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About KPhan2121

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    Senior Member


  • RPG Biography
    D&D 3.5e, 4e, 5e, Dark Heresy, BRP, Lancer, Wrath and Glory
  • Current games
    Wrath and Glory
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  • Blurb
    Juat a dude who wants to have some fun

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  1. Sure, I'll give you a PM.
  2. Head's up guys, I just received a notification from Chaosium that my Fading Suns to BRP document has been taken off the site for having copyright material in it. I'm currently asking the mods if its possible to re-upload that document if I removed all of the copyright materials from it.
  3. I think we should slow down a bit, this is still tooley1chris's work. You need his permission in order to do anything first.
  4. Well damn, I guess I'll have to go figure out where I put them in my computer. I downloaded the MoM 1 and 2 like a few years ago. Have you considered putting out a no art version of the document? Having all of the stats put into one place is still very useful.
  5. I remember way back when, tooley1chris had uploaded two manual of monsters that he created. What happened to them? I tried searching for it on google, but came up with a page that stated that the files were missing. Did something happen to them?
  6. Alrighty. Thanks for your input. Well the scenario that I had in mind was two short weapon users engaging one long weapon user so it's not like the LWU is attacking some rando, but I get your point. Barring the Keeping at Bay action, which can keep any number of shorter weapon users from attacking at the expense of making your own attack. The long weapon would be "out of position" to keep a 2nd SWU from charging into close combat and shanking him with his dagger.
  7. Thanks for the answer, I still have some follow up questions I'd like to ask. Would you still need to make a dodge check to attack him? On page 235 of the BGB, it states that the character with the shorter weapon "cannot attack until Dodging successfully". And this goes into the 2nd part of the question, does it count as a Closing action? On page 219 it states that a character that wants to close on a target needs to make a successful Dodge roll if being "kept at bay". And there's two interpretations of the rule with this. With the Close Combat and Closing Spot Rules, it sounds
  8. I have a few questions about Weapon Length and the Closing Rules. To get this straight, when a short weapon user charges at a long weapon user, the long weapon user gets to strike first regardless of the actual DEX rank. That counts as their Action for the combat round right? So what happens if the long weapon user already attacked (against another target) earlier in the combat round, I'm assuming that the long weapon user doesn't get to make that attack and the short weapon user doesn't need to make a dodge check before attacking. That makes sense to me like if this is a situation where a duo
  9. You know, this has some similarity to the Psychic Powers rules I've made for the Fading Suns to BRP document. The psychic can choose a bunch of psychic paths which are skills that unlock more powerful abilities as you increase your skill rating. Check it out, it might give you some inspiration for some of the disciplines.
  10. Hmm, this makes me think that you could use the Super Powers rules to make the demonic abilities. Like every power point spent towards creation would have the equivalent to the same amount of character points for items. Like if I wanted a demonic sword that had a fire ability, I would use 10 power points to give a sword Heat Projection giving it +1d6 heat damage. It wouldn't be so over powered like in Stormbringer 5e where the equivalent power points would give you a +2d10 bonus to damage and a +100% to hit. And there would be much greater variety in the powers. Imagine a greatsword that could
  11. Thanks! I guess I'll just have to get Advance Sorcery then.
  12. I'm preparing to run a fantasy game using the Sorcery rules from the BGB. One of the things that caught my attention are the rules for Summoning Demons and Elementals and binding them to the flesh or specific objects to gain powers, are there any guidelines to the sort of power they would gain? I looked at the Stormbringer 5e rules and found that they have a system for creating the abilities based on how much PP you spend. But the BGB's version of sorcery doesn't have any of that, is it just meant to be completely freeform?
  13. Version 3.0.1


    Basically an equipment list for weapons meant to be used with Chaosium's Astounding Adventures, but only weapons that existed during the Victorian period. https://www.chaosium.com/astounding-adventures/
  14. I'm not familiar with MERP, but there is already a Lord of the Rings for BRP document. I never used it myself, but it seems pretty extensive with 172 pages. It says that it's using another LOTR game as a basis for the rules, but it could be helpful for your game. There's also an entire page dedicated to LOTR documents. https://basicroleplaying.org/files/category/47-middle-earth/
  15. In earlier drafts of the game, I had considered using a minimum damage threshold based similar to the original game (and the d20 adaptation). The values were derived from the Fading Suns d20 game. In that game, you would roll damage then make a d20+damage rolled against a DC, it was 17 for melee attacks and 15 for ranged attack. I wanted to avoid too much needless dice rolling so I subtracted 12 from the shield activation DC from the d20 games and came to the minimum damage threshold values of 5 for melee and 3 for ranged. The first problem I ran into was Martial Arts, getting better at d
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