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sladethesniper

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Everything posted by sladethesniper

  1. First time looking at these and have to say it is quite nice. For your project of having a bare bones 'read this' version for new players, there are a few versions already out t ere. I would focus on the simple and intuitive % based skill system as the hook for new players. -STS
  2. I LOVE THE COVER! (to join that bandwagon) I will certainly enjoy reading through that book. Great response so far... -STS
  3. Justifiers is a % system. The stats are % as well IIRC (my stuff is 8000 miles away, so I may be mistaken...) Even if they are, some simple math is all that is required. The background may need tweaking (easily done...just remove the "blind beaming" part and rename the Corporation to something that fits). The character creation may need some tweaking (with regard to # of skills and starting %) so you could either go with an "as is" or use BRP core rules instead. Weapons and such, I can't remember, but I would just slide in BRP standard weapons (sci-fi versions, etc.) and voila, BRP Justifiers... -STS
  4. I agree with both Army and Marine built on Normal level and shift all the others up one. ODST (Heroic), and Spartan (Epic)... -STS
  5. As soon as it comes out, make an announcement as the better half will buy it for our soon to be dusted off pirate campaign...more plunder! -STS
  6. When I get home, looking like th BPRD game will launch, as well as a D&D 4E/BRP mashup and if I am lucky, a ROBOTECH/RIFTS setting with BRP rules...go me! Of course the CoC game is always ongoing since '99! -STS
  7. It shouldn't be that difficult at all, mostly just a setting overlaid on very well tested rules and some add-on stuff that is easily gathered from the downloads area or from soltakss...his SciFi stuff fits very easily into the TL of Serenity/Firefly. -STS
  8. You too? About Nephilium, I looked everywhere for that game and when I finally got it, it was...unplayable, to me at least. I had been able to make sense of Phoenix Command, bu Nephilium just left me cold. I eventually just did the same thing with it that I did with In Nomine, use it as fluff for my World of Darkness campaign, which is sort of sad...it had so much more promise. A cut down..."This is Nephilium" might actually breathe some life into it. The biggest problem with the game was that it tried (or appeared) to be too similar to too many other things...and sort of lost itself. I'd be interested in reading over any rules/mods you come up with that might help resurrect it from the bottom shelf (AKA "the 12th row")... -STS
  9. I'll agree with rust, 5-6 for the penalties, but other than that, I may be stealing this curse... -STS
  10. This is what I use for the 40K universe... WH40K, Inquisitor, Dark Heresy Warhammer 40K WS = # of melee weapons skills at x20% BS = # of ranged weapons skills at x20% S = STR T = CON W = + to CON I = DEX A = + to DEX Ld = (WIS/CHA/INT/EDU) x 6 total value Sv = Stopping Power S/T/I = 3d6 1 = -7 2 = -3 3 = -- 4 = +11 5 = +21 6 = +33 7 = +47 8 = +64 9 = +81 10 = +100 Ld = 3d6 +/- for WIS, CHA, INT, EDU 1 = -6 2 = -5 3 = -4 4 = -3 5 = -2 6 = -1 7 = -- 8 = +2 9 = +4 10 = +6 Strength = Melee damage 1 1d4 2 1d6 3 1d8 4 1d10 5 1d12 6 1d10+1d4 7 2d8 8 3d6 9 2d10 10 3d8 Sv = AP -- = 0 6+ = 10 5+ = 15 4+ = 20 3+ = 50 2+ = 75 1+ = 100 Armor x 10 = AP Move = Speed Weapon Damage = D6 AP 1,2 = AP/2 Ablative AP 2,3 = AP/2 AP 5 = AP -2 AP6 = AP -1 INQUISITOR to BRP WS = Weapons Skill = all melee skills BS= Ballistic Skill = all ballistic skills S= Strength/5 = STR T= Toughness/5= CON I= Initiative/5= DEX Wp= Willpower/5= PWR Sg= Sagacity/5= INT and EDU Nv= Nerve/5= WIS Ld= Leadership/5= CHA Speed=(Initiative/20)+1 Take Speed times 3 to equal BRP speed Armor x 4 or just use BRP armor…Powered Armor should be 50 SP at least… 1 1 SP 2 2 SP 3 9 SP 4 16 SP 5 25 SP 6 36 SP 7 49 SP 8 63 SP 9 81 SP 10 100 SP +1 still use the square value 11 121 SP 12 144 SP Space Marine Armor = 100, 44 points of ablative Regular Powered Armor = 100 Ceramite = thermal ½ damage value Reflec = lasers ½ damage Inquisitor weapons +50% damage…or just use BRP weapons… Dark Heresy Weapon Skill = Weapon Skill % Ballistic Skill = Ballistic Skill % Strength = /5 = STR Toughness = /5 = CON Agility = /5 = REF Intelligence = /5 = INT Perception = /5 = WIS Willpower = /5 = POW Fellowship = /5 = CHA Skills = % Weapon damage = Use BRP RANK Progression = All have 8 ranks to D20 Level 1 1-4 2 5-6 3 7-8 4 9-10 5 11-12 6 13-14 7 15-16 8 17-20 Rank to BRP…request advancement, once per year? This is for a TWENTY YEAR Career Model…MINIMUM. 