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Posts posted by p_clapham
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Pulp Edges
in Legend
A new one, not sure about the power level, I kind of like it. I'm torn between making the activation of the edge be a combat action or a free action. Given how powerful it is potentially I am tempted to add the following: If the skill roll is failed the character may not activate Indomitable Will again for the duration of the scene.
Indomitable Will
Persistence 50%
Self. Instant
The character is a bastion of willpower and self determination, able to persevere by sheer force of will. Before rolling the character may as a free action activate this edge. He adds his POW as a bonus to his next skill roll.
This edge may be taken a second time when the character reaches 100% or more in his Persistence Skill. He now adds twice his POW to any skill roll when activating this edge.
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I had a couple of other folks asking for a PDF, so I put one together organized by skill category. It is still a work in progress, I'd like to add a couple more pages of edges for the final document, and redo a couple of the edges. Included in the document is a brief synopsis on what edges are and how they work.
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Pulp Edges
in Legend
I've added the updated collection to the downloads section. It is all in alphabetical order and listed by skill category. I included a brief overview on edges at the beginning of the file.
http://basicroleplaying.com/downloads.php?do=file&id=558
While I would like to add a OGL license to the file, some of the edges were inspired or even partially borrowed from sources that were not OGL. I don't think it is right for me to slap a OGL on it.
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I've got about eight pages of edges so far. Once I get up to page ten I'll upload it as a PDF.
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I wrote up a version of Cleave for my list of edges. I ended up going the D&D 4.0 route with it.
Cleave
A Combat Style incorporating a edged melee weapon 50%
Personal
The character is capable of making multiple attacks with one action against adjacent opponent. For the primary target make your attack roll as normal, if this connects you may make a secondary attack roll against a adjacent foe. This secondary attack does damage equal to your Damage Bonus.
This edge may be taken a second time when the character reaches 100% or more in their relevant skill. The secondary attack now does damage equal to twice your Damage Bonus.
Over the last couple of months I've been toying with the idea of adding D&D3.5 feats to MW. The Arete chapter of the new Advanced Sorcery seems like a good way of doing this.I've been working on feats tied to various skills, requiring a prerequisite % and possibly a prerequisite Characteristic #. I think this would add a lot of flavor to characters, as well as diversity.
Example:
Cleave: Weapon Skill 101%+ If the character kills an opponent with his first strike of the round, he or she may make an immediate attack against a different nearby opponent with a 50% penalty.
GREAT Cleave: Prerequisite: Cleave, Weapon skill 125%+ If the character kills an opponent with his first strike of the round, he or she may make an immediate attack against a different nearby opponent with a 25% penalty. If he also kills that opponent, he may make a third attack against a different opponent with a 50% penalty.
Was wondering if anyone else already did this, before I continue. Over powered? Not needed? Nick?
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I took the plunge and grabbed the core book and Advanced Sorcery. Magic World has some interesting stuff in it, I like the new take on Allegiance, and will likely end up porting that into my other BRP/Legend/Runequest games. I was puzzled over the lack of zombie stats in either the base book or Advanced Sorcery.
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Pulp Edges
in Legend
Here are a few more
Double Identity
Disguise 50%
Self
The character has a alternate persona they can take on at the drop of a hat. This cover has a background that will look legitimate under initial scrutiny.
This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The cover now has a background that will look legitimate under heavy scrutiny.
Escape Artist
Athletics 50%
Self
The character is a old hand at getting out of restraints. He gains his POW score as a bonus when attempting to escape from bonds or restraints.
This edge may be taken a second time when the character reaches 100% or more in their Athletics Skill. He gains twice his POW score as a bonus when attempting to escape from bonds or restraints.
Rage
Unarmed or a Combat Style incorporating a Melee Weapon 50%
Self
In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.
This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.
Feather Step
Acrobatics 50%
Self
The character's weight becomes negligible, allowing him to balance on impossibly thin or slender surfaces, including those that should not be able to support his mass. (twigs, saplings, and so on).
