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MurfinMS

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  • RPG Biography
    I've been rpging since way back in the days of little book D&D and Traveller. Jumped the broom when I first heard of RQ, and have been BRPing ever since :)
  • Current games
    All variations on BRP, actually---weird west, runequest, Cthulhu/mystery. Hell, even our Rifts/CP2020 game was using BRP The odd man out is my planned Traveller campaign using the actual Traveller rules.
  • Location
    fabulous Pearl,MS,conveniently located directly above the center of the Earth
  • Blurb
    "If I were a Sea Otter, I'd have to eat
    200 Quarterpounders a day just to
    stay alive!"

    [An unattributed comment overheard while
    my daughter was watching Animal Planet]

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  1. One of the old Elric/Stormbringer books "Rogue Mistress" has rules for blackpowder misfires, loading etc (all IIRC). There were also rules for cannons. And of course that book predated dreadful Mongoose Best, -Ken-
  2. Yah, I've liked "Blake's 7" ever since I first saw it on public TV (KCET) some 25 years or more back. And concesquently have been waiting for region 1 DVD to appear... Anyhow, yes, while having some very cool geegaws, the show was heavily character driven, I think because it *had* to be, given the BBC's less-than-stellar special effects -Ken- _______________________________________________________ "Ugh! Lousy History Channel. Always World War Two. Never about pirates or cavemen.They're history too, damn it!" [Andy French---Mission Hill]
  3. Hi gang, Looking over the vehicle and chase rules, I've got to wonder if there's any sort of logic to the whole thing. The vehicles have both a Rated Speed and MOV. TBYB (The Big Yellow Book) says MOV is "The maximum speed of the vehicle in a combat round, expressed in its MOV rating. MOV has a sliding value of 1-5 meters; this assumes a median value of 3.", and that Rated Speed is "The maximum speed of the vehicle, an abstract value used in the chase system..." Okay, I can live with that, but what do these speeds represent in the real world? Or do they? Maybe in just missing it, but I'd like to know on what these values are based. MP/H or KM/H either times something or divided by something, possibly... Anyone have any idea? Help! -Ken- _____________________________________________________ "We are going to eat like budget-minded Kings... Diet Chicken Bars, Compostina, Scrunch!" [Andy French---Mission Hill]
  4. The disclaimer I always use for any movie set in any even *remotely* historic period is: "Loosely based on events on the planet Earth." Best, Ken.
  5. Hiya Frank, AFAIK the stuff is used by the US CDC, so I'm assuming an average of all types of children are used, rather than specific ethnic backgrounds. The tables as found do not include any sort of footnotes for adjusting things one way or another for ethnicity. Had such stuff been included, I would've happily added it. Of course, there might be such growth tables representing different ethnic groups out there somewhere. I didn't check. Now at some point several years back I ran across several different tables for weight and height for adults based on ethnicity, but I couldn't now tell you just where I'd run across them, aside from "The Internet". Best, -Ken-
  6. Yes, Frogger, Much prettier with formatting. Thanks -Ken-
  7. AArgh! My formatting went away! The table lists Age, Then Male height & weight, SIZ, then female height & weight then SIZ Drat! -Ken-
  8. Hi gang, Well, I was reading through the big yellow BRP book and found some information about playing characters under 18 years of age, and found the rulesy bits interesting. The only trouble with the rules as stated is that they doesn't provide any guidelines to determine just how large or small a character of a given age might range in SIZ, and not being a fan of plain ol' guesswork when it comes to determining SIZ, I dedided to do a little research, which consisted mainly of looking up the U.S. Center for Disease Control's growth charts for children (which happen to cover ages 2-20) to see what I could find. On the table below,( ") indicates inches, (#) indicates lbs. The entries are listed in "lowest-average-highest" order. SIZ,of course, is the equivalent SIZ on the BRP SIZ table (page 26). Note that I personally can't really see a reason for having a kid sidekick (like Indiana Jones does in the 2nd movie) below 8-10 or so, but since the information provided went from age 2 on up, I thought I'd include the information anyways---maybe some demonic daycare, or someone wants to slaughter a gaggle of younglings at Jedi HQ, or something Anyway, here: Male Male Female Female Age Height(") Weight(#) SIZ Height(") Weight(#) SIZ 2 32-34-37 24-28-35 2 31-34-37 22-26-34 2 3 35-37-41 28-32-40 3 