1 +1 years, 1 year minimum to promote 90% to advance, + 5% per additional year (Private) 2 +1 years, 2 years minimum to promote 80% to advance, + 5% per additional year (First Class, Lance Corporal) 3 +1 years, 3 years minimum to promote 70% to advance, + 5% per additional year (Specialist, Corporal) 4 +1 years, 4 years minimum to promote 60% to advance, + 5% per additional year (Sergeant) 5 +1 years, 5 years minimum to promote 50% to advance, + 5% per additional year (Staff Sergeant) 6 +1 years, 6 years minimum to promote 30% to advance, + 5% per additional year (Sergeant First Class, LT) 7 +4 years, 10 years minimum to promote 20% to advance, + 5% per additional year (Master Sergeant, Captain) 8 +5 years, 15 year minimum to promote (Sergeant Major, Lieutenant Colonel/Colonel/General) Can “restart” to a different Prestige Class at any point IF you make the “advance percentage” to the new path. Thus a character can go from Rank 1 to Rank 8, then “restart” a new path at Rank 6…if they choose. Note that the Imperial Guard DOES NOT ALLOW non prior service officers! For all the systems, if there is something that doesn't fit, I turn it into a skill, and give it a % or remove it... I hope that is of some use. -STS
  11. Hmmm, as much as the idea of "adding" all of that stuff to BRP strikes me as really nifty, BUT since I have done just that over the years, I can say there is really pretty much no reason to do so if you haven't done so already. One, BRP is about Basic, Simple, Fun gaming rules...adding more "crunch" to it, in my opinion, just detracts from the simplicity. Two, IF you want to use DnD, GURPS or HERO stuff, play those games... BUT if you want to have a character with Whirlwind Attack and Favored Enemy or Full Life Support and a CAK, what I have found works best is to use another gaming system for character creation, convert the character to BRP, play that character in BRP. So, basically after 10 years of modding BRP by adding on Storyteller, DnD (2nd, 3rd and 4th Editions), Interlock, Fuzion, GURPS, etc...I have just gone back to bare bones Cthulhu flavored BRP. For my munchkiny players, they still make their RIFTS/DnD characters...only they make them completely in RIFTS or DnD or WoD and then when complete, they are just modded straight over into BRP. It is much, much, much easier that way...if only I had been that smart 10 years ago, I could have save so much time and effort and just "converted" characters instead of "modifying" rules sets... ;-( Alas, it is only my opinion... -STS
  12. Greetings, I checked out your rules and I can definitely see the potential. Although I most likely won't use them in any longstanding campaign, I can see how I would use them as a "mid step" taking D&D players into a BRP style game. The first playtest version of Vhraeden was very similar to what you have there. In fact the only real difference between D&C and VRP is that you have classes and additionals, whereas I simply removed classes entirely and additionals (feats/powers and magic) I simply turned into skills so that skill points/experience flows seamlessly into all aspects of character development. To be honest, if I would have found your rules ten-ish years ago, I would have used them instead of making up my own...thanks for having me waste 10 years of my life :thumb: Granted, I only read the rules portion, not the monsters and spells portion yet, but all in all, it does a good job of keeping the feel of D&D with the simplicity of BRP. Also, call me crazy, but if you had a setting that was "in tune" with the rules-set that might make a bit of difference since a rules set is just that, a set of rules...a bit lifeless. Just my opinion... -STS
  13. Sounds like a place the Rouge Mistress would make a port of call! -STS
  14. yeah, so, um...I'd still like those Voltron Stats... -STS
  15. Interesting question...In a BRP/D20-ish Pirates campaign I ran, I found that simple skill rolls for the captain, crew and modified by the ship and environmental factors worked well for me. For an in-depth treatment of pirate style combat I used GURPS Swashbucklers. I also bought Swashbuckling Adventures (it's D20, but not bad...) and Seafarers Handbook by Fantasy Flight Games (part of their Legends and Lairs line)...that one is D20 and sort of sucky, but did have some niftiness, but not enough to buy it. If I remember correctly, the PC's were basically all Bridge Crew... The Captain The Helmsman The Gunner The Master at Arms Basically the Captain made rolls affecting the ship as a whole The Helmsman actually "drove" the ship The Gunner made rolls to shoot the guns The Master At Arms decided when/where and how many men to board with... I "abstracted" the rest of the crew in combat (though I did have about 20 NPC's on the ship...) so that the players either rolled for their PC's or they "led" their portion of the ship (via rolls). I hope that helps. -STS
