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p_clapham

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Posts posted by p_clapham

  1. Similar to what CthulhuFnord developed, I devised a system called "Combat Exploits", based on the Stunts from Dragon Age Origins RPG. When a character rolls a Hard success on a combat skill, they may spend 2 PP and use a Hard Exploit (add 50% damage, disarm a foe, increase defense, etc.) If they roll a Critical success, they may spend 1 PP and select an appropriate Critical Exploit (add 100% damage, stun, bypass armor, etc.)

    Have you looked at the Legend/MRQ II combat maneuver system?

    • Like 1
  2. I have a similar project, Pulp Edges for the Legend system.  Kind of a mix of legendary abilities, common magic, and feats from D&D.  I've tried to keep away from giving characters straight up bonuses to their skills, it is either situational, or allows them to use their skill in a way they couldn't ordinarily do.   

  3. Thanks! I have been thinking about some kind of points buy system for basic roleplaying along similar lines.

    One character point buys you:

    One point in a attribute

    +10% in a basic or advanced skill your character has at the base level.

    An advanced skill at the base level.

    That covers the Legend system, it is a little trickier with the powers from brp. I suppose I could treat Magic and Psychic Powers as advanced skills. Super Powers are already on a point buy system, one character point would equal one power point. Sorcery and Mutations are the tough ones. For Sorcery I was thinking one character point for each mp that the spell costs. I have no idea what to do about mutations.

  4. These are the rough attribute and skill point totals I use for the human antagonists in my games.  It is designed with the Legend System in mind, but could be easily used for any other BRP compatible game.

     

    Underling - Rank and file minions.  Underlings use the Underling hit point rules from Legend.  They have hit points equal to half their CON, and are killed or rendered unconscious when brought to zero hit points, or damaged by a critical hit.  Underlings always go last in combat unless they have suprise in which case it is for that round only.

    75 points in attributes and skills

     

    Henchmen - The lieutenants or "mid-bosses".  Henchmen have hitpoints equal to their CON+SIZ divided by two.  They are killed or rendered unconscious when brought to zero hit points.  

    80 points in attributes, 100 points in skills

     

    Character - These are the minor villains or antagonists.  This is usually the point total I use for player characters.  Characters use the hit location rules. 

    100 points in attributes, 150 points in skills

     

    Experienced character - At this level you have a major villain or very important npc.  Experienced characters use the hit location rules.

    120 points in attributes, 200 points in skills

  5. Millions, schnillions ... who's counting :P

     

    Mammoths, Cave Lions, etc was what I meant. This really could be something special - looking forward to it.

    If you want some dinosaurs there are plenty of books you can lift their stats from.  I'm on the fence about adding them myself, it might make my game feel less prehistoric Swords & Sorcery, and more the Flintstones.

  6. Oh sorry, someone found it with a google search and posted it on the Mongoose boards.  Some teaser stuff for it had been posted on the Mongoose boards, no details, just that they were going to have a upcoming book called the Land of Ice and Stone.

  7. Any more info about it? When will it be released?

    The dead tree version is slated for early next year, the PDF will be a bit sooner.  It sounds like they are waiting on the art at this point.

  8. Still plugging away at this project.  I still have the following to convert:

     

    Mind Blast

    Mind Control

    Mind Shield

    Precognition

    Psychometry

    Sensitivity

    Telekinesis

    Telekinetic Shield

    Telepathy

     

    Here is what I have thus far.

     

    Astral Projection

    Range: Intensity x10 Kilometers

    Duration: 1 hour per power point spent

    Power Point Cost: 1 point to activate, 1 per full hour to keep active.

     

    With this power the psychic detaches their mind from their body, traveling the physical word as a formless invisible spirit. Astral characters can see and interact with ghosts and other spirits. Use the spirit combat rules. At the game master's discretization you may be able to use other mental powers and cast some spells while astrally projected.

    Your astral form moves at your normal movement rate in any direction. If your character is familiar with the location and it is within range he can move there in one Round. The character can also move back to their body just as quickly.

    While using Astral Projection the character's body is comatose, as if it were in a light coma. If the character runs out of power points while using Astral Projection they begin to lose one hit point from all locations at the rate of one per hour until they return to their body. If someone attempts to interact with your physical form (shaking you, speaking to you) a hard (-40%) Perception test is required to notice the attempt.

