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vagabond

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Posts posted by vagabond

  1. Ok. So that is clear.

    But where does MRQ enters the equation. If I wanted to use MRQ supplements with my BRP is that possible and if is how much work does that require.

    Sorry for all these stupid questions but inquiring minds need to know

    Yes, you can use MRQ supplements, and most likely it would require little

    effort.

    -V

  2. Again, you need to take into consideration a few factors:

    Chaosium is a very small operation. The economy has hit them very hard

    I am sure. And, the primary editor is for all intents and purposes no longer

    part of the staff, and is not going to be replaced any time soon.

    I recall Dustin posting on his blog or somewhere else that between the cons

    they attended, Lynn's health, and some other issues that cropped up, things

    have been a bit slow getting out. Also, I recall at least Jason has some

    issues with Chaosium that needs straightening out before Interplanetary

    goes further.

    -V

  3. Hey all,

    BRP had "feats" long before D&D3. The RQ supplement Land of the Ninja

    had Ki Powers. Adding "feats" to BRP is fairly simple. Look at MRQ's Legendary

    Abilities as well.

    As for a classlike system, WFRP uses "Professions" to narrow down skill sets

    and such, with the possibility that once you reach a point, you can progress

    to a different professions, kind of like D&D3's Prestige Classes. I could see

    a similar system for BRP working quite well.

    -V

  4. I would be vastly interested in seeing these notes. I love Dark Sun, and I could see where it may port to BRP quite well. I'd be very curious to see what you came up with!

    I lifted extensively from Gerall Khalla's website (the old chromebob site)

    and Neville White's excellent work for RQ Athas. I'll have to dig around

    some, I made some changes since I was using Stormbringer rules instead,

    and originally used Elan when dealing with Defilers and their relationship with

    the Dragon Kings. I may have started to play with Allegiance when Elric!

    came out. I modelled Psionics after SB4 demon powers, using POW (eventually

    converted to Magic Points).

    Of course, I have no idea where any of this stuff is ...

    -V

  5. You Vagabond! :)

    If you take a 3.5 character and convert it there doesn’t need to be any loss of feats or spells that the player is familiar with.

    If you were to take that same character and move them over to straight BRP you will more than likely lose a lot of your abilities because there is no equivalent in BRP.

    In some cases making the character not even seem the same.

    Dextrous fighters and high level casters being the greatest victims.

    Have you ever done conversions like this Vagabond?

    Yes, I have. I had, at one time, copious notes converting most of

    Athas/Dark Sun over to BRP, as well as converting Stormbringer over

    to an OGL/D&D3E setup. And, I have my ongoing Skyrealms of Jorune

    conversion in the works. I agree, dextrous fighters and high level spell

    slingers are the most worrisome. I am a little curious about what you

    mean by D&D spells from your other thread.

    After a comment like that, vagabond, I'd say you're honour-bound to provide one of your own characters to find out... ;)

    I will try to dig up my long lived half-drow 8th level pure thief to see what

    Solinor can do. He's a 2+E AD&D character, but I could probably whip up a

    3E version if desired.

    -V

  6. Aaah, but isn't this:

    If anyone has a D&D character that they could post and I will convert the character? My intent is to show that the character will remain in tack.

    in direct conflict with this?

    Of course his or her fool hardy days are tempered by the new laws of physics they must abide by. :)

    How can the character and all of its skills and abilities remain intact if

    the system's new laws of physics overrule things?

    -V

  7. In Poker, a successful "Poker Face" is achieved with some skill.

    Some are good at it, some aren't. It takes effort.

    I would say, a general "Bluff" skill roll would suffice. One need not

    say something to bluff someone, just providing a demeanor is

    sufficient (trying to look cool under duress for example).

    -V

  8. Thanks everybody...but..uh...guys...I am speaking only about mechanics of it all. So, let me rephrase it:

    Could I use Deep Ones to attack Pan Tang raiders? I mean statistics-wise (disregarding SAN obviously)?

    From what I understand answer is YES with a little work (or better with almost no work at all)...