  16. Thanks, glad you like it. As for how the magic system is used, here is how it works for me (though I do admit that since it is house ruled, it makes sense to me and the playtest group...but we have been using for about 8 years now) A magical effect (fireball, dismiss ectoplasm, etc.) is used exactly as a skill, so a roll under it is success, while a roll above is a failure. A failure still uses up the POW cost, though. Each magical effect has a POW cost that the PC pays to use it. I use POW instead of Magic Points to allow PC's to have access to powerful spells, but can't really abuse them. As an example lets say a PC with Power (POW) of 13 wants to use Ego Whip. They have the skill "Ego Whip" at 66%. They are an Empath so the cost is a base of 4 and a range of 100 feet (+10 feet per additional POW) and is instantaneous. It has only verbal components, so basically it takes the form of a really bad tongue lashing with some Power backing it up... The PC gets their action on their turn as determined by initiative and the effects are immediate. So the target is 140 feet away, the PC spends 8 Power (100 feet costs 4, +40 feet means an additional 4 Power) and makes the roll. If they fail (rolls 67% or higher) then those 8 Power are lost... If the roll succeeds (66% or below) the target takes 1d4 CHA damage. The victim can see if they can "save" for 1/2 damage on a willpower save (POW x 5%)... And for a listed "power" that's it. For a "new power" that a player makes up, it is the same idea, just with a lot more math (page 200 in Chapter 9). I hope that helps. I tried to go for a simple system with a feel between Elric/Call of Cthulhu but with more "variety" of effects. -STS
  17. Puck, Trifletraxor; Thank you. I appreciate that. I have gotten some feedback already on improvements, and will be incorporating them in on the next version (June-ish, depending on work). Any feedback is welcome, and I hope you enjoy it, either as a game or just if you just pick out one or two items and use them in another game. -STS
  18. Version 3rd Edition

    1,202 downloads

    VHRAEDEN: BLOOD, STEEL AND IRON WILL, is a dark science fantasy setting created by Shane Aguera (aka sladethesniper) for BRP. The book is almost 600 pages long, comes with full colour art and includes 62 races, over 50 NPC's, 42 nations, 11 continents and subcontinents, 6 regions and 8 extraterrestrial/extraplanar locations, over 15 complete organizations and 15 types of magic and technology. This massive tome clocks in at clost to 60 Mb, so be patient when downloading. Shane has been kind enough to release Vhraeden is a free product. No profit will be generated by this product for the author, the artists, BRP Central, Chaosium or Realms of Evil Games. Enjoy! :thumb: Eleven hundred years after the God’s War, the world is still in chaos, trying to claw its way towards some semblance of normality. That goal remains a distant dream. Nations war with each other for dwindling resources, increased power and for revenge. Cultures clash over ideals and the right to exist. Meanwhile, the Cults of Darkness, long thought destroyed, slowly drag the world ever closer to the Abyss. Vhraeden is a place of stark contrasts where there are no limits for those cunning or violent enough to make their own rules and carve their own destiny. Vhraeden is in turmoil and each aspect of this setting presents its own unique challenges and rewards. From swords, sorcery and guns for hire, to espionage, criminal and military operations, the world of Vhraeden is dangerous and multi-faceted. Characters are forces of order; professional spies, mercenaries, soldiers or police officers expected to keep the forces of chaos from spilling over into their nation. It is their job to keep their country and their people safe against those who would do it harm. Those enemies run the gamut from warlords to cultists. Do you have the strength to save yourself, much less your people? This a complex and dark world where billions of sentient beings live and interact with each other as well as gods, devils and other unique beings. Within this milieu, conflict is inevitable. There is violence inherent in a world with over three billion beings spread over scores of nations, tens of races, hundreds of cultures and countless loyalties.