This edge can be taken a second time when the character's Acrobatics Skill reaches 100% or more. The character is now able to balance or move on liquids. Effectively allowing the character to walk or run across water.
Iron Stance
Unarmed 50%
Self
The character has mastered unarmed combat to the point where he can take on weapon wielding opponents with ease. The hands and feet of the character are treated as a size Large for the purposes of attacking and parrying in combat.
This edge can be taken a second time when the character's Unarmed Skill reaches 100% or more. When using the Unarmed Skill the character gains an extra Combat Action.
Iron Constitution
Resilience 50%
Self
The character is highly resistant to being poisoned. While this edge is active any poison effecting the character is suspended. As a added perk the character has a high tolerance to alcohol, able to drink just about anyone under the table and keep standing.
This edge can be taken a second time when the character's Resilience Skill reaches 100% or more. When the edge is activated all poison effecting the character is negated.
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I've got another one, not sure if I'm going to include it in the list of edges as it is more D&D than pulp.
Rage
A Combat Style incorporating a melee weapon 50%
Self
In combat the character is able to fly into a violent rage, savagely smiting their foes. The character's Damage Bonus die increases by one step (So if their damage bonus was a 1D4 it is now a 1D6). As the rage focuses them on the offense, the character may not parry or evade for the duration of the rage.
This edge may be taken a second time when the character reaches 100% or more in a Combat Style incorporating a melee weapon. The character's Damage Bonus die increases by two steps (so if their damage bonus was a 1D4 it is now a 1D8). As the rage focuses them on the offense, the character may not parry or evade for the duration of the rage.
I am wondering if the inability to evade or parry is to heavy a limitation, and if a flat penalty should be applied instead. Still a one die shift to the damage bonus is a big deal. I like this version of the rage better than the bonus to STR and CON that the Legendary/ Heroic Ability gave.
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You are very welcome! I'm having a lot of fun coming up with these rules. Maybe by the end of the summer I will have enough for a mini supplement.
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I've started a thread with all of the collected Edges thus far in the Legend section. Once I have enough I'll create a PDF version and upload it to the site.
http://basicroleplaying.com/showthread.php/3916-Pulp-Edges?p=55801#post55801
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Pulp Edges
in Legend
These are minor abilities designed to be about as powerful as Runquest 6 Folk Magic, or Legend Common Magic. They are perks that characters can start with off the bat. To qualify for a Edge the character needs at least 50% in the corresponding skill. Once a character reaches 100% or more in that skill they can purchase the Edge a second time for a increased benefit.
Edges follow the basic rules for Folk Magic. They cost one Magic Point to activate. Unless the duration is listed as instant or concentration they last for the entire scene. The only difference between Edges and Folk Magic is that there is no "Edge Skill". Edges that use opposed skill rolls use the relevant attribute, all other Edges simply work automatically. You don't need a roll to make Fists of Steel work.
Here are the Edges I have so far.
Fists of Steel
Unarmed 50%
Self
This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them.
This edge can be taken again when the character reaches 100% or more in their Unarmed skill. The hero's unarmed damage increases again by one step. So a character dealing 1D4 unarmed damage will now deal 1D6 unarmed damage. This upgrade costs five Advancement Points.
Eyes of the Cat
Perception 50%
Self
This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds.
This edge may be taken again when the character reaches 100% or more in their Perception skill. For the duration of the edge the character gains Dark Sight. This upgrade costs five advancement points.
Spring Heeled
Athletics 50%
Self
With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically.
This edge may be taken again when the character reaches 100% or more in their Athletics skill. For the duration of this edge the character may jump four times his height horizontally, and triple his height vertically. This upgrade costs five advancement points.
Vanishing Trick
Stealth 50%
Self, Instant
The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed.
This edge may be taken again when the character reaches 100% or more in their Stealth skill. The character has mastered the art of stealth to the point where they can make a Stealth roll in almost any circumstance. Even if there is no cover the character can still take advantage of blind spots and remain a shadowy figure in the corner of your eye. Remove the Instant duration. This upgrade costs five advancement points.
