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Link6746
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Posts posted by Link6746
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Sorry to raise this thread from the dead, but is there anywhere to get an equipment list for Fallout in BRP?
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Hi. The system seems fun
. However I don't get whether and how you account for weapon and armor; is the damage per round additional damage?
Maybe it would be possible to combine this idea of yours with my idea of using the pitting the attacker's fixed damage rating the defender's fixed protection rating on the Resistance Table:
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.
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Okay, system is as follows:
*WARNING! REQUIRES USING BRP's OPTIONAL LOCATIONAL DAMAGE*
[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)
Setup:*Using the Locational damage system included with the BRP gold book, determine each location's hit points and percentile/1d10 results on the table. Put these on a second sheet included with the character sheet.
*add check-marks for locational wound penalties
*Remember that general HP is not directly damaged by blows.
*Remember that armor is locational.
Fixed Weapon Bonus: Max Weapon Damage on the weapon's entry
Fixed Armor Bonus: Static Armor Bonus for the location
AP Factor: AP of the Weapon/Ammo combination
Blow Severity: Attacker rolls against the resistance table. Depending on the difference between success levels between active and passive on the chart, this results in:
*Active (Attacking): (STR+SIZ)/2+FIXED WEAPON BONUS
*Passive (Defending): (CON+SIZ)/2+FIXED ARMOR BONUS-(AP Factor)
*same success level: a MODERATE WOUND requiring STITCHES if the roll is successful, or else a MINOR WOUND requiring BANDAGES;
*difference = 1: a MAJOR WOUND requiring SPLINTS if the roll is successful, or else a MINOR WOUND requiring BANDAGES;
*difference = 2: a MAJOR WOUND requiring SPLINTS if the roll is successful, or else a MODERATE WOUND requiring STITCHES;
*difference = 3: a FATAL WOUND if the roll is successful, or else a MODERATE WOUND requiring STITCHES;
*difference = 4: a FATAL WOUND if the roll is successful, or else a MAJOR WOUND requiring SPLINTS.
Healing Requirements by Blow Severity for successful Treatment:
*Minor: Bandages
*Moderate: Stitches
*Major: Splints
*Fatal: Hospital Treatment
Damage/Round By Blow Severity: This ignores armor.
*APPENDAGE: Minor=1 / Moderate= 1d2 / Major= 1d3 / Fatal: 1d4
*BODY: Minor=1d2 / Moderate=1d3 / Major=1d4 / Fatal: 1d6
*VITALS: Minor= 1d3 / Moderate= 1d4 / Major= 1d6 / Fatal: 1d8
Bleeding Duration Prior Treatment by Location and Blow Severity: After this the blow's severity degrades due to clotting
*APPENDAGE: Minor=1d2 Rounds / Moderate= 1d4 rounds / Major= Until Treated / Fatal: Until Hospitalized
*BODY: Minor=1d3 Rounds / Moderate=1d6 Rounds / Major=Until Treated / Fatal: Until Hospitalized
*VITALS: Minor=1d4 Rounds / Moderate=1d8 Rounds / Major=Until Treated / Fatal: Until Hospitalized
Bleeding Duration at 1/2 Damage Post-Treatment: After this the blow is healed.
APPENDAGE: Minor=1 Round / Moderate=1d2 rounds / Major=1d3 rounds / Fatal: Amputation of limb, EASY Stamina check vs death
BODY: Minor=1d2 rounds / Moderate=1d3 rounds / Major=1d4 Rounds / Fatal: 1d6 month recovery, Stamina check vs death
VITALS: Minor=1d3 Rounds / Moderate=1d4 rounds / Major=1d6 Rounds / Fatal: 2d6 Month recovery, HARD Stamina check vs death
Credit:Link6746: General idea and an implementation based on the ideas presented by those credited below
MatteoN: Implementation ideas based on wound severity, new blow->wound severity method
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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
{Normal/Heroic/Epic Base}{Distribute as needed}
[sTR, CON, DEX, POW, APP]
16/17/18
14/15/16
12/13/14
10/11/12
8/9/10
[sIZ, INT]
14/15/16
8/9/10
[spare Stat Points/Stat Point Penalty]
Roll: 1d4+1d3 / 1d6+1d3 / 1d4+1d3+1d2 (Bonus)
Roll: 1d4+1d3 / 1d6+1d3 / 1d4+1d3+1d2 (Penalty)
Distribute Result: Amongst Stats
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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.
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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
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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.
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[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.
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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.
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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.
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Still need acceleration data, but yeah.
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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.
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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.
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My suggestion: add a second skill for mages that encompasses every magi spell. Sorcery should be used for shamans.
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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.
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Thread has been updated with new version.
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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.
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In the 90ties we played a cyberspace campaign with BRP. Worked great. Due to the rules it was deadly, flexible and thus great.
I am convinced that simple rules work best and that is the same with cyberware rules. In those days we used the following subsystem
-each cybersystem had in addition to its a cost in $, a neural cost from 1-4, and a legal class from A (illegal) to C (legal in most countries)
-the neural cost is only important if it exceeds the POW value of a person. If the sum of all your implants exceeds the POW you have a 5% chance for each point of excess that you go amok (a roll is applied only in stress situations) and have to be hunted down by special police units.
--Snip--
This simple system is very convenient because it does not penalize the casual cyberware user with two or three implants, but if you risk to include too many implants you will get a massive problem with running amok. It is neatly balancing out skills and cyberware. Additionally it gives the POW attribute an important usage in a setting where magic is not available.
Mind if I copy that for the Inhumanity playstyle? seems far better than what I have.
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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
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[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 -
Well, AD&D was essentially a 1-20 scale, and BRP is 1-100, so a +1 in D&D translates easily to a +5% in BRP.
After that, you really have to to a lot of eyeballing. The baseline assumptions between the two systems are different enough that its not easy to do a simple translation. BRP characters tend to be somewhat fragile, no matter how long you've been playing them, whereas D&D characters rack up tons of hit points, and become rather indestructible at high levels.
So, use your best judgement, really.
That said, if you're starting the campaign out in BRP with the converted materials, it might sometimes be preferable to ignore hit point inflation from DnD and just use the base rules for character hitpoints in BRP.
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By nine years old he should be learning a lot of the injustices of history in his classes (if his education is anything like mine). Don't emphasize the shock value of such things, but don't sugar coat them either is my suggestion. At the same time, give him the opportunity to intervene in anything he feels is morally wrong. Something intellectually stimulating but not too hard to follow in story would be perfect if he's anything like I was at that age.
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I thought about using roll20, but I have no map making abilities and don't know where I could acquire maps for free that would suit what I need for a unique BRP setting. Not that I'm not open to it, just don't know how it will work if I can't get the materials I will need.
And yes it is compatible with google hangout.
My style with just about anything like that is to only use tactical maps for combat and dungeons.
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I wish I could join this, but I teach on Monday nights, and I live on the Pacific coast. During the summer, it might be possible.
I may have monday nights open, but I also do a D20 arenas campaign with a few old friends of mine on random days. I'd need to tell the GM of that about this
Also, if you're doing it via google hangouts, have you considered Roll20.com as the platform of choice? It's got a lot of features, and is hangouts compatible from what I've heard.
Rewarding Good RPing or Maintaining Plot Points
in Basic Roleplaying
Posted
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.