  19. For untamped charges, see below. For a tamped charge, use half... Approximately 10 cubic meters of rock are disintegrated, 50 lbs of C-4 Approximately 50 cubic meters of rock are disintegrated, 200 pounds of C-4 Approximately 90 cubic meters of rock are disintegrated, 250 lbs of C-4 Approximately 160 cubic meters of rock are disintegrated, 500 lbs of C-4 Approximately 370 cubic meters of rock are disintegrated, 1000 lbs of C-4 Approximately 650 cubic meters of rock are disintegrated, 2000 lbs of C-4 Those are rough estimations going for easy "weights" of C-4... There is lots of stuff online about actual demo math. -STS
  20. In the real world an AT mine will destroy (completely) an Accord. Rather medium size IED's (10 Kg) of home made explosives will destroy a large pickup truck. 8 people (3 in front, 5 in back) hit an IED in a bongo truck (a large bed pickup style truck). The IED killed all 8 of them (shrapnel), tore the bed of the truck off in two pieces with the tailgate becoming a third large piece of shrapnel. The IED (pressure plate) detonated under the right front tire. The right front tire and quaterpanel were gone. The engine was blown out the left side of the vehicle. The left front tire was also removed from the vehicle. The cab was seperated (at the firewall) from the engine compartment. The rear axle had both tires still attached (flattened) but about 5 meters rear of the explosion. The furthest large shrapnel piece travelled about fifty meters, with "most" of the large parts contained in an lozenge shape five meters by twenty meters with the point of detonation being the right hand focal point and the long axis being approximately 200-220 degrees off the line of travel of the vehicle. So...taking the "real world" results of that 10 Kg of HME, turn that into Game Mechanics, not the other way around. For a straight AT mine, they have a tendency to explode directly vertical (they are usually NOT straight High Explosive, but rather a "platter charge/Explosively Formed Projectile/Self Forging Warhead"). GENERALLY, the explosion is rather clean and will (vs. "wheeled vehicles") remove the wheel, the hub, and it has a tendency to take along half the axle shaft as well. about a 50% chance of whether the frame is bent. On a narrow frame vehicle, you might get lucky (the frame is less than the width of the engine)...if it's a wide frame, it will most likely be bent sharply upward, so the vehicle, even if "repaired" will still probably never drive straight again. For a "V" hulled vehicle, the angle of incidence is usually such that the blast/projectile is deflected and thus will usually prevent penetration of the hull by the projectile. The large ground clearance also helps to dissipate blast before the blast wave impacts the vehicle hull. For tracked vehicles, an AT mine will again detonate directly upward, and will (depending on the track material...) sever the track by blowing up 3 to 4 "track pads"...AKA track links. IF the mine detonates under a "road wheel" it will usually knock it off, which will immobilize the tank until the track is repaired (which depending on crew skill and conditions) in as little as 10 minutes (in "perfect" situation with an "expert crew") to four hours...or longer (under fire, at night, untrained crew, and poor equipment)...but on average, even under fire, 1 hour. ummm, sorry for rambling...but AT mines vs cars...cars are usually totaled. ;-( -STS
  21. I went ahead and converted Colossus, Doctor Doom and Hulk from Marvel Super Heroes to BRP. No issues (except for the STR score...which for Hulk is 447 (the square root of 100 tons IF strength x strength = pounds). Ditching the Resistance Table (heresy!)...the conversion works fairly well. -STS
  22. excerpt: And no, I still can't do tables ;-( -STS
  23. Hi all, In my quest to turn everything into BRP, I am busily converting Star Trek (LUG and FASA version to BRP). While everything else converts nicely (stats are stats after all), the weapons damage is giving me paraoxysms. While I am aware that BRP (and 90% of all games) have some sort of weird geometric damage progression to go from 5d6 to 6d6, I have always preferred the (almost) linear damage progression, it makes conversion from one system to another easier (though it does lead to the bucket o'dice phenomenon) Below, I have listed the damage (in linear damage progression, NOT the BRP progression...and C-4 mass equivalent) for phasers. Does it seem "right" (except for the linear progression...I know, I know). So, any physics, engineer or demo types out there want to fact check this? Type-1 phasers have the first eight settings; Type-2 and -3 phasers have all sixteen settings: 1. Light Stun - causes central nervous system impairment on humanoids, unconsciousness for up to 5 minutes. Long exposure by several shots causes reversible neural damage. 