    Yes, things like Deep Ones and some of the various lower powered Cthulhu

    Mythos beasties can easily be dropped into the Young Kingdoms, as long as

    you keep two things in mind:

    1) Characters in the Young Kingdoms are significantly more heroic than

    the investigators in CoC, so the outcome will be different (mostly, no going

    insane unless you use some optional rules - YK characters are supposed to

    be a little more hardy when it comes to blood, gore and weirdness).

    2) The higher powered Cthulhu beasties may need a bump in power to

    have a similar effect on YK characters that they have in CoC investigators.

    As it stands, I have done plenty of CoC/YK crossover stuff, which also makes

    for nice Howardian style S&S.

    -V

  9. One of Chaosium's major employees (who is also the primary editor)

    has been very sick recently. Chaosium is a very small company with

    a staff of five (or is it six now?). Losing one of the them is pretty

    hard, especially since the core group are very close friends who have

    been together for the entire ride just about. There was a news item

    about it some time back, and Charlie explained that, at the time, and

    I am sure it is still true today, the door will always be open for

    the person in question should he decide to come back, and Chaosium

    will not replace him until he decides to hang it up.

    So, in other words, patience is the mantra right now. I am sure there

    are other issues - the economy for example, and I know Jason and

    other contributors have some things they need to iron out. But, all

    the end user can do is wait.

    -V

  10. Actually, it's not so black and white.

    While, for the most part, the system is the same across the board,

    how it is implemented is different. In thinking about having Elric enter

    a 1920's Cthulhu investigation, you'll note that Elric's POW is rival that

    of Great Cthulhu's. So, while POW is mechanically the same, how it

    is represented in Elric's world vs. Cthulhu's world is far different.

    Just something to take into account.

    -V

  11. As Bob points out, Blast has no resistance roll attached. Armor affects

    it, but other than that, bring on the pain. Also, it has a significant

    range advantage over Change. Also, Blast is permanent, Change has

    a 15 minute per MP duration.

    Makes sense that Change costs so much less.

    Also, I believe it takes more than 1 extra MP to add a second target.

    You need to have enough SIZ covered - I read as you need the total

    SIZ covered to extend to another target i.e. adding 1 MP adds another

    target, but the two targets must total less than 15 SIZ.

    -V

  12. Well, I don't know as I'd use the word *lucky* with an encounter with this thing, but I remember that one of the thing's head was supposed to be Immortal. Now me, I don't mind a really tough creature, but *Immortal*? No way. So I decided to make one head decidedly tougher (ie: Primary) with much more HP. Take it off and the points come right off the grotesque's Total HP, which can be quite telling. Lop off any of the Secondary heads---essentially window dressing---and nothing much happens.

    Your memory serves you well - one head was supposed to be "immortal".

    However, depending on the myth read and the translation, it either meant

    that the "central" head could not be touched until the "normal" eight (most

    sources claim the Lernean hydra had nine heads) were dispatched and

    cauterized (in some versions, Heracles lops off the "immortal" head using his

    bronze sword and expending no extra effort), or it had to be buried under a

    rock. So, your philosophy seems appropriate. Maybe give the central head

    some extra protection (the result of the other eight heads being in the way),

    or make it impervious until the secondary heads are either completely dispatched,

    or half of them have been.

    I'd read somewhere that the hydra was supposed to have a more dog-like (>) body, which I assumed was reptillian, like a big croc or Iguanadon or something, rather than the actual dog's body, but with this classical stuff, who can really be sure.? Maybe a consultation with the Oracle of Delphi (which I'd read has been proposed to be a s*really* strong gas leak) could clear things up :)

    And the thing is supposed to have *100* heads.

    I don't know if classical sources have a version as a snake (maybe I;m thinking I saw one of trhose vase paintings..), but after many, *many* viewings of the old Harryhausen classic, *Jason and the Argonauts*, a

    snake-like just seems *right*, if you know what I mean...."Well, *of course* its a big snake!" :)

    Maybe I'll attempt a *proper* Hydra :)

    Best,

    -Ken-

    Again, the original stories vary, as do the translations. Most sources claim

    nine heads (in some versons, its "father", Typhon, had 100 heads), some claim five, some claim

    50, and some claim 100. Again, nine is the most common number. As far as

    the body, again the sources vary - either it is a "serpent" in the modern

    sense - a giant multi-headed water snake, or it is a "serpent" in the classic

    sense (I believe "drakon" was used in at least one version). Size is also another

    issue to debate on - some claim it is gigantic, others show the central body

    as smaller than Heracles himself. Finally, it also had a "stench" attack - its

    odor was lethal as well.