34-37-40 26-30-40 3 4 37-40-43 30-36-45 3 36-40-43 28-35-48 3 5 39-43-46 32-40-55 3 39-42-46 32-40-55 3 6 42-45-49 35-45-62 4 41-45-49 36-46-64 4 7 44-48-52 40-50-70 4 44-48-52 38-50-72 4 8 46-50-55 45-56-80 4 46-50-55 44-55-84 5 9 48-53-57 48-65-96 5 48-52-57 48-64-96 5 10 50-55-60 55-70-110 6 49--57-59 52-72-112 6 11 51-56-62 60-80-130 7 51-60-65 58-80-130 6-7 12 53-59-64 65-90-140 7 54-60-65 66-90-146 7-8 13 56-61-67 70-100-155 7-8 57-62-67 72-100-160 7-8 14 58-64-70 80-110-170 8-9 58-63-68 80-110-170 8-9 15 61-67-72 90-124-184 10 59-64-68 86-115-180 9 16 62-68-74 100-135-196 10 59-64-69 92-120-18 10 17 63-69-75 106-142-205 11 59-64-69 96-122-190 10 18 64-69-75 114-148-215 11 60-65-69 98-125-192 11 19 64-70-75 116-152-218 11 59-64-69 98-128-196 11 20 64-70-75 120-155-224 12 60-65-69 100-128-196 11 Note that kids are sprinkled throughout several different Cthulhu adventures, and they seem to have STR equal to their SIZ, or within 2 (or sometimes 3) points of SIZ. INT has tended to be toward the low end. One particularly bright 10 year old had an INT of 10 in a published CoC adventure. I also remember a quote out of RQ where the least INT rollable for a human (INT 8) represented child-like thinking, so I'd guess an INT between, oh, 8-12 might be appropriate, depending on just how precocious you want the kid to be. Best, -Ken-
  9. Hi gang, Oh this looks *very* cool. I've been running a PA game set in my old stomping grounds of Orange County, CA for a couple years now off and on---more off than on---and am looking forward to cadging bits to drop into my campaign. Of course it'll have to wait til payday Best, -Ken-
  10. Hi, IIRC, I think I read that the CoC San Francisco book has rules for Opium. Of course, in the 1890s anyways, lets not forget laudanum and tineture of opium (sic) which might be worth a laugh yo add (assuming the San Francisco book lacks these. I also remember reading some bit of rulesy stuff on Morphine in CoC... -Ken-
  11. Well, looking over my post on the Cubes, I ran across a few things... Aside from a few typos, I guess I don't really care for the stuff about thwe acid. Instead of giving it 1D2 acid (like battry acid or lye, as opposed to the *serious* acid damage something like the Gorp or the Alien Queen might have), I figured by saying that the thing;s digerstive enzymes would *eventually* break down organics was more reasonable. Of course, making the acid less gross meant getting rid of the acid damage associated with each round of being enveloped by the thing. Then theres the comment about the cube still being acidic for a number of days equal to its CON after death. Only problem was that the write-up part happened before I had the stats finalized---the gelatinous cubes have no CON, so I guess just assign a number of days to its post-mortem acidity, or assign a dice range in hours or whatever. Wanting weaker acid, I decided that the damage taken from digging through the dead beastie looking for treasure should be reduced to 1pt got rscj hour spent digging. More an inconvenience than something that could melt your hands. Thought I'd shre. Best, -Ken-
  12. Noxious smoke roiling from the thing and filling the air with smoke? Hey, why not. I was thinking ithe poison gas could have a POY=T equal to, say, 1/2 HP or something. Which isn't out of hand when dealing with the small specimens, but is totally out of hand with the big ones. Maybe the poison gas/smoke should just have an across-the-board POT of 3D6 to make things easier. Of course, just how much volume of smoke would something like that produce anyhow?... m3 of smoke equal to creature SUZ? Smoke volume in m3 equal toqual to 1/6 HP? Smoke volume equal to 3x m3 of creature volume? I don't know, What sounds reasonable to oyu? Best, -Ken-
  13. Hi gang, running through the Gs on the ol' Bestiary,and remembered that one of the things I always liked about accursed D&D was the Gelatinous Cube, with its goofy 10x10x10' dimensions just ideal for sliding through the dungeon (which always seemed to be mapped on grid paper using 10x10x0' squares). Anyhow, as a RQ player, the closest thing to it was the Gorp, something I've never really cared for. I didn't like the Gorp's really high acid damage, yet wanted the Cube to have some sort of kick, so I decided on 1D2pts of acid. This is, according to Call of Cthulhu, rquivalent to kye or battery acid, so should probably have effects that aren't instantaneous---Of course, thinking onb it, the Cubes could always have no acid at all... So I decided to knock out my own version of the Gelatinous Cube.With several different sizes included. Creature volume is based on units of 1m3 (1 cubic meter). As water and meat both have about the same weight per volume, I went on the assumption that 1m3 of Gelatinous Cube weighed in at 1000kg, and I extrapolated from there. Enjoy. -Ken- ------------------------------------------------------------------------ Gelatinous Cube An unnatural sorcerous creation, this shapeless, nearly transparent blob of putrid tissue lives only to ea; slowly oozing, amoeba-like, along waterways and other humid places, as well as through ruins, caves and catacombs, absorbing organic material---both living creatures and carrion---to be broken down by the creature’s caustic digestive enzymes. Inorganic materials of all sorts remain trapped and visible inside the creature’s body. A gelatinous cube is quite resilient to physical attack, with ordinary, non-magical weapons merely passong through the rancid tissue without causing damage---though they themselves may be damaged by the gelatinous cube’s acid if the weapon’s AP are overcome. Because of the corrosive nature of the gelatinous cube, acid and poison have no effect on it. These gelatinous horrors can only be killed by fire or magic. Ordinary flame, or flame-based weapon-enhancing magic will inflict only 1/2 normal damage. Weapon-enhancing magic not using fire, such as Bladesharp or Damage Boosting only do damage equal to the points of the spell. Spells such as Disruption , Lightning Bolt and Rune spells take effect normally. If a gelatinous cube is slain, objects of a non-organic origin, such as gold, other metals, gemstones, and other non-soluble treasures may be found amongst the refuse. However, as s gelatinous cube retains its acidic properties for a number of days after death equal to CON, anyone wishing to root through the remains would be well advised to use a stick. A gelatinous cube attacks by moving next to an intended victim and attempting to envelope him, If the victim fails a Dodge or Jump roll, the gelatinous cube oozes over the victim---like amber over an insect--- enveloping a single Hit Location. If the victim Fumbles the Dodge or Jump roll, he falls into the monster; 1D3 contiguous Hit Locations being engulfed at one time. A 00 Fumble of this roll results in 1D3+3 contiguous Hit Locations being engulfed instead.Should the victim’s head be engulfed, eventual suffocation will occur. If the victim can still move after the cube’s initial attack,he may try a second Dodge or Jump to move away. Fumbles are treated as above. If a Dodge succeeds, the victim may attack as usual in the same melee. If the victim tries to Jump, however, no attack may be attempted that melee. A different Agility skill might be substituted, depending upon the situation and the GM. Should the target fail to move away following the creature’s initial attack, the creature engulfs the next contiguous Hit Location the following melee. A gelatinous cube’s attack may not be parried---the creature simply flowing over the parrying weapon to engulf its foe. Each round a target’s Hit Location remains swallowed up by a gelatinous cube, it will take 1D2 acid damage, As the gelatinous cube’s tissue easily flows into and through joints and openings in a victim’s worn armor, it provides no protection against this damage. Gelatinous cubes have varying SIZ, and can be quite large; occasionally exceeding more than 25m3. Gelatinous Cube SIZ is dependent on the 1000 kg weight of a m3 of its viscous, tissue.. Gelatinous cubes have 1D6+6 HP per m3 of volume. All gelatinous cubes, regardless of SIZ, have 1D5 STR, 3D6 POW, and 1D6 DEX Small Gelatinous Cube Characteristics Average STR 1D6 3-4 SIZ 1m3 43 POW 3D6 10-11 DEX 1D6 3-4 HP 1D6+6 9-10 Move 2 Notes: The creature’s large size gives foes + 11% to their chances to hit. ________________________________________________ Hit Location (D20) Points Body 01-20 0/ 10 _________________________________________________ Weapon SR Attack% Damage Envelop 7 75 1D2 acid Medium Gelatinous Cube Characteristics Average STR 1D6 3-4 SIZ 3m3 56 POW 3D6 10-11 DEX 1D6 3-4 HP 3D6+18 28-29 Move 2 Notes: The creature’s large size gives foes + 18% to their chances to hit. ________________________________________________ Hit Location (D20) Points Body 01-20 0/ 29 _________________________________________________ Weapon SR Attack% Damage Envelop 7 75 1D2 acid Large Gelatinous Cube Characteristics Average STR 1D6 3-4 SIZ 9m3 68 POW 3D6 10-11 DEX 1D6 3-4 HP 9D6+54 85-86 Move 2 Notes: The creature’s large size gives foes +24% to their chances to hit. ________________________________________________ Hit Location (D20) Points Body 01-20 0/ 86 _________________________________________________ Weapon SR Attack% Damage Envelop 7 75 1D2 acid Huge Gelatinous Cube Characteristics Average STR 1D6 3-4 SIZ 27m3 81 POW 3D6 10-11 DEX 1D6 3-4 HP 27D6+162 256-257 Move 2 Notes: The creature’s large size gives foes + 30% to their chances to hit. ________________________________________________ Hit Location (D20) Points Body 01-20 0/ 257 _________________________________________________ Weapon SR Attack% Damage Envelop 7 75 1D2 acid
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