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Link6746

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  1. After shopping for four people on black friday online, I thought since I had half my christmas shopping done, I'd treat myself. Enter the green thursday sale. BRP Mecha was on sale for a significant discount, finally got it. (Was going to get it anyway, but this was a treat).
  2. If you're running a gritty fantasy or occult game, regardless of the setting, it works well, due to the way powers are handled and the already mentioned low hit points. But it's real strength is it's easy configuration and the wealth of optional rules both in and out of the book, as well as the internal consistency of these rules. These allow for just about any play-style while remaining true to the skill based advancement and simple rolling mechanics of the core. I've run post apocolyptic and high fantasy (with lovecraftian elements) games in the system, and honestly it's never failed me (Though too high of stats gets to not being fun anymore if the challenges don't scale appropriately). If you don't want as gritty a game, it's easy to do as well. Normally HP is CON+SIZ/2, so removing the /2 lengthens fights considerably, and I think is actually an optional rule for heroic combat in the book.
  3. Not yet, unfortunately. I haven't a lot of opportunities to GM or find play-testers out here, so it can be difficult at times.
  4. In one of my time travel based campaign settings, I decided to include the (pre and post) cognition powers as available to time travellers, based on the same skill (Temporal Awareness). How I did it without undermining player choice was that they were seeing the unaltered future on a success. So whenever the players were stumped I did a passive roll for it, and I could tell them what the unaltered future would be in that setting as relevant to the plot- Call it an advanced form of second sight, or just memory from seeing the nature of time. As for actual roleplaying rewards, If someone impresses me with roleplay I give them a checkmark in the relevant skill or stat (I have subsystems for increasing ALL stats). Since i normally only do this on results of 99-100 and 01-02 for the relevant skill, it serves the purpose of roleplaying XP in an ad-hoc campaign of D20 games.
  5. Sorry to raise this thread from the dead, but is there anywhere to get an equipment list for Fallout in BRP?
  6. How I implimented it I forgot one detail: Location-based armor. That said, the bleeding damage needs to be adjusted for that too. I was originally going to use your fixed damage for a pool that would deplete with bleeding, but thought it was too complex. This is a good addition.
  7. Okay, system is as follows: *WARNING! REQUIRES USING BRP's OPTIONAL LOCATIONAL DAMAGE*
  8. Came up with this after experimenting with different roll systems. The idea is to provide a flexible stat line system that makes chargen easier, or helps create pregens System
  9. Is there a BRP product with a setting specific failings list, and character point values thereof? Bonus points if it contains a random failing generator for NPCs and players who need ideas. I need this because I need sci-fi appropriate failings for characters.
  10. So I played through part of Call of Cthulhu: Dark Corners of the Earth (A PC FPS Horror game that I quite liked and which was full of awesome ideas) and came up with a base idea for a damage system based on this. It can be summed up in 7 parts: 1: All direct, instant damage is completely locational. 2: Locational damage can result in 3 grades of injury- to treat these, in order, Bandages (minor) Stitches (medium) and Splints (major) are required. 3: after treating the locational injuries, damage to general HP pool persists for a little bit, weaning itself down. 4: damage to the general HP pool is the only thing that can kill the character under most circumstances 5: damage to the general HP pool can be temporarily nullified through drugs like morphine. 6: over time, wounds will go down in grade, major to medium to minor to none, on limbs. 7: All damage to the general HP pool is done over time, a bit each round. I have no idea how to actually implement this in BRP. Anyone want to help? Note that it will be under similar licenses to my existing work (Free to use, even in monographs, but requiring credit where it is due) My ideas I've come up with so far on implimentation: 1: General HP damage from bleeding is equal to damage dealt, divided by (four minus severity) as a base. Severity dictates how long the wound lasts before progressing to a lesser grade. 2: Severity is dictated by two things: Weapon type and the success level of the attack skill check 3: on a chart, severity and location are used to determine the amount of damage that being shot in a particular limb causes or nullifies in addition to the base to gen. HP each round
  11. While I didn't like having my post picked apart like that, I will admit my father is a terrible teacher (My attention span regarding mechanical work doesn't help- I realized I wasn't interested in fixing cars long ago, but I've picked up just enough to get in trouble with). My reasoning for cornering ratings was mostly to do with the fact that you could put things like flaps or jets or four-wheel turning things on a vehicle to improve it's turning radius. Thus DEX/AGL could provide a base representing the equipment on the vehicle, which could be modified by various factors, providing several levels of turn speed and their requisite difficulties for different skill ratings on a chart.