Skin of Bronze
Endurance 50%
Self
The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations.
This edge may be taken a second time when the character reaches 100% in their Endurance Skill. While using this edge the character has a armor value of two added to all of his hit locations. This upgrade costs five advancement points.
Connected
Streetwise 50%
Self, One Extended Action
The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour.
This edge may be take a second time when the character reaches 100% in their Streetwise Skill. The time needed to find something is reduced to a half hour. On a critical the character finds what he needs within ten minutes. This upgrade costs five advancement points.
Backstabber
Stealth 50%
Self, Instant
The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.
This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points.
Distract
Deceit or Influence 50%
Ranged, Resist (Willpower)
The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them.
This edge may be taken a second time when the character reaches 100% in their Deceit or Influence Skill. A distracted target counts as being surprised until the beginning of the next round. This upgrade costs five advancement points.
A friend of a friend
Influence 50%
Self, One Extended Action
The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours.
This edge may be taken a second time when the character reaches 100% in their Influence Skill. The time needed to find something is reduced to 1D4 hours. On a critical 1D2 hours. This upgrade costs five advancement points.
Photographic Memory
Self, Instant
Perception 50%
The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically.
This edge may be taken a second time when the character reaches 100% in their Perception Skill. In order to remember a crucial fact the character now rolls three times taking the best result. This upgrade costs five advancement points.
Human Spider
Self
Athletics 50%
Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.
This edge may be taken a second time when the character reaches 100% in their Athletics Skill. His movement rate while ascending or descending is now equal to his full movement rate. If the hero wishes to double his movement rate while climbing he no longer suffers a penalty to his Athletics Skill while doing so. This upgrade costs five advancement points.
Iron Might
Brawn 50%
Self, Instant
The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength.
This edge may be taken a second time when the character reaches 100% in their Brawn skill. He now adds twice his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This upgrade costs five advancement points.
Fleet of Foot
Athletics 50%
Self
The character is extraordinarily light and quick on their feet. Easily outracing their friends and enemies. The Hero's movement rate is increased from eight meters to twelve meters.
This edge may be taken a second time when the character reaches 100% in their Athletics Skill. The Hero's movement rate is increased from twelve meters to sixteen meters.
Two Gun Joe
A Combat Style incorporating Sidearms 50%
Self
The character is proficient in using a sidearm in either hand, and can use two of them with deadly effect. While wielding two sidearms the character gains a additional Combat Action.
This edge may be taken a second time when the character reaches 100% or more in a Combat Style that incorporates sidearms. While wielding two sidearms the character gains two additional Combat Actions.
Brawler
Unarmed 50%
Self
The character is a master of unarmed fighting, able to attack and defend with ease. In melee combat the character may use their Unarmed skill to defend.
This edge may be taken a second time when the character reaches 100% or more in their Unarmed Skill. While using their Unarmed Skill in melee combat the character gains one additional Combat Action.
Man of Many Faces
Disguise 50%
Self
The character is a master of disguise, able to change from one persona to another with but a moments notice. The character is able to make quick changes to their appearance, making themselves bland and unrecognizable. It does not affect their voice, mannerisms or physical size/ presence of the hero, but ensures they do not stand out from the crowd. He is actively ignored by anyone searching for him; he is simply overlooked and discounted.
This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The character is now able to make quick changes to the appearance allowing them to disguise themselves as a specific person.
Wallflower
Stealth 50%
Self, Instant
The character is a master at staying hidden in plain sight. When using this edge the character adds his POW score to his Stealth Skill rolls.
This edge may be taken a second time when the character reaches 100% or more in their Stealth Skill. The character now adds twice his POW score to his Stealth Skill rolls.
Danger Sense
Perception 50%
Self
The character is preternaturally aware of danger, allowing him to act before others can. The character's Strike rank is equal to half of their POW + DEX + INT divided by two.
