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Zenith Comics Presents...

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Posts posted by Zenith Comics Presents...

  1. This is an adjacent to this topic as it connects, at least in my mind.

    With the UGE out, I won't lie I was disappointed there wasn't a conversion appendix or something for user with CoC 7e.

    Does such a thing exist out there in the wider world? A one pages that shows how to convert back and forth?

    Might be a great aid for such a project as this.

    Peace, love, geek.
    Bear the Gen-X GM

  2. 4 hours ago, 1d8+DB said:

    A real minimalist approach would  be to just simply use crew roles, with  a single percentage rating assigned to the role. So a character might be Command/Ship's Operations, Sciences, Medical, Engineering, or Security. Additionally  you  could split the rating, a bridge officer might be Command 60%, Security 25%, and Engineering 15% (simply dividing 100% here). It's not particularly realistic, but it is somewhat aligned to the source material.  Everything comes down to the color of your uniform!

    Anything that doesn't fall within  a crew roll would be down to characteristic rolls. 

    Interesting idea, but that's already pretty close to how the new Star Trek Adventures game is, so why bother with BRP then? While a good idea, it's too simple for my tastes, I want more skills, but not as many as FASA or LUG had 🙂

  3. So the big hold back for me is not wanting to have too long a skill list.

    I'm looking at the rq_scifi.doc and even there I find there are too many kills. Often what I feel is needed is less open skills and more specialties. What I don't know and can't seem to find an answer to is this; does BRP have rules for skill specializations? 

  4. I do not mean to be insensitive, please.

    With Steve's sad passing, is this project shelved for ever? I've had folks ask for Superworld stats on my Patreon, but I can't do that without their being an OGL or some sort of official arrangement to say the least, but also I was very much looking forward to this product.

    Again, all respect to everyone touched by this event, and I mean no disrespect.

    BE HEROIC!

  5. Just now, Bran said:

    What in particular do Feats do? I read some posts before that broke down the typical D&D Feats, and honestly, I found that they are built into the chassis of BRP. Same with class abilities. A lot can be covered with magic as well.

    So customization is a big thing for my players, from class abilities that require choices, to Feats (or Talents) that allow them to focus or specialize.

    Magic is not the solution I am looking for, which I need to make clear. I am not looking to have every character have magic. Now I like BRP and Magic World (and CoC 7e) but my players didn't enjoy it, as they wanted more "wow" from their characters. That's all.

    Simply a matter of taste, something I find Sabre RPG is doing a good job of representing. 🙂

  6. 8 minutes ago, Bran said:

    Or, maybe I'm thinking too much into this.

    You and me both mate, you and me both.

    I agree, but the one thing I would want is more customization beyond just skills and magic. Open up some "abilities" like the dreaded Feats (make them optional rules) so players feel special. I tried running BRP for my D&D players and to be honest they loved their characters, they loved the universe, etc... but they didn't care for the system (yes we were using Magic World). When queried why, they general consensus paraphrased was "I feel like my character isn't that different mechanically from any other.

    Naturally YMMV, but at it's heart Magic World is a fantastic system, I'd just like to "punch it up" a bit with some extra stuff (Pulp Traits are a good start to be sure!), and some Wow factor!

    Oh and CoC 7e rocks as a core system.

    BE HEROIC!

  7. So I see that Cthulhu Dark Ages 3e is not available, but there is the Keeper Rulebook (7e) and the Investigator Handbook (also 7e) and there is a Cthulhu Dark Ages character sheet.

    Do I just need the Keeper's Guide? Does anyone know if that will work with the Dark Ages sheet?

    Thanks in advance!

    BE HEROIC!

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  8. Right now I am looking at Pulp Cthulhu Talents (very nice), but those are more like Feats from D&D, and while I will use them as they rock, what I am looking for are more like "special abilities" and less "powers".

    I think some of you are looking at "Powers" which is what all these magic systems would give. I am not seeking that exactly, more like Talents or cool abilities that give the non-magic players cool stuff to since they don't do spells. 🙂

    Hope that clears it up.

    BE HEROIC!

  9. Thanks for the links.

    Yeah I tried the PDF, sadly thin serif fonts are just brain burning for me, I know I am in a very small minority on that one.

    I do have Mythras Imperative but on a quick scroll I didn't see any powers, what section are they in?

    Thanks for taking the time. 🙂

    BE HEROIC!

  10. 18 minutes ago, lawrence.whitaker said:

    Mythras also has Mysticism which comes with a host of talents that are akin to the Heroic Abilities of old MRQ. Plus, if you pick up Mythras Imperative, we have a basic Powers system in there that gives abilities/powers that can easily be toned to different levels of game play (and are powered by PPs).

    Luther Arkwright also has various traits and abilities that can easily be adapted to BRP too.