  12. If any of you are monograph authors and use my work, and feel like you want to give something back.... Send me a copy of your monograph in print. PM me and I'll give you the mailing address if you show me a sample of the product.

  13. [Damage and Bleeding Based Death] [Terms of Use] This Material is free to use for both home use, and monograph authors, and is my contribution to BRP's Community. Distribution Requirements (Home Use): This material must be distributed as a download in it's complete, final form, and as a PDF, only. Each website which wishes to host this material must apply to me (with the exception of BRP Central). If I do not respond, in 1 (one) year, the material may be posted on your website in accordance with Home Use distribution requirements. Distribution Requirements (For Monograph Authors and authors of any BRP-Compatible materials): You have immediate and complete access to this subsystem, including alterations. However, both myself and any known direct contributors to the project must be credited in the acknowledgements section of your monograph or other Book/Project, and you may NOT copyright or trademark any part of these materials (Belonging to this subsystem) if the subsystem is used. If these rules (belonging to this subsystem) are used to inspire your own system that works differently enough (30% or more difference in mechanics or feel) [Damage and Bleeding Based Death System Core] * After reaching 0 HP, tally total HP into the negative. * If it does not reach the Threshold Sub-Option's specific amount of negative HP, roll Stamina (Hard). Success indicates that you are merely staggered, and thus may move your Staggered Sub-Optional Move Speed and do non-taxing actions (taxing means mental OR physical). Failure indicates unconsciousness and bleeding *while unconscious and bleeding, 1d3 damage per round is taken. Depending on the Stabilization Sub-Option and the circumstances, you may be able to make an additional Stamina (Hard) check to avoid further bleeding. [Damage and Bleeding Based Death System: Threshold Sub-Options] * Static: the death threshold is -5 HP *Dynamic: 1/2 of max HP is used. If this is used, remember that D20 Style campaigns that center around more capable heroes and longer, less deadly combats use full CON+SIZ for HP, while any other campaign styles should use CON+SIZ/2 [D20 Style Death System: Stabilization Sub-Options] *Common Traits: 1d3 damage a round bleeding penalty. Stabilization does not mean that the character is conscious, only positive (above zero) HP means that, unless a stamina (Hard) check is made upon stabilization. If this check is made, they are still staggered until they have 1 or more HP. *By Round: Stabilization checks are made every round regardless of circumstances. Bandages and healing spells automatically stabilize. *True Bleeding: Use External Bleeding rules if no special successes or critical successes were dealt. If a special success was dealt, Internal bleeding lasts for 2d4 rounds after bandaging the incapacitated character. If a critical success was dealt, it lasts until the character dies or a healing power is used. Under both circumstances this bleeding continues to apply until it otherwise would not if the character is brought to positive hit points (over zero). *External Bleeding: If the character is bandaged, damage to them from bleeding is reduced by 2 points that round, and the character is stabilized but unconscious the next round. Healing powers immediately stabilize the character. *Internal Bleeding: Bleeding continues until a healing power is used on the character. Bandaging heals 1d3+1 HP, which may be bled out. If brought back to positive hitpoints, the character is fully active but continues to bleed. [Damage and Bleeding based Death System: Staggered Movement Sub-Options] *Static: May move 2 meters *Random: May move 1d3 meters *Stat-Based: May move 1/4th move speed if not acting, and 1 meter if acting. [Notes:] Is based on Fortitude saves for dying characters to stabilize in NWN, mixed with the static 05% chance in PnP D20. I will be looking forward to learning what people use and what they don't, so try to tell me what you think should be the standard in further posts, even maybe clarify existing bits and pieces or rewrite them to add new options or change existing ones as necessary. Reasoning was that I didn't like the death system in BRP by default (a static end of round death at zero). [Acknowledgements] Gary Gygax: Invented DnD, and was a nerd before it was cool. Wizards of the Coast: Altered DnD to it's flawed 3.0 and 3.5 versions, which were my first experiences with Pen and Paper. Released 4.0, which I boycotted early by knowledge of facts. Bioware: Neverwinter Nights (Where I got the Fort Save thing), which drew me into PnP like a fly to honey. DnD may have been my first, but I needed a harder drug. Chaosium: BRP, and my obsession with it. It's basically the system I tried to create on my own (and failed to). Link6746 (Myself): Almost all of the conversion materials, the license. YOU, for having read through this.