This edge may be taken a second time when the character reaches 100% or more in their Perception Skill. The character's Strike rank is equal to their POW + DEX + INT divided by two.
Vigor
Endurance 50%
Self
The character's reserves of energy are legendary. When others tire, this character is still refreshed on his feet. For the edge's duration all Fatigue effects gained from laborious activity are ignored (but return on the Edge's dismissal).
This edge may be taken a second time when the character reaches 100% or more in their Endurance Skill. When the edge's duration ends all Fatigue effects gained from laborious activity are removed.
Commanding Voice
Influence 50%
Concentration, Self
Words are the preferred weapon of this character, and his rich golden voice carries across great distances. The character adds their POW rating when making Influence rolls. The character's voice carries across and through even the loudest background noise. Up to a range of ten times the recipient's CHA in meters.
This edge may be taken a second time when the character reaches 100% or more in their Influence Skill. The character adds twice their POW rating when making Influence rolls.
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Here are a few more.
Iron Might
Brawn 50%
Self, Instant
The character's iron hard muscles are capable of incredible feats of strength. The Hero adds his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength.
This edge may be taken a second time when the character reaches 100% in their Brawn skill. He now adds twice his POW to his STR attribute but only for the purposes of lifting, breaking, and contests of strength. This upgrade costs five advancement points.
Fleet of Foot
Athletics 50%
Self
The character is extraordinarily light and quick on their feet. Easily outracing their friends and enemies. The Hero's movement rate is increased from eight meters to twelve meters.
This edge may be taken a second time when the character reaches 100% in their Athletics Skill. The Hero's movement rate is increased from twelve meters to sixteen meters.
Two Gun Joe
A Combat Style incorporating Sidearms 50%
Self
The character is proficient in using a sidearm in either hand, and can use two of them with deadly effect. While wielding two sidearms the character gains a additional Combat Action.
This edge may be taken a second time when the character reaches 100% or more in a Combat Style that incorporates sidearms. While wielding two sidearms the character gains two additional Combat Actions.
Brawler
Unarmed 50%
Self
The character is a master of unarmed fighting, able to attack and defend with ease. In melee combat the character may use their Unarmed skill to defend.
This edge may be taken a second time when the character reaches 100% or more in their Unarmed Skill. While using their Unarmed Skill in melee combat the character gains one additional Combat Action.
Man of Many Faces
Disguise 50%
Self
The character is a master of disguise, able to change from one persona to another with but a moments notice. The character is able to make quick changes to their appearance, making themselves bland and unrecognizable. It does not affect their voice, mannerisms or physical size/ presence of the hero, but ensures they do not stand out from the crowd. He is actively ignored by anyone searching for him; he is simply overlooked and discounted.
This edge may be taken a second time when the character reaches 100% or more in their Disguise Skill. The character is now able to make quick changes to the appearance allowing them to disguise themselves as a specific person.
Wallflower
Stealth 50%
Self, Instant
The character is a master at staying hidden in plain sight. When using this edge the character adds his POW score to his Stealth Skill rolls.
This edge may be taken a second time when the character reaches 100% or more in their Stealth Skill. The character now adds twice his POW score to his Stealth Skill rolls.
Danger Sense
Perception 50%
Self
The character is preternaturally aware of danger, allowing him to act before others can. The character's Strike rank is equal to half of their POW + DEX + INT divided by two.
This edge may be taken a second time when the character reaches 100% or more in their Perception Skill. The character's Strike rank is equal to their POW + DEX + INT divided by two.
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What do you think of characters being able to take these edges multiple times? I was thinking of including a second level to each of the edges. Fists of Steel would increase your unarmed damage to a D6. Eyes of the Cat would switch from Night Sight to Dark Sight. And Skin of Bronze would give you an Armor Value of 2 in all locations. This would require a higher level in the relevant skill.
