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Harvey Walters

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  1. I'm tempted to use max * 7/6. It gives a max of 21 for human level scores, either 3D6 or 2D6+6, and doesn't give scores too high for elves, serpentmen, whatever. Michael
  2. I'd be glad to help. Most (o.k. all) of the data I could provide would be from military aircraft, though. Michael
  3. I voted for the 5% per level option. Superworld started with 1% per level, but was errated to 5% per level. It was probably done to counter attack skills over 100%. Attacks from behind are easy attacks now, with double attack skill value. Also, some GMs declare a minimum chance to hit of 5% even if modifiers reduce the attack chance to below 5%. Area attacks and Sweep attacks will also be useful against high levels of Defense... Michael Hoxie
  4. In the designer's notes for Superworld 1st edition, Steve Perrin wrote that he originally intended to have three types of hero/villain, acrobat, inventor, and superhuman. Each would get points to purchase powers based on a stat and a multiplier: acrobats would get DEX x 5 points, inventors INT x 5 points, and true superhumans get POW x 5 points. He discarded the idea after considering characters like Batman, who is both an acrobat and an inventor, and went with build points equal to the total of the character's seven characteristics (STR, CON, etc.). I think you could do a variation of his original idea that has some merits: 1. Players roll stats as normal (2D6+6 for Superworld). 2. Characters have a total multiplier of 7, which can be apportioned out to their characteristics as the player desires. So a player wishing to make a mentalist might use all 7 multipliers on his character's INT score (INT x 7 points). An inventor/acrobat might use DEX x 4 + INT x 3 (4 + 3 = 7), etc. There would be different types of characters based on different stats: STR: strongmen, warriors CON: bricks, mutants SIZ: giants/bricks INT: inventors, mentalists POW: magicians, those with innate powers DEX: acrobats, speedsters APP: illusionists, controllers Players could be given the option to choose any power they can describe as appropriate to their character concepts (effects based powers), or the GM may wish to come up with lists of powers that are available to the different character types (with or without some overlap of availability among types). Michael (and his two cents)
  5. Don't forget to include jaguars. The California jaguar subspecies didn't become extinct until c. 1905. I think they were featured in an Ambrose Bierce short story. Does any BRP game have stats for them already? Michael
  6. The only references I can find are in the playtest notes for magic items. They mention that items can be overcharged with up to double the normal power points, and that these points fade as do those of overcharged characters. I can't find any rules for such overcharging anywhere else. I think it was dropped from the playtest early on. Michael
  7. If you get the Superworld and Superworld Companion PDFs from Chaosium's website, you can get rules for several new powers, advantages, and limitations. There is a power in the Companion called "Siphon" that does what you want. Michael
  8. The basic game is just a generic universal system. Some of the supplements are for anime, supers, demons vs. angels, aliens-among-us type conspiracy, and more. Does anyone know if they are licensed by Chaosium to use BRP? The Resistance table they use looks identical. Michael
  9. Here is a Brazilian RPG based heavily on BRP. I'd never heard of it before, and thought some people might be interested. RPG - Editora Daemon - Role Playing Game Look for the link "Módulo Básico Sistema Daemon" to download the 32 page core rules (in Portugese). There are several supplements available online, and Babelfish does a fair job at translation. There's also an online store if you want to buy some of their commercial products. Michael
  10. Dalmuti wrote: > I see what your doing here, it's in a way similar to RQ as I remember it, but how then > do you factor in a deflecting parry? It's true that when you block a blow you are > basically absorbing the force of it, which will cause damage the shield or weapon. > When you deflect a blow you are really re-directing the blows force away. You > often don't hit the edge of the weapon at all, or at least not at an angle that it > will bite. This is why maces were so effective against plate armor, it was harder to > deflect the force of the blow because it wasn't so concentrated at a cutting edge*. How about making parrying (as opposed to blocking) a sort of difficult skill roll -- if the defender's parry roll is 01 to 1/2 of skill, it is a true parry: attack deflected/fended, no damage to parrying weapon/shield; on rolls over 1/2 of skill but still successes, the blow is blocked, with damage to shield/weapon. Give weapons/shields an AP value which acts like armor and is based on the weapons "toughness", and an HP value based on size. Use separate attack and parry skills for weapons and shields, and give shields a higher base chance for parrying -- e.g. large shield 5%/30% attack/parry. Just my 2 cents, Michael Hoxie Oh, I forgot something. Maybe change the crushing/smashing special to allow it to bypass half of the targets armor, to handle the mace vs. plate thingee.
  11. How about having martial arts skill raise the damage bonus one step if the attack roll is also a success of the martial arts skill? I.e. 0 becomes 1D4, 1D4 becomes 1D6, etc. Michael Hoxie
  12. Speaking of Sandy's rules, has anyone got a copy of his heroquesting rules? I've heard mention of them a few times, but never found them online. Michael
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