  14. I enjoy using hitpoints as an abstraction a bit much for this, but a bleeding system with different damage dice based on wound severity and/or location would be wonderful for us simulationists. Basically this system and hitpoints side by side in modified forms, where wounds of varying severity all cause their own individual bleeding.
  15. This will prove invaluable for my post apocolyptic campaigns. I'm also going to state right here that tomorrow I'll get some detailed info of acceleration lag at high speeds. My father's a grease monkey who has a 200MPH run at the dry lake beds here in his bucket list. How I understand this: Torque: Provides the capability for the top speed Horsepower: Helps get to top speed. (Additive to current speed, up to top speed) Weight: Drags down top speed and acceleration (subtracted), but increases ability to make turns with the same types of parts Drag Coefficient: The higher the drag coefficient, the greater loss of acceleration at higher speeds What I suggest: For drag coefficient, I'd suggest finding a way to turn it's results percentile and reverse the resulting percent (out of 100%, how much is NOT there), in order to make it divisible by 5. Then you have a simple Drag Factor that is in increments of 0-20 or so, easily convertible to a stat. Cornering, IMO, should be rated at different maneuverability ratings that require different levels of checks (auto, easy, normal, hard, impossible) of the drive/pilot skill necessary for different situations. As for a linked stat, perhaps DEX/AGL, and using weight to provide a bonus or penalty over a certain amount of speed to do this? With these things, it would be very easy to make a decent vehicle system. My thoughts on this: Separate acceleration stages to Stage (equal to Meters/n, where n=<generic speed division in meters>), and have the Vehicles Gear determine Acceleration stages and Speed caps using the rest of the calculations to provide a unified conversion setup. Essentially this provides the ability to use vehicle stats to translate things into and back out of game terms, and sounds much more complex than I think it will be in practice, while remaining a sort of advanced vehicle system.
  16. Still need acceleration data, but yeah.
  17. I own the original classic fantasy, and would like to know where to purchase the new version (I like having all my things on paper)- The current problem I've been having is that Chaosium doesn't even list the original! The main thing I've been using Classic fantasy for is the races and spells, mind you, but I think owning the whole thing would be a benefit to me.
  18. Sorcery for shamanism in my ideas was linked to the idea that shamanic magic in shadowrun, to my (limited) knowlege, is about stat boosts, healing, and protection in mechanical terms. Anything beyond the spell choice and (maybe) the source or nature of the powers is, IMO, window dressing... but nonetheless, important window dressing, so if you want to come up with your own spell lists based on what each magic type is, rename and add skills, elaborate styles and sources etc., it's probably a better fit. What's important, as always, is the "Feel" of the conversion. That said, I seldom look at shadowrun materials, so your approach is probably the correct one if there's a mechanical difference in casting methods and capabilities of each method.
  19. My suggestion: add a second skill for mages that encompasses every magi spell. Sorcery should be used for shamans.
  20. Alright, if anyone has any ideas for implants, improvements and simplifications to the systems that keep the spirit of them, etc., then please chime in.
  21. Modified it so that it also takes 1/1d4+1 insanity in campaigns that also include rules for SAN, regardless of if the person goes nuts from stress or not.