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I did some toying around with the Folk Magic from RQ6 as part of my pulp project. These are all designed to be roughly equivalent to a magnitude 1 spell. I thought some of these might work well as feats. Particularly the hide in plain sight, which I've renamed Vanishing Trick.
Fists of Steel
Unarmed: 50%
Self
This edge increases the damage of a hero's unarmed damage by one step. A character dealing 1D3 in unarmed combat will deal 1D4 instead. This edge hardens the character's hands somewhat, while under the influence of this edge they might find themselves denting doors when they knock on them.
Eyes of the Cat
Perception: 50%
Self
This edge increases the character's sensitivity to light, allowing them to see more clearly in dimly lit areas. For the duration of the edge the character gains night sight. If the character is suddenly subject to a strong light source such as a well lit room, or the highbeams of a car, they will count as if they were fighting in darkness (-40% close combat situational modifier) for 1D4+1 rounds.
Spring Heeled
Athletics: 50%
Self
With this edge the character's legs are like coiled steel springs. He is able to make great leaps with ease. For the duration of this edge the character may jump triple his height horizontally, and double his height vertically.
Vanishing Trick
Stealth: 50%
Self, Instant
The character is exceptionally stealthy, able to vanish in a heartbeat. While using this edge the character may make a Stealth check at no penalty even if he is being observed.
Skin of Bronze
Endurance: 50%
Self
The character is capable is enduring incredible punishment. Their hardened skin turning aside fists, blades and bullets. While using this edge the character has a armor value of one added to all of his hit locations.
Connected
Streetwise: 50%
Self, One Extended Action
The character is a master of urban survival with this Edge. The time needed to find something is reduced from 1D4 hours to 1D2 hours. On a critical the character finds what he needs within a half hour.
Backstabber
Stealth 50%
Self, Instant
The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.
Distract
Deceit or Influence 50%
Ranged, Resist (Willpower)
The character uses charm or lies to fluster his intended target. A distracted target counts as being surprised for the next attack made upon them.
A friend of a friend
Influence 50%
Self, One Extended Action
The character's charm has won him friends in both low and high places. As a extended action the character may use his Influence skill to make a Streetwise skill roll. The time needed to find something is 1D6 hours. On a critical the character finds what he needs within 1D3 hours.
Befuddle
Ranged, Resist (Willpower)
Deceit or Influence 50%
The character's words causes confusion within the mind of the target. These could be bluster, intimidation, lies, or a hypnotic glance. The subject of the edge has difficulty thinking straight, forgetting where it is, what it is doing and why. Befuddled targets can still act in self defense, but cannot initiate any constructive activity until the edge ends. Any sort of attack or threatening action instantly breaks the spell. Whether it was directed specifically at the beffuddled target.
Photographic Memory
Self, Instant
Perception 50%
The character is capable of astonishing feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you make invoke this edge and roll twice. Minor details require no roll at all, your character is assumed to have made the roll automatically.
Human Spider
Self
Athletics
Sheer walls mean nothing to the hero with this edge. His movement rate while ascending or descending is half of his normal movement rate. If the hero wishes to double his movement rate while climbing, he suffers a -10% penalty to his Athletics skill check rather than a -20% penalty.
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Well the chase matrix could be used for either of those. I am really frustrated I cannot get it to format properly. As far as ship chases go, I'm sure the Pirates of Legend will have some rules for that. I was tempted to check out that book for the automobile rules, but decided come up with my own rules instead.
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The combat feats seem much more powerful than the non-combat feats. It is a very interesting idea you have, I really like it.
Didn't mean to double comment in a second thread. I couldn't find my original comment, and thought the site lost it.
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I've heard Magic World is the Elric/ Stormbringer rules repackaged and cleaned up a bit. What has been ported over rules wise to the main book and Advanced Sorcery? Is the latter just the Bronze Grimore for the ruleset?
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I've wanted to do something similar for Call of Cthulhu/ Pulp games using either BRP or Legend, your rules look interesting. I skimmed them, and it looks like the combat feats are overall much more powerful than the non-combat feats. I really do like what you've done here, and might contribute some from the Mutants and Masterminds books. There is a stealth feat that allows you to "pull a batman", you can make a stealth check at no penalty even while being observed. You are just that good.