     

     

    Aura Detection

    Range: Intensity x5 in meters

    Duration: 1 round per power point spent

    Power Point cost: 1 to activate, 1 per round to keep active

     

    Aura Detection allows you to see the energy fields that surround all living things, allowing you to gauge their emotional state, overall health, and psychic power. Aura Detection also allows you to see spirits such as ghosts, but it does not let you physically interact with them.

     

    Aura Detection allows you to learn the following:

     

    • Whether the target is healthy or diseased, and if so, how severe the disease is.

    • Whether the target is benevolent or evil, and how much so.

    • Whether the being is full of power points, overcharged, low, or depleted.

    • The target's relative power, rated on a scale of “much stronger, stronger, equal to, weaker, much weaker” than your character.

    • The emotional state of the target.

     

    Clairvoyance

    Range: Intensity x10 kilometers

    Duration: 10 minutes per power point spent

    Power Point Cost: 1 to activate, 1 per every full ten minutes to keep active

     

    This power allows the character to project his senses into another location within the range of the power. The character can both see and hear as if they were physically present in the location. If the area is known to the psychic they can project their senses almost immediately. If it is a unknown location a Perception check is required, possibly at a penalty.

     

     

    Cryokenesis - Thermokinesis

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Resilience

     

    With this power the psychic is able to project waves of intense cold. Cryokenesis deals damage to a random hit location according to their Thermokinesis skill. Armor provides no protection, but certain psychic powers and spells may.

     

    1-20% 1D2, 21-40% 1D4, 41-60% 1D6, 61-80% 1D8, 81-100% 1D10, 101-120% 2D6,

    121-140% 1D6+1D8, 141-160% 2D8, and so on.

     

    Danger Sense

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 power point to activate

     

    With this power the character is able to sense danger within the immediate area. This power can be utilized in several ways. It can be used as a active power, used to scan a area for danger. It can also be activated at the beginning of combat adding the intensity of the power to the character's strike rank.

     

    Dowsing

    Range: Intensity x10 in meters

    Duration: Concentration

    Power Point Cost: 1 to activate, 1 per every full ten minutes to keep active.

     

    This power is traditionally used for finding sources of underground water, but it has been used to find missing persons, lost treasure, and valuable ore. Dowsing requires the character to concentrate on the object/ subject in question. No other combat actions may be taken while dowsing, although the character may walk up to his full movement rate while concentrating. The game master may apply difficulty modifiers to the character's dowsing attempt. It is very hard to find a few golden coins and cups within 50 cubic meters of soil and rock. Dowsing does not tell the character where the object/ subject is, it only lets him know when he is getting closer or further.

     

    Eidetic Memory

    Range: Self

    Duration: Instantaneous

    Power Point Cost: 1 to activate

     

    The character is capable of incredible feats of mental recall. If the game master ever requires you to make a skill roll in order to remember a crucial fact you may roll Eidetic memory instead. Minor details require no roll at all, your character is assumed to have made the roll automatically. In addition if your character fails a INT based skill he may re-roll using Eidetic Memory.

     

    Emotion Control

    Range: Intensity x5

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Persistence

     

    Through this power the character is capable of instilling strong emotions in the target. They could cause a opponent to cease hostilities by instilling them with love, or fear. These feeling last until the end of the scene unless the character's actions would disrupt them, such as attacking a target you had instilled with love or friendship. The intensity of Emotion Control must equal 1/3 of the target's INT or greater in order to work. Here are some sample emotions and their effects, work with your gamemaster to come up with more.

     

     

    • Friendship/ Love: The target refuses to attack the character, and may even be willing to go along with actions suggested by the character. This emotion is dispelled if the character attacks the target.

    • Fear: The immediately flees from the combat if engaged with the character. They may return 1D3 rounds later nerves shaken, and may not make any attacks against the character unless attacked first.

    • Fanaticism: The target's close combat attacks are increased by 50%, but they cannot parry, dodge, cast spells, or use powers.

     

    Empathy

    Range: Intensity in meters

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Persistence

     

    With this power you can determine the target's inner feelings. You need to need to be able to see the target or sense him through another psychic ability to use this power. A normal success provides you with insight into the dominate emotion the target is experiencing. A critical success gives you insight on what the target plans to do about that emotional state. A failure reveals nothing, and a fumble provides false information.

     

    Extinguish - Thermokinesis

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 power point to activate

     

    The character is able to quench fires with the power of his mind. Every two levels of intensity allows the character to downgrade a fire one category. So a character with a Thermokinesis of 43% could put out a large flame instantly, or downgrade a large fire to a large flame.