  22. Mind if I copy that for the Inhumanity playstyle? seems far better than what I have.
  23. These rules are more or less guidelines. They're still in the beginning phase of writing. I do know that I want Imbalance and SAN loss from cybernetics to at least be options for GMs. In Neuromancer, one of the female leads had several pieces of cyber-ware at one point in her past with conflicting drivers. That might be an option for GMs as well. In Cyberpunk, it wasn't so much that Cybernetics made you insane, as addiction to cyber-surgery did. that's like the difference between someone who got a single liposuction and called it quits, and Michael Jackson in terms of difference
  24. [Terms of Use] This Material is free to use for both home use, and monograph authors, and is my contribution to a better cyberpunk setting turnout for BRP. Naturally, no restrictions are present. If a Monograph author wishes to compensate me for this work, They are free to email me at: "Link6746" (Gmail Address). My preferred form of compensation is a free physical copy of the monograph in question. [The Basic Stats and Terms of Cybernetics] Inhumanity: Each implant adds 1 to 4 ranks of this to the character. If it exceeds POW, add 5% per additional point to Psychosis. If the campaign is using Sanity rules, each 5% in Psychosis gained reduces SAN by 1/1d4+1 Restriction Level: Restriction Level is pretty much a measure of legality. As an implant or prosthetic's RL gets higher, more qualifications are required to possess it legally. These Qualifications are kept indefinitely once earned, but may be taken away based on the character's actions and standing. Psychosis: Checked whenever the character is in situations of extreme stress. If a "Success" is rolled, then the character goes psychotic and control is surrendered to the GM. Imbalance: Increases each time cybernetics are added. If this gets to 50%, all magic checks are difficult. at 100%, all magic checks are impossible to do at all. Increases by 5, 10, 15, or 20% with each implant, prosthesis, or artificial transplant. CON: Dictates total Organ or other Miscellaneous implants/Transplants of an artificial nature that can be received. Jolts: Electricity, the power point system for Cybernetics. Can be used to power Energy Weapons either from batteries on the energy weapons, or by connecting directly to a cybernetic part. Jolts are used to Abstract the system of powering or using powers from Cybernetics. Platform: The device that connects the Wetware (Body) to the Cybernetic Hardware that the character employs. A Platform goes into a prexisting limb and connects to the Prime Platform- A Neural Device, or Deck- to allow control over cybernetic components. Neural Device: The prime platform. This allows you to use other cybernetics. Also called a Deck. Does not come with any modem type or method to connect to external devices by itself, requiring a slot to be taken for these extensions. Program: This provides a bonus to a certain skill when it's active. This bonus may be Direct (One Catagory towards Easy for a Mental Skill) or Simple (5/10/15%) Prosthesis: An artificial limb, or even Body, that by default has more Platforms than the original part is capable of, and may have other features. Implant: A non-limb or non-body replacing device that goes inside the body or limb of choice. Slots: The Total Number of Implants Allowed for a Given Limb, or Miscellaneous implants. Type: A Cybernetic component is considered to be a Battery (Jolt Maximum increase), a Generator (Reduce a stat by 1 or more, Return 1 Jolt in a given period of time) grant a Bonus (To Stats, Skills, or Armor), Be a Weapon (Treated like the weapon it's based on), or grant a Power (From any of the Power Types, with minor modification if necessary) or Ability (A trait, such as being able to enter digital networks, devices, and programs digitally). Cost: Bonus Type Cybernetics sometimes have a cost, which is taken every day they are active. Weapon Type Cybernetics Either have a Use Cost, or are treated like Bonus Type Cybernetics. Power Type Cybernetics cost the same number of Jolts as the power would take in Power Points. Battery, Generator, and Ability type Cybernetics do not take Jolts to Operate. [system] Implanting: First, Slots must be checked to