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I just need a result for numbers 9, 10 and 12 now.
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Here are some alternate rules I have been tinkering around for character advancement in Legend.
Skills derived from Profession and Personality Types
The advancement for these skills is 1D6+1 rather than 1D4+1. If the improvement roll is failed the character gains 2 points in the skill rather than 1 point.
Taking the Average
Rather than rolling for skill points after a successful advancement roll the player can choose to take the average. If the roll is 1D6+1 the player adds 4 points to their skill, if the roll is 1D4+1 the player adds 3 points to their skill.
Automatic Advancement
There is no need for the player to make a advancement roll for their character. It is assumed they automatically succeed.
Skill linked Attribute Advancement
When a character reaches a certain % in a skill one of their attributes associated with the skill goes up as well. When you reach 75% in a skill choose one associated attribute and increase it by one point. When you reach 150% in a skill choose one associated attribute and increase it by two, or chose two associated attributes and increase them by one. For example a character increases their Sword and Shield weapon style up to 77%, they can either add a point to STR or DEX.
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I'd love some feedback on the rules. Still not sure what I should have for the initial mishaps results, suggestions would be very welcome.
So far I am thinking of changing #20 to 1D8 damage to 1D4 hit locations. 2D8 damage if a seatbelt isn't being worn.
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I started putting together some rules for automobiles, chases, and crashes. They are far from complete, but I'd love some feedback and suggestions on what I have so far. I have been trying to keep the system pretty simple.
These are the stats I am planning on using for automobiles and other vehicles. Movement is going to be listed in MPH and Zones. I think it is pretty realistic that a Motorcycle can outrun a dump truck.
Movement
Strike Rank Modifier
Handling Modifier
SIZ
Armor
Hit Points
Carrying Capacity
Here is the chase rules. I think they are pretty solid. I based them off the close combat matrix, but had the success levels equal zones of movement, essentially how far one car is from the other.
The Attacker is the car attempting to catch up, the Defender is the Car attempting to outrun the other car. Chases are measured in Zones. A fumble on the driving roll indicates the car is out of control, the driver must make a Drive skill roll or roll on the driving mishaps table. Once the vehicles are in the same zone the drivers have the option of ramming or sideswiping each other. In addition to the driving skill roll for attack and defense, both drivers must make a additional drive roll or lose control of their vehicles and roll on the driving mishaps table.
I can't get the chase matrix to show up properly. It just uses the levels of success matrix from page 131 of the main rulebook. Instead of combat maneuvers use zones of movement instead.
I like the mishaps table. So far I have the really bad results, now I need to come up with the minor and moderate damage results.
Mishaps table
1 – 7 minor damage
1) Fenderbender, -10% to handling, lose one additional zone
2) Shattered side mirror! -10% to handling.
3) Flat Tire! -10% to handling, lose one additional zone.
4) Side swiped! -10% to handling.
5) Flat Tires! -15% to handling, lose one additional zone.
6) Broken windshield! -15% to handling.
7) Lose your bumper! -15% to handling, lose one additional zone. Make a drive roll to regain control.
8 – 14 moderate damage
8) Minor Collision, -20% to handling, lose two additional zones
9)
10)
11) Shattered windshield! -25% to handling, lose two additional zones. The driver and front seat passenger take 1D3 damage to a random hit location.
12)
13) Transmission damage! Lose two additional zones. The vehicle's speed is reduced by 50%.
14) Lose a Tire! Make another Drive skill roll to regain control enough to stop safely. Otherwise roll again on the driving mishaps table. The car cannot be driven until the tire is replaced.
15 – 20 major damage
15) Collision, -30% to handling, lose three additional zones. Make a Drive skill roll to regain control. If the roll is failed roll 1D10+10 and consult the driving mishaps table.