1d10 CON (heals at 2 CON/minute) 2. Medium Stun - causes unconsciousness from 5 to 15 minutes. Long exposure causes irreversible neural damage, along with damage to epithelial tissue. 2d6 CON (heals at 1 CON/minute) 3. Heavy Stun - causes unconsciousness from 15 to 60 minutes depending on the level of biological resistance. Significantly heats up metals. 3d6 CON (heals at 1 CON/3 minutes) 4. Thermal Effects - causes extensive neural damage to humanoids and skin burns limited to the outer layers. Causes metals to retain heat when applied for over five seconds. 1d4 damage 5. Thermal Effects - causes severe outer layer skin burns. Can penetrate simple personal force fields after five seconds of application. 1d8 damage 6. Disruption Effects - penetrates organic and structural materials. The thermal damage level decreases from this level onward. 2d6 damage 7. Disruption Effects - due to widespread disruption effects, kills humanoids. 5d6 damage 8. Disruption Effects - causes a cascade disruption that vaporizes humanoid organisms. Any unprotected material can be penetrated. 10d6 damage 9. Disruption Effects - causes medium alloys and structural materials, over a meter thick, to exhibit energy rebound prior to vaporization. 2d10x10 damage 10. Disruption Effects - causes heavy alloys and structural materials to absorb or rebound energy. There is a 0.55 second delay before the material vaporizes. 1d4x100 damage 11. Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.2 second delay before the material vaporizes. Approximately 10 cubic meters of rock are disintegrated per shot. 1d8x100 damage (equivalent to 50 lbs of C-4) 12. Explosive/Disruption Effects - causes ultra-dense alloys and structural materials to absorb or rebound energy before vaporization. There is a 0.1 second delay before the material vaporizes. Approximately 50 cubic meters of rock are disintegrated per shot. 5d10 x 100 damage (equivalent to 200 pounds of C-4 explosive) 13. Explosive/Disruption Effects - causes shielded matter to exhibit minor vibrational heating effects. Approximately 90 cubic meters of rock are disintegrated per shot. 1d8 x 1000 damage (equivalent to 250 lbs of C-4) 14. Explosive/Disruption Effects - causes shielded matter to exhibit medium vibrational heating effects. Approximately 160 cubic meters of rock are disintegrated per shot. 2d6 x 1000 damage (equivalent to 500 lbs of C-4) 15. Explosive/Disruption Effects - causes shielded matter to exhibit major vibrational heating effects. Approximately 370 cubic meters of rock are disintegrated per shot. 3d10 x 1000 damage (equivalent to 1000 lbs of C-4) 16. Explosive/Disruption Effects - causes shielded matter to exhibit light mechanical fracturing damage. Approximately 650 cubic meters of rock are disintegrated per shot. 5d10 x 1000 damage (equivalent to 2000 lbs of C-4) -STS
  24. Well, I was finally able to get my wife to GM a Supers game. It will be using BRP with a dash of Palladium and a pinch of D20. The basic premise is "new agents join the BPRD". The characters ended up being very "normal", however...the powers aren't so flashy either. Mine has know direction, danger sense, chameleon and psionic detonation. Not very powerful, but useful. BRP handled character creation easily (though we used the random power generation tables from D20 Psionics, Marvel Super Heroes and Heroes Unlimited (one roll on each table) instead of "creating" them using the SuperWorld rules). Once we had the powers, we modeled them using SuperWorld and the City of Heroes conversion... No problems so far. We got around the "super tough" and "super strong" characters by just increasing the linear values of damage, HP's and strength, so that thousands of points of damage are available (16" cannons, TLAM's, MOAB's, etc.), thousands of HP (tanks, battleships, etc.) and hundreds of points of STR (we changed the scale so STR X STR = max lift in pounds). Also, we have never used the resistance table...ever (Not in 20 years of playing CoC). So, trying to keep values within +/-20 points was not important. Mechanics changes, yes...but since they work (for us at least), just thought I might share them since we are using them for a Supers-type game. -STS
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