ensure that the body can handle the implant. Then, a platform must be implanted or chosen for the implant. Following this, the proper amount of Imbalance and Inhumanity is incurred if necessary, and the implant is ready to use. Cyberdocs: A Neural Device and most other implants, prosthetic, and other cybernetic or biotechnology items requires a doctor to have them added to a character. A machine can be used as a proxy for this, but the most skilled of doctors are better than any machine simply because they can think creatively in terms of how to implant or replace something without harming the body. Prosthetics: Adding a Prosthetic is simple: A limb is lopped off, and a Platform placed where the limb connects. The limb is then replaced with the Prosthetic, Inhumanity and Imbalance is incurred if appropriate, and the Prosthesis is ready to use (and may or may not provide a bonus when using that limb). Inhumanity Index: Each implant has an index rating of 1 to 4. This is how much Inhumanity is added with the implant. If the character gains Inhumanity above POW, they gain 5% Psychosis for each point of Inhumanity above POW. In campaigns using the sanity option, SAN damage of 1/1d4+1 is also incurred. Implant Slots: By default, a fully human character with no prosthetics has 2 slots on each leg, 2 on each arm, 4 in the Head, And 4 spread through the Torso and Pelvis, as well as a number of Misc slots equal to their CON. Neural Devices and Platforms are implants, but do not take an Implant Slot. Limb Slots: One Per Limb of the same type as that limb, by Default. Additional Limbs come at a penalty of 1d4 DEX per limb, the GM can however rule that a specific limb costs the character a specific amount of DEX. Programs: Programs Take no slots to use, but requires a Neural Device of some sort, and reduces INT by 1 and IDEA by 5% for each MB of program loaded. 3 INT must always remain in order to act as desired, and 1 INT must remain for the character to remain able to function at all. The total number of Programs that can be put on a character's Deck is equal to INT*2 due to having to sandbox each of them. Jolts: These are used like Power Points, but are counted separately and can only be used with Cybernetics. Imbalance: Subtract directly from any Magic or Sorcery based skill rolls if present. Only matters in campaigns with both Cybernetics and Magic. Batteries: Each Rechargable Battery Implant adds 2 (Small Capacity), 4 (Medium Capacity), 6 (Large Capacity), 8 (High Capacity), or 10 (Extra Capacity) to the maximum Jolts a character has for Cybernetic Use. Batteries that are not Implants can be used to charge Battery Implants (1d6+1, or 2d6+2). This charging happens over 2 rounds (half the power is restored on the first round, the other half on the second- If the total be restored is Odd, add 1 to it before division). Recharging Batteries: A Generator recharges Jolts slowly (1d3 to 2d6 + 1 to 2 Efficiency Modifier per Day/Hour/30 Minutes), while a Power Socket restores an amount (1d3 to 2d6 per round, with a +/- 1-2 Wiring quality modifier) of Jolts Restriction/Qualification Level: Restriction Level is the amount of qualification required to legally possess and use a given piece of cyberware. Qualification level is used to determine what RL the character can legally use. If a campaign setting has more stringent restrictions on cybernetics, then move up RL by 1. 0: Unrestricted 1: License 2: Security 3: Military 4: Black Ops/Research 5: Black Market (Minor Infraction if Caught with) 6: Black Market (Moderate infraction if Caught with) 7: Black Market (Severe infraction if caught with) [Playstyles]: Playstyles allow one or more twists upon Cybernetics. Arcane Balance: In campaigns with Magic and Cybernetics existing side by side, Balance enforces the rule that a person with machine parts is less likely to think in terms that allow magic to be used by them, and is more likely to be confused by magic. The Arcane Balance playstyle represents this. each implant has a 5%, 10%, or 15% addition to imbalance, which at 50% makes Magic difficult and at 100% negates the ability to use magic at all. Can be further customized to count above 100% imbalance, where 200% imbalance causes death. Inhumanity: In campaigns with a focus on the mind warping effects