     

    Levitation - Telekinesis

    Range: Self

    Duration: Concentration

    Power Point Cost: 1 to activate, 1 power point for each subsequent round

     

    With this power the character is able to lift himself off the ground and fly after a fashion. For this power to work the intensity of the Telekinesis score must be 1/3 of the character's SIZ or greater. The character is now able to move in any direction at a speed equal to the intensity of the power.

     

    Pyrokinesis - Thermokinesis

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Resilience

     

    The character can start fires with the power of their mind. For two points of intensity the character can create a flame. For four points of intensity the character can create a large flame. For six points of intensity the character can create a small fire. For eight points of intensity the character can create a large fire. For ten points of intensity the character can create a inferno.

     

    Pyrokinetic Blast - Thermokinesis

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Evasion

     

    With this power the psychic is able to project waves of intense heat and fire. Pyrokinetic blast deals damage to a random hit location according to their Thermokinesis skill. Armor provides no protection, but certain psychic powers and spells may.

     

    1-20% 1D2, 21-40% 1D4, 41-60% 1D6, 61-80% 1D8, 81-100% 1D10, 101-120% 2D6,

    121-140% 1D6+1D8, 141-160% 2D8, and so on.

     

    Telekinetic Blow - Telekinesis

    Range: Intensity x5 in meters

    Duration: Instantaneous

    Power Point Cost: 1 to activate

    Resist: Evasion

     

    With this power the psychic is able to project waves of telekinetic force. Telekinetic blow deals damage to a random hit location according to their Telekinesis skill.

     

    1-20% 1D2, 21-40% 1D4, 41-60% 1D6, 61-80% 1D8, 81-100% 1D10, 101-120% 2D6,

    121-140% 1D6+1D8, 141-160% 2D8, and so on.

  9. Although not an adventure the sandbox setting Monster Island is pretty much usable as S&S as it is written. Like the Green it contains dinosaurs, tribes, magic, ancient creatures..

    I started reading Monster Island a few weeks ago, but didn't get far.  Correct me if I'm wrong, but it has snake men in it.

     

    Legend is releasing a new setting called The Land of Ice and Stone.  It is some sort of Ice Age setting.  While that isn't precisely Sword & Sorcery, it is a good genre to mix with it.  I had a memorable encounter in my 1930's Justice League game with some Ice Age Sword & Sorcery blokes. 

  10. The Green sounds pretty Swords & Sorcery, I'll snag the PDF later on in the week when I grab the Savage North.  I will take a look through The Book of Quests.  I'm pretty sure I have that as part of the Runequest 6 bundle of holding from a few months ago.  I've always felt Runequest was perfect for Sword & Sorcery games, it is delightful to see so much material out there.

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  11. Off the top of my head the powers from Elfquest that didn't appear in Basic Roleplaying are the following:

     

    Anti-Healing

    Fire-Starting

    Flesh-Shaping

    Plant-Shaping

    Shape-Change

    Animal Bonding

    Rock-shaping

    Dowsing

    Hypnosis

    Magic-Feeling

    Mind Snare

    Sending

    Shielding

  12. Elfquest powers are interesting, rather than having the POW of the character determine the potency of the power being used, it is instead the number of Power Points spent on the power.  In addition for each 10% you have in the power one less power point is needed. 

  13. A official release of the Elfquest book would be nice.  I lucked out in a quick google search.  FATE would be interesting.  I have been working on a FATE version of Transformers for a one-shot this upcoming winter break.  FATE also seems like a system that could do Call of Cthulhu exceptionally well.

  14. As a side project I'm going to convert some of those powers from Elfquest that never made it to BRP.
     
    Body Shaping
    Range: Touch
    Duration: Permanent
    Power Point Cost:  one power point for every three points of SIZ converted
     
    Body shaping allows the character shape flesh and bone as if it were clay, allowing them to bestow mutations onto their target.  The power takes one day for every three points of SIZ converted.  The character gains one minor mutation, and rolls for a adverse mutation.  On a special success the character gains one major mutation, and can choose their adverse mutation.  On a critical the character gains one major mutation and does not have to take a adverse mutation.
  15. I was working on a hack of mutants and masterminds a little while ago. I think I had each attribute level equal one character point, and ten skill points equal one character point. Does that sound about right? Having a attribute point being ten times more valuable than a skill point?

  16. I wrote up some optional advancement rules a while back for the Legend board, but they work equally well for BRP.  The skills derived from profession and personality types comes from Magic World.  Since I am terrible at rolling dice I came up with the other two rules.

     

    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.

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