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Everything posted by KPhan2121

  1. Its all outlined in pg 239 in the BGB For your first question, I would probably keep a "narrative first" way of doing things and keep it all in one roll. If you fail a Status Roll at a seller, then you don't buy anything in that store until something changes narratively. Either you haggle or promise to do something for the items. For your second question, if the item is only one value level below then you get a single item or a small set. I would say that the multiple item should be enough for one person. Like say if you want to buy bullets for a gun, then you just enough to fill up your chest rig or bandolier and no one else's. If the item is two value levels below, then its basically as much as you need for what you're going to do with them. As for lifestyle, I think its already implied into the wealth system. Its in the wealth level box in pg 238. Like if you're destitute, its an adventure on its own to find rent money for that month, but you wouldn't need to give a shit about that it you're poor or above.
  2. For WFRP, I would go BRP Classic Fantasy and make a table for spell fumbles and steal the firearms from Renaissance D100. https://www.chaosium.com/classic-fantasy-pdf/ As for the creatures, WFRP shares a lot of similarity with D&D so I would use 3.5e stats and convert them to BRP.
  3. Ah yeah, I forgot that I had the Big Damn Book of Monsters. I'll have to look into the Legend books for more PC races then. Thanks!
  4. Where can I find stats for races that are found in D&D settings for the PCs to use. The Big Gold Book and Classic Fantasy Revised have a good selection of the more common ones, but what about some of the less common races like Drow or Dragonborn? I'm looking to collate all of them into one place for my players. Thanks!
  5. My Fading Suns to BRP Document is dead, long live Waning Stars! I removed the offending copyrighted images, the BRP Logo, tweaked all of the alien race's names as well as adding Chaosium's Fan Material Notice at the end of the document. I added two new sections to the document that I've been meaning to do: - Rules for Rulers, a 3 page section that contains rules to facilitate the actions of larger organizations that the PCs may or may not control - Foes and Fiends, a 6 page section that contains an assortment of premade stats for use in games.
  6. Version 1.0.0


    My Fading Suns to BRP Document is dead, Long Live Waning Stars! I removed the offending copyrighted images, the BRP Logo, tweaked all of the alien race's names as well as adding Chaosium's Fan Material Notice at the end of the document. I added two new sections to the document that I've been meaning to do: - Rules for Rulers, a 3 page section that contains rules to facilitate the actions of larger organizations that the PCs may or may not control - Foes and Fiends, a 6 page section that contains an assortment of premade stats for use in games.
  7. BRP has rules for muzzle loaded firearms. You'll have to homebrew some of the fancier weapons.
  8. Ah, I was working under the assumption that most people knew about the changes in CoC7e. So I'll try to explain the mechanics in more detail. The Fighting Back rules gives characters parrying the opportunity to strike back if they rolled a better success then their opponent's attack. In CoC7e, the levels are success are a bit different. Fumbles, Failures, Successes and Extreme Successes(aka Special Successes) are the same as BRP. CoC7e has a new result called a Hard Success, which is rolling equal to or below 1/2 your skill rating. Critical Successes are when you roll a 1 on the die, instead of 1/20 of the skill rating. When Character A attacks Character B, Character B can either parry or dodge. In BRP, there is no distinction in the results except that parrying doesn't suffer from physical penalties (due to armor and encumbrance) and that parrying weapons can get damaged. However, in CoC7e parrying with a weapon has the distinct benefit in allowing the defender to attack back. So in this situation Character A rolls a Normal Success in his attack roll. If Character B rolls a Hard Success or better, then Character A will take the hit instead. Normally in BRP, a successful parry just negates the attack and may end up damaging one of the weapons. In CoC7e, if Character A and Character B roll the same level of success, then it counts as a tie. In CoC7e, the tiebreaker will be the characters skill ratings with the one with the higher skill getting his attack in. So in the situation where both characters roll the same level of success, and Character A has a skill rating of 60% and Character B has a skill rating of 50%, Character A's attack will bypass Character B's defenses. This doesn't work for BRP because we don't have Hard Successes, the Lower Skilled Character has to roll at least a special success to even have a chance of blocking an attack from a Higher Skilled Character. There are other rules in the BRP system that CoC7e doesn't have that will require some work to adapt, like being able to parry multiple times (CoC7e only allows you to parry once a turn), weapon lengths are an important part of BRP's melee combat and would have to be factored in somehow, etc. I hope that explains the Fighting Back rules, I'll be explaining how Automatic Fire works for Lloyd. In CoC7e, Automatic Fire the rules are vastly different from the Autofire rules in BRP. In BRP, you choose the number of shots fired, add +5% for every shot fired and roll a die to determine how many bullets hit the target. In CoC7e, you would choose the number of shots fired, consolidate the number of shots fired into volleys that would be resolved as separate attacks(with an increasing penalty for every attack after the first one) and that would determine how many shots would hit the target. So imagine that a PC has an automatic gun with a skill rating of 60%. He chooses to fire 20 shots at some enemy that he really wants dead. The number of shots that can be put into a volley will be 1/10 of his firearms skill rounded down. So in this example, he can fire 6 shots per volley. Now that we know how many shots he can fire per volley, we can determine how many attacks he will be making, which is 4. The first 3 attacks will each will fire 6 shots, while the 4th one fires only 2 shots. Each subsequent attack will incur an increasing penalty. In CoC7e, this use something called the Penalty Die, its kinda hard to explain how it works but basically it makes you roll with a bunch of dice and you have to take the worse result. Back to the example, the first attack is done at the normal skill rating(after you modify it for other things like range and concealment). The second attack is done with one penalty die, the third attack is done with two penalty dice, and the fourth attack is done with three penalty dice. And so on and so forth. If any of the attacks succeed, half of the shots on the attack would hit (rounding down, to a minimum of 1). So if the PC succeeded on the 1st and 4th attacks, the 1st attack would have 3 bullets hitting their target and the 4th attack would only have 1 bullet hitting the target. Obviously, adapting the new Automatic Fire rule is going to be a bit more complicated. The main thing I need to figure out is what kind of penalty should each attack incur (my thoughts right now are a cumulative -30% penalty to hit, but that seems too harsh).