of Cybernetics, Inhumanity is used to represent the potential of Cybernetics to drive a person insane. A character's POW limits the amount of implants they can get without gaining in Psychosis (5% per point of Inhumanity above POW). If the campaign is also using Sanity, then after this limit is reached, 1d4+1 SAN damage is taken. Following this, each further implant causes 1 SAN damage so long as it continues to raise Psychosis. Psychosis can be lowered either by removing implants and prosthesis, or by raising POW, but the damage to Sanity that results from it's gain is everlasting. However, Psychosis has one major flaw it brings to a character afflicted with it: In stress filled situations, the character goes psychotic and control is surrendered to the GM until a POW*5 check is succeeded (Roll every 5 rounds) if the player rolls under the Psychosis %. Glitches: Not all cybernetics are compatible. Sometimes they have glitches in programming that cause minor quirks in behavior, cessation of function, security flaws, or other problems. Whenever you add an implant or replace a part of your body, Roll D% and compare it to the percentage listed with the implant or prosthesis for flaws, adding 5% per implant already possessed. If you roll under this %, you gain the listed flaw. For some implants, this may be as serious as character death- In this case, roll a Stamina check, with success negating the death and causing you to lose the implant's function instead. Flaw frequency and quirk frequency is dependant on the brand and quality of the device. [stock Implant List] Mental Amplifier: Slot Head, Index Rating 3 (+1 if Beta), Type Ability (Psionic Access), Jolt Cost 1 per 1/2 hour, Glitch Stupor, 10% Imbalance. Implanted Weapon: Slot Arm, Index Rating 1 (+1 if connected to a targeting system), Type Weapon, Jolt Cost Negligable, Glitch Weapon-Popup/Popout. 10% Imbalance Targeting System: Slot Head, Index Rating 2 (+1 if Beta), Type Bonus (Targeted Attacks), Jolt Cost Negligable, Glitch Frenzy. 15% Imbalance Dermal Weave: Slot Body, Index Rating 1, Type Bonus (Armor +1, stackable without penalty), Glitch none. 5% Imbalance Modem: Slot Head, Index Rating 3 (+1 if wireless), Type Bonus/Access (Hacking/Programming), Jolt Cost 1/entry to cyberspace, Glitch Driver Malfunction (Death), 25% Imbalance Enhanced Vision Module: Slot Head, Index Rating 3, Type Ability (Night/Thermal vision), Jolt cost 1/10 rounds, Glitch light adversion, 15% Imbalance Adrenal Controller: Slot head, Index rating 2, Type Ability, Jolt cost negligable, glitch Addiction, 5% imbalance. Effect below. *for 4 rounds, movement does not hinder actions unless moving your full move speed, and any strength, constitution or agility based rolls are considered one step easier. At the end of the first round, make an easy stamina check. failing this, the effect ends early. succeeding this, the next round the effect becomes more difficult to maintain by one step. This process continues until the fourth round, at the end of which the effect is impossible to maintain any longer, and safeguards turn it off. [stock Implant Platforms] Grade R(estricted) Cybernetics Platform: Adds 4 Head slots, 10 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 2 Grade M(ilitary) Cybernetics Platform: Adds 3 Head Slots, 8 Jolt Capacity Rechargable Battery. Inhumanity index rating of 1 Grade N(etrunner) Cybernetics Platform: Adds 2 Head slots, 6 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 1 Grade C(ivilian) Cybernetics Platform: Adds 1 Head slot, 4 Jolt Capacity Rechargable Battery. Inhumanity Index Rating of 0. Prosthetic Cyber-Arm: Adds 1 Arm implant slot for that arm, by means of replacing it. Allows replacement of lost arms. Prosthetic Cyber-Leg: Adds 1 leg implant slot for that leg, by means of replacing it. Allows replacement of lost legs. Prosthetic Vat-Grown Cyberized Body: Adds 2 Arm, 2 Leg, and 4 body slots, in addition to a number of head slots and Jolt Capacity dependant on cybernetics platform included. *This CAN change character appearence and gender. [Acknowledgements] Enpeze: Inhumanity Playstyle's Core mechanic (SAN notwithstanding) Link6746: Collection of different types of implants, implanting system. Example starter implants
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