    -V

  13. Looks like a typo in the rule. The example given states that the ROF

    for a rock is 2 SR, however, it is only 1 SR normally. So, I suspect

    that the Volley Fire Rule should allow double the ROF.

    I like the Elric!/SB5 rule best. Volley Fire Rule allows spears and axe

    to be thrown at double the rate, and arrows, rocks, etc. (crossbows

    are not in the YK universe) at triple the rate. However, it can only

    be sustained for CON rounds, and then normal rate for CON/2

    rounds before continuing the volley rate. Also, attacks are at 1/3

    normal chance during Volley Fire.

    -V

  14. I don't have the book in front of me, but this is my guess:

    The normal ROF is correct. I believe that the first attack occurs at

    DEX, the second at the end of the round. Not sure how weapons

    with a ROF of 3 or better work, perhaps normal rate is DEX-10. I'd

    need the book for that.

    Volley fire assumes the same number of shots per round, but has them

    occur earlier in the round (DEX, DEX-5, DEX-10, etc. until 0). Each attack is

    a Difficult task.

    -V

  15. I think the situational modifiers for the RAW Chase Rules will fit

    for skill modifiers for those on deck not actively engaged in

    the run/pursuit.

    Things like Wind (-10%), Heavy Rain (-20%)/Rain (-10%) (for the spray),

    At maximum Speed (-10%) and Oily/icy (-20%) (for the deck slipperiness

    and movement). In any combination. And, perhaps success levels for

    the respective rolls by the captain, pilot, and sailing/rowing crew could

    affect things as well, both positively and negatively.

    I'll dig out my Sailing the Seas of Fate as well as the Conan

    supplement Pirate Isles to see what rules they have. I may have

    MRQ Pirates somewhere as well.

    -V

  16. I'll have to take a look at the RAW, but IIRC, the RAW reflects

    individual opponents, and smaller and more agile moving objects.

    Ships provide a more stable platform from which others not directly

    involved in the chase maneuvers may take action which can affect

    the chase (i.e, while the captain and crew directly responsible for

    ship movement are busy with difficult actions, others on

    deck have less immediate concerns - so they can fire missile weapons,

    use a spyglass, etc. at a less than difficult level. However,

    there is still some degree of difficulty - ship movement during a chase

    is hardly smooth, and one must still take care to cover if the opponent

    is firing as well.

    -V

  17. Another thought.

    The underside of commercial passenger vehicles is not very thick.

    I recall an incident in high school where someone ran over a not

    very thick branch which pierced the floorboards.

    Also, an big complaint in Iraq was that the Humvees and trucks were

    not properly armored, cost cutting led to the elimination of extra

    armor underneath. The number of casualties resulting from roadside

    bombs prompted a call to change that.

    Maybe the vehicle rules need some "armor location" rules as well :)

    What are some other vehicle AVs? How does 14 compare?

    -V

  18. OK, maybe I am confused (and should look at the book when I get

    home), but ...

    Didn't you say that the AV is 10 and not 14? If so, 6d6+6 averages 27 HP

    damage. Subtracting AV of 10, 17 HP of damage gets through. The Accord

    originally had 40 HP, but you rule it only has 36 HP due to age. 36 - 17 is

    19 HP left. But, this is more than 50% of the original 40 HP, so the half

    speed rule applies. Additionally, in the playtest (again, I need to refer to

    the book), there is an option for the GM to roll against the Chase Mishap

    table any time the vehicle is damaged.

    Seems that should cover it nicely.

    -V

  19. To me, using terms like "dated" and "modern" really don't apply too

    well in RPGs. Especially when people call a system "dated" when it

    contains the same elements those same people cite as representative

    of "modern" games.

    Looking at the laundry list of elements most people use to describe

    a game as "modern" - point buy systems, unified die mechanic, levels

    of success that actually influence results, adv/disadv system, hero/drama

    points that actually can change narrative - Victory Games' James Bond 007

    had pretty much all of those. And a table which makes many people claim

    it is "dated". Not bad for a 25 year old game.

    -V

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