16) Bent Axle! Make another Drive skill roll to regain control enough to stop safely. Otherwise roll again on the driving mishaps table. The car is incapable of being driven further.
17) Car Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D3 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D3 to a random hit location.
18) Severe Car Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D6 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D6 to a random hit location. The car is totaled.
19) The Car crashes and catches on fire. If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D3 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D3 to a random hit location. At the beginning of the next round the car counts as a Small Fire damage source, with everyone in the car taking 1D6 points of fire damage to a random hit location. The car is totaled.
20) Potentially Fatal Crash! If The driver and passengers are wearing seatbelts or are otherwise secure they take 1D10 to a random hit location. If they are not wearing seatbelts or are otherwise not secure they take 2D10 to a random hit location. The car is totaled.
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Here are a few new Heroic Abilities I've been playing around with. They are originally intended for a Pulp setting, but could work in a Sword & Sorcery campaign as well. The first two are adapted from Mutants and Masterminds, and Adventure! respectively.
Hide in plain sight
Requirements: DEX 15, Stealth 75%
Hero Points: 5
Duration: One Attempt
The character is exceptionally stealthy, able to vanish in a heartbeat. The character may make Stealth checks at no penalty even while being observed.
One man army
Requirements: STR 15, One close Combat Style or Unarmed at 75%
Hero Points: 5
Duration: A number of rounds equal to their CON
The character is a whirlwind of violence in close quarters, cutting through lesser opponents with ease. In close combat the the character takes out Underlings on a successful hit, there is no need to roll for damage. Underlings in close combat with the character are reduced to making one attack against the character per round, regardless of remaining combat actions.
Improvised weapon master
Requirements: STR 15, One close Combat Style or Unarmed at 75%
Hero Points: 5
Duration: A number of rounds equal to their CON
Almost anything is a deadly weapon in the hands of this character. The game master will determine what properties if any the improvised weaponry will have in the event of a Combat Maneuver. The character may use their Unarmed skill or a close Combat Style when attacking with improvised weaponry. Use the following chart to determine damage.
ENC less than 1 – 1D3 damage
ENC 1 – 1D4 damage
ENC 2 – 1D6 damage
ENC 3 and greater – 1D8 damage
The game master has the final word on how much damage a given object does. A length of rope may be ENC 2, but he may rule it will only deal 1D3 damage because of its weight. Certain objects may not be appropriate as improvised weapons such as feathers, or candles. A lit candle on the other hand...
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The Heroic Abilities, Combat Actions, and Hero Points all give the game a very Pulp feel. I was also very happy to find rules for minions/ mooks in the main book. If I get around to running Call of Cthulhu again I will likely use Legend as the base system.
Mutants and Masterminds Conversion
in Basic Roleplaying
Posted · Edited by CthulhuFnord
In between some pulp projects I've been working on adapting powers from Mutants and Masterminds to the BRP system. Like Mutants and Masterminds it is a point buy system. This is the breakdown:
1 character point will buy you
1 point in a attribute
10% in a skill
Buy you a Advanced skill at the base level
Powers cost a variable number of character points per rank.
While working on the blast power it struck me, should I include a power point cost on these powers? The power point system from BRP always struck me as very limiting and cost inefficient.
This is what I have so far for my "improved" blast/ energy projection power.
Blast
2 points per rank
Base Range: 15 meters
Duration: Instantaneous
Resist: Evade
Power Point Cost: 1 per level
You can make a damaging ranged attack. When you purchase this power your character gains the Combat Style Blast, which starts off as DEX+POW. Make a Blast Combat Style roll. The attack deals 1D3 damage per rank in Blast to a random hit location. During character creation or when you upgrade this power you have the option to sacrifice a level of damage per rank to either: Increase the range of the Blast power by 10 meters, or to increase the blast power damage die up one step. For example Firebrand takes 6 ranks in blast, one of those ranks is used to boost his damage dice to a D4, another rank is used to boost the range 10 meters. His blast does 4D4 damage and has a range of 25 meters.