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Akerbakk

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About Akerbakk

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    Advanced Member

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  • RPG Biography
    I've been gaming for over 15 years - I cut my teeth on Rifts, picked up a bit of D&D 3.x, Star Wars, GURPS, WoD, and CoC/ BRP and most recently, Savage Worlds. I use a home brew BRP for just about everything now.
  • Current games
    Currently playing Vampire the Masquerade, 3 ed revised set in modern nights. Currently running BRP Star Wars (Set in Old Republic Era during Mandalorian Wars). In the pipeline/ conversion shop: BRP Iron Kingdoms, BRP Colonial Gothic, Savage Godlike, and can't wait for Savage RIFTS to get kickstarted this year.
  • Location
    USA (Augusta, GA)
  • Blurb
    Soldier, musician, educator, outdoorsman, and family man.

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  1. I think the intent behind an improvement roll each adventure is good: it is a moment for a character to reflect on significant actions and ponder their way ahead, or drill in those new lessons learned. I like doing checks at the beginning of each session. It's a great lead in from the last session, doesn't break the flow of the game, and can easily be done during "pre-game" when players are arriving, you're getting organized, food is on its way, etc. If the implementation as written doesn't suit you then I would absolutely change it. I would not go so far as an experience check every roun
  2. Greetings @DarcyDettmann and I'm glad you like the file! Each section talks about what is rolled to activate powers - Here is a redux for you. Wizardry: Spell College (Alteration, Augmentation, Forces, Illusion, and Mysticism) skills are used. They begin at INTx1%. Sorcery: Sorcery skill begins at POWx1% Divine Magic: Faithcasting skill begins at POWx1%. Psionics: Psionics (Bio-Feedback, Metacognition, and Psychokinesis) skills begin at POWx1%. Super Powers: Generally none, but attribute or skill may be required in certain instances, especially opposed tests. If the
  3. I like that kind of stuff too, it really helps to differentiate characters. I have used/ adapted the Stunts from the Blood Tide supplement in a BRP Star Wars game I ran a few months back. My players and I were pleased with the results, as we were able to model a Mandalorian and 2 separate Jedi with distinct fighting styles. Many of the stunts can be used as written, just renamed. I'd recommend adding new stunts to fit the weapons for the setting.
  4. I agree. I think you and @Gollum have made enough arguments for me to change my vote. I reread the CoC7 quick start this past weekend and was leaning that way to begin with - to the point that I am changing my house system to incorporate more CoC elements. Would love to see something new be put out from an official source on the topic of BRPE...
  5. I agree. That's why I wrote up Unified Powers. Check out the doc and see if it helps.
  6. I've had success with storytelling elements in my games. Admittedly those additions are "light" - Fate points allow the best of 3 rolls for a test if declared before the roll, or 1 reroll if used afterwards. They may also be used for minor tweaks to the scene. All must be in line with the character backstory and I have veto power. I run cinematic games with mook rules, powers, and stunts. It works for me and my group. I would rethink Fate points if I ever ran something with a grittier tone. Since BRP is a tool kit I don't think it ever hurts to add options. Storytelling elements are
  7. I created a "BRP for New Players" doc that is about a half-page long detailing a lot of these bits. It's ripped right out of the BGB on pg. 390 and altered with my houserules. Basic RolePlaying has only a few principles to keep in mind. Once you know these, you should be able to play: · Characteristics are usually rated 3-18 (the higher the better). Human average is 10-11. · Attributes and Skills have percentile ratings, from 01% to 100%+. You will roll a d100 (two 10-sided die) any time a rating is tested, with the goal of rolling at or under your character’
  8. Blast has a range advantage over Energy Control. I think that was my justification. I struggled over that very issue when I started compiling this project. I'm open to suggestions to fix. I'd like to avoid reducing PP cost to keep in line with other offensive powers. Thanks for the catch on the page numbers. I'll upload a corrected version today.
  9. Well said! That is what inspired me to work out BRP Unified Powers in the first place. That, and to reduce the amount of literature to sift through when creating and powering a character. I've successfully used UP in Star Wars, Vampire the Requiem, and Iron Kingdoms adaptations to BRP. In each, minor tweaks were needed to get the flavor of each setting...about a page for each defining HOW powers work within the setting (usually hodgepodged from existing origins- for example, Jedi are Psis with bits of the Divine Magic rules slotted in) with a list of powers available to the characters. Pr
  10. Hey all, I just dropped v1.2 For those of you interested in rolling on random charts for gaining super powers, you can now find them in BRP UP. Hope this makes gaming more fun at your table.
  11. I wrote a Unified Powers document a few months back. Unfortunately, it has only what is in the BGB with a few essentials from other game systems. It may be of limited use to you.
  12. I prefer real numbers in game, though I rarely track expenses except when characters are poor or wealth matters in game. I never really grasped Credit Rating as a skill... It feels like something that is more background oriented than anything. It's too easy to keep equipment lists with actual prices. Of course, abstract wealth really require bookkeeping at all...maybe I will give it a try.
  13. This is a great topic, and one that I have wrestled with as a GM while refining BRP to my tastes through my house rules. I prefer systems that emphasize the importance of Attributes without making them necessarily equal to points/ levels invested into skills. I think OpenQuest/ Legend/ Revolution do it best, with Attributes determining a modest base rating (very modest for some more difficult skills in OQ) and skill points being necessary to raise skills to a usable level. I think Savage Worlds and World of Darkness do it well too - each in their own way rewarding characters with better s
  14. Yes, I have had similar experiences with some players past and present. These instances have shown me that 'natural' consequences from the GM coupled with fellow players saying, "yeah dude, what were you thinking?" tend to set spaz players straight, especially if they play it right the majority of the time. Stuff you are already doing. I had another thought to share: Sandboxes are hard for me to run. I tend to get so into reacting to what the players do that I forget about my plot. If I do that too much then the players can lose focus (Oh yeah! We were supposed to investigate something ab
  15. Greetings fellow BRPers!When I first began gaming with Basic Roleplaying, I used the optional rule of "Step Six (Personality)" on pg. 21 to give player characters some extra oomph. As time went on, I tweaked the rule to allow greater player input and variation:Background A profession that fits your character's "pre-career" training, a secondary or former job, schooling, or other such description adhering to the character concept is considered your character's Background. Choose a fitting profession and add 20% to each skill.For Example: One character was a 'Maverick' type Military Officer. Ra
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