    There's quite a lot available.

    I feel awkward saying this but I can't read Mythras, your font choice isn't compatible with my eyesight and I get a headache every time I try to read more than a page or two. It is something I've had to deal with all my adult life sadly. I'll see if I can find something to assist, or get on the players to review it for me.

    Who is Luther Arkwright and where can I find his stuff?

    When you say there's quite a lot available, please tell me more! 🙂

    BE HEROIC!

  11. 5 minutes ago, Atgxtg said:

    I'm don't believe any other BRP game used Power Points in that way. Core BRP had an Option for Hero Points which helped in making rolls, and Mythras has something similar with how it handles special success, and MRQ has some sort of advanced maneuvers that can be learned, but they are all different than what Blood Tide does.

    That's sad news friend. I think using PP to power "Abilities" like that is just a level of wow that makes the game even better, and gives the non-magic people things they can do.

    Guess I'll have to think up my own 🙂 

  12. So I picked up Blood Tide (PDF) as one of my players is doing a sword bravo in the Albana campaign, and I love how Stunts are powered by PP.

    Other than SuperWorld, what other BRP games have cool stuff like that power by PP?

    I think having it be PP is just elegant and really capitalizes on something every character has.

    Any and all suggestions/links are welcome.

    BE HEROIC!

  13. On 11/9/2021 at 4:16 AM, soltakss said:

    In Land of Ice and Stone, I have Neanderthals, or Red Men, as having slightly different stats to humans. All of the cultures in that are variations of Primitive.

    Sorry I missed this one!

    Thanks to Ian Absentia for pointing out the miss. 🙂

  14. 42 minutes ago, Ian Absentia said:

    I ain't no mod, but the moment we start discussing "species" and "subspecies" relative to humanity, I need to:

    a) Acknowledge that I started us down this path;
    b) Assert that I've made exactly my point; and,
    c) Suggest that we tap the brakes on the subject.

    Mea culpa.

    !i!

    Appreciated 🙂

    So is there a "cave man" version of BRP out there somewhere?

    BE HEROIC!

  15. What I am doing in my setting is having no "non-humans" essentially. No elves, dwarves, goblins, orcs, etc... outside of mythological.

    But I am having different types of Hominids around the setting.

    Beast Men (what humans call them): Basically Neanderthals
    Giants:  Basically Denisovans
    Halflings: Basically Homo floresienis
    Nature Loving Tribals "Humans": Basically Cro-Magons

    Monsters in the setting are less "species" like in D&D, and more "individuals" or "small groups" like in Grecian Myth or Arthurian legends.

    Hence my looking for stats on these things, to save myself some heavy lifting if they already exist in published BRP material.

    🙂 

  16. 5 minutes ago, Ian Absentia said:

    Standard Human stats in every way.  Except, perhaps, EDU if you're using it.  Resist the urge to treat Neanderthals as "monsters" -- they're people, not orcs.  The BGB "Primitive" (p.365) is probably your go-to for stats and skill set, though it still has its problematic assumptions (like the plural of shaman 😅).

    !i!

    You're right, they are not orcs, but they are part of my setting in conflict with the civilized areas, as well as Cro-Mags, and other hominids. 🙂

    Thanks for the info 🙂

  17. So I am working on my new campaign and I find myself needing various monsters/adversaries to confront my players with, here's what I am seeking, if you can point me to a book/resource where I can find that;

    • Barbarian Horsemen Raiders

    • Various undead warriors/monsters

    • Witches, all sorts

    • Demons, devils, possessed creatures/people

    • Neanderthals

    • General soldiers, mercenaries, knights, etc...

    Thanks in advance!

    BE HEROIC!

  18. So the more I think about it, the more I realize I need to take what works for me from the various BRP iterations to make one that suits me, rather than just using one version (Gold Book, Magic World, CoC, RQx, etc...) for my purposes.

    So for example I prefer the CoC 7e way of doing Attributes.

    I like the Magic World armour dice absorption system (really love this)

    Talents from Pulp Cthulhu

    etc...

    What are some stuff that you would recommend or would be "must haves" for you? Who knows you might inspire me!

    BE HEROIC!

  19. 13 minutes ago, Paid a bod yn dwp said:

    Later on in the early nineties during the RuneQuest renaissance, AH republished the RuneQuest 3 rules in a combined softback book, with an errata included at the back. The illustrations and layout were the same as found in the AH Deluxe box set. You can probably find the errata on line (maybe even on this forum) if you’d rather go for the box set or GW editions.

    <snip>

    But if RQ3 is your thing and a rule set without the Glorantha background is important then probably best to stick with what you know. 

    Compiled book from AH!?!?! On my radar! Thanks 🙂

    As for Glorantha, yeah, not a fan, so the new RQ might drive me insane. 🙂 

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