  9. Having finally read the Call of Cthulhu 7e rulebook, I really like some of the innovations it made to the combat rules. Small stuff like Fighting Back to some of the bigger changes like Automatic Fire. And so I did a little brainstorm of how some of these new rules would fit into the old BRP system. The Fighting Back rules can be easily mapped out to the levels of success that BRP already uses. The main thing I'd probably change would be how ties in that system work, since CoC's levels of success work are calculated differently from BRP. So ties wouldn't lead to the automatic hits for the attacker(if they have the higher skill), it would just be an indecisive engagement and no one gets hit from it. As for Automatic Fire, I really like how it moves away from making it so powerful in BRP. Maybe the mechanic can be similar, with some adaptations for BRP. The PC starts by sayin how many rounds they want to fire, we then figure out how many rounds the PC can fire in a volley (determined by the skill rating) , then make each volley a separate attack with an increasing penalty(Perhaps in increments of -30%). Each success will mean that half of the shots in the volley hit the target. What do you guys think? Might be an interesting idea for a document.
  10. Sure, I'll give you a PM.
  11. 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.
  12. I think we should slow down a bit, this is still tooley1chris's work. You need his permission in order to do anything first.
  13. 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.
  14. 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?
  15. 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.
  16. 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 like that a shorter weapon user can make an attack after the longer weapon user makes his first strike. This is because keeping shorter weapon users at bay is an active action that replaces a normal attack and that it must be opposed by a Dodge Check. Now, with the Weapon Length Spot Rule, it states that the shorter weapon user cannot attack the longer weapon user without Dodging successfully first, which sounds like a Closing action since the following paragraph states that the longer weapon user cannot attack once that happens. Which of these interpretations is the correct one?
  17. 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 of short weapon users could overwhelm a lone long weapon user. If the long weapon user doesn't actively keep a short weapon user at bay, does that mean the short weapon user can just waltz into the close distance of long weapon user after he successfully dodges the long weapon user's first strike? Or is closing a separate action and the short weapon user just moves close enough to attack and retreats back to his original position? Lastly, is the dodge roll for closing an opposed skill check if the long weapon user is actively keeping him at bay?
  18. 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.
  19. 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 give you HP drain and superspeed on top of the extra damage.
  20. Thanks! I guess I'll just have to get Advance Sorcery then.
  21. 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?
  22. 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/
  23. 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/
  24. 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 dealing damage would increase the chance that the shield would activate and stop the attack. I tried to solve this by making it so that any extra damage would not be counted towards the damage threshold, after all good technique and craftsmanship should not activate the shield. In the end I did not like the solution as it slowed the game down. The attacker would either have to declare which dice is the weapon's damage dice or roll the dices separately. One solution I've considered doing was making it so that Martial Arts lets you bypass the shields, but I thought that it made shields useless. I tried to make the benefit weaker, like every 20% of martial arts raises the minimum damage threshold by 1. Another was allowing the characters to decrease the accuracy of their attack to raise the minimum damage threshold. There were many more that were tried and dropped in favor of the current rules. Another problem was that the original game rolled for it's armor and the d20 adaptation had no damage reduction based off of armor, the BRP rules default to static armor values. However, there is the option to roll for AV, but I think it would slow down the game too much. Imagine having to roll to attack, then rolling defense, then rolling damage, if it exceeds damage threshold, roll shield AV. If the attack goes through the shield, then roll armor. The problem is further compounded if you have to do that for like 15 hits from an assault rifle. In the end, I think that the original Fading Suns system was created for that setting in mind. There are so many rules that only exist because of some facet of the lore. I've tried to introduce many houserules for BRP to accommodate for how it works in Fading Suns, but it was taking too long and the document was over 30 pages at one point. I haven't even touched the occult and space combat rules yet, the end result could easily reached 50 pages. I decided that it was better to have a simple system where characters take a penalty to attack based on the SIZ of their weapon. I think the increasing accuracy penalty captured the spirit of the Fading Suns rules without the complications involved in trying to replicate it. However, if you still prefer to do it like it was in the original Fading Suns game, I've posted a topic where I discussed how to make Fading Suns shields for BRP. It should be enough for you to use for your own game.
  25. Right, made the changes. This is more of confusing rules on my part. The Slip Past Shields would go through an energy shield's AV instead of reducing it to 7. I added a sentence on page 13 "Success on the attack completely bypasses an energy shield's AV." As for the note under the energy shield's stats I changed the sentence to "... weapons or attacks that leak through energy shields." I hope that clears up the confusion. I also italicized all instances of "Leaks through energy shields" as well as all instances of "Energy Weapon(s)" to differentiate them as terms.
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