torpid at night, and huddle in grunting masses until daybreak. Green Chasch are a telepathic race. They do not talk, and use coloured flags to announce their moods to outsiders. Yellow and black flags on their lances, signify that they are in a bad mood and are to be avoided. Lesser Zants are a tribe of Green Chasch with protuberances on each side of their heads. Greater Zants do not have this mutation.

Conrad

Conrad

 

Work Plan

As you might have noticed, the entire forum moved down to the root. Some more broken links probably, but hopefully worth it in the long run. The "Home" page have now gotten all the news of coming supplements written in as articles. My current progress plans: 1) Fix the design of the site - with a default looking more like the old one, and a optional "low-key" design for those who visit while they should be working. 2) Get some new smileys! Yes, that's a must! 3) Add "Published" articles to the CMS. 4) Add some more "widgets" to the CMS. 5) Get the link list up again. 6) Open a "wiki" section in the CMS and move over the old stuff. 7) Reopening the Review section. Bug-fixing will continue on alongside, so report your bugs! SGL.

Trifletraxor

Trifletraxor

 

No more downtime!

The "worst" part of the upgrade is done. There should not be any need for long downtimes for the part that remains. Basically, fixing the design, finding new smileys, filling the CMS with content and reopening the review section is the parts that are left. So, we're stable at least. Report bugs and give me your wishlist here: http://basicroleplaying.com/forum/showthread.php/1741-Bug-reports

Trifletraxor

Trifletraxor

 

vBulletin 4.0.1 weekend

This weekend has been two full days of binary agony. After lots of work and several restored databases the forum is now finally transitioned to version 4.0.1. Lots of work left, getting the CMS to work, upgrading the download software so it can be opened again, fixing the design back to something resembling the way it was before and much more. But it's getting late and I have a 29 hrs shift at the hospital tomorrow, so I won't get it done right now. I'll keep working on it throughout the week when I'm able, but I will try to keep the forums open, even if the default design is a bit lame. 2 weeks of posts was the required sacrifice needed to avoid the end of the world. Blame Atgxtg, not me. At least we're safe for now (at least until he reached the 4000 mark!). Cheers, Trifletraxor.

Trifletraxor

Trifletraxor

 

Site updates in the horizon

A huge update to the forum software will be released December 21st. It will be a major change, which means the style and all the previous modifications will have to be customized again. A lot of bugs and probably some downtime can be expected. To start after Christmas some time. I'm thinking about removing the Wiki, as it's very rarely used, and not 100% compatible with the forum. The SEO software will probably also be removed, as the new forum software have something built in. It will however mean that old links to threads will be broken. SGL.

Trifletraxor

Trifletraxor

 

Hmm, maybe I should try and use this thing.

I've never quite understood the whole blogging phenomenon. I sort of understand the idea in relation to people with something to say, or a specific product to promote. And I can sort of see the role it would play for people who make a living from writing, as a way to keep their hand in. But I've never really understood either the fascinating with general blogs, or quite how some folk manage to maintain momentum with them. Since "maintaining momentum", especially in the face of my day jobs rapacious desire to consume my time and energy, I'm starting an experiment with the blog facility here at BRP Central. I'm going to try and post regularly, on (at least vaguely) BRP related topics. Hopefully it'll get me in the habit of writing a bit more regularly...

NickMiddleton

NickMiddleton

 

new Terminator BRP stuff

HK Tank /ARIEL HK diagrams,charts + 2 versions of HK Trillobytes,aka Silverfish. My apologies for taking so long to post more terminator stuff. more to come soon! http://basicroleplaying.com/forum/downloads.php?do=file&id=282

skull

skull

 

Getting Better

The article for Birchbark Chronicles made its way across the Atlantic where Mark Galleotti is going to chop it up and put it through a blender to make it fit with his other articles, so that's one down. Merrie England is, after a host of rewrites and additions, almost ready to be published. I remember why I prefer to write things for a website rather than for other people - it's a lot, lot easier. Still, I have ideas for a couple of follow-ups for Merrie England and should have them ready for the end of the year, in one form or another. The Gloranthan Campaign is still going and seems to be back on track as the players have spawned new ideas and taken it into new directions, which is always good. I have had some ideas about a Sci fi setting, but it might not be very original. I need to work on the SciFi SRD to tidy things up and expand/improve on certain areas. Maybe I'll do something about a setting some time next year. My website is still stalled. I have lost a lot of interest in Glorantha, mainly because the new Glorantha is heading in a direction that I don't particularly like. For me, the future is with Alternate Earth and that's where I think I'll concentrate. I've been sent a contributor's copy of Trade Talk 17 for the Unicorn Quest, which also appeared in something else from the Chaos Society, so that's nice. Something for nothing is always good. Next year we have Continuum and the Eternal Con in Germany and hopefully I'll be able to go to both of those. All in all, I am feeling a lot more positive about things. See Ya Simon

soltakss

soltakss

 

A BRP gamer near you

Howdy, does anybody out there live at or near the tri-city area in Southern Ontario (Kitchener, Waterloo, Guelph)? I'm looking to join up with or start a group. Anybody...Anybody...Bueller...:confused:

threshold

threshold

 

Rubble and Ruin update

Last night I finished the draft layout of the monograph—there are a few small details that might move the page count, but it looks like it will be 126 pages (plus or minus 1). Chapter 2 of 5 is back from the editor, and I only have one small (250 word) text box to finish writing. Several blind play testers (and semi-blind—meaning people who have played in my games before) are looking at copies of earlier drafts. All the artwork is in. I hope to have it to Dustin in two weeks!

rleduc

rleduc

 

Conflict hit location and critical effects table

Conflict hit location and critical effects tables PDF is loaded into downloads section under game aids hopefully someone can use it. i swear i have so much stuff i could upload it boggles the mind! i keep find old rpg stuff i created i figure i might as well upload them and hopefully someone can use them especialy after all the years ,and time i put into them. anyways i hope it is handy for some one

skull

skull

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