Jump to content

MrJealousy

Member
  • Posts

    338
  • Joined

  • Last visited

Posts posted by MrJealousy

  1. 10 + 10 = 20 / 5 = 4m every second which is about 8 mph. Which sounds about right for an average person..

    Actually, thats pretty close. In the BRP Movement Rates Table a sprinting man moves at 50 meters a Combat Round. 4 m per second equates to 48m a Combat Round getting you almost exactly the 'average' sprint.

    I'd probably want to mix in CON as well as STR and SIZ but that does look like it works.

  2. all humans having 4m is a bit ludicrous

    Thats very true and one of the minor weirdnesses in the BRP system. Move should be a stat like Str or Con (or at least based on something) rather than a fixed number for every type of critter. But I guess it saves on the math...

  3. Or look at it all slightly differently. Anyone read Neil Gaiman's American Gods? Its been a while since I read it but the basic premise goes that the more worshippers a god has the more powerful they are.

    So if you want to stat up a god, first you figure out the number of worshippers . Those gods with massive amounts of worshippers get all the truly god like abilities, chucking lightning around, coming back from the dead etc and have stats based on the number or worshipers. The stats of those gods with only a few worshippers look more human on a character sheet. Maybe they only have Epic stats in a game where the players have Heroic level stats. And if a god only has one worshiper then it has the same level of stats as the worshiper.

  4. I always saw the wealth stat in BRP as a guide to the characters wage/starting cash. In Aces High I gave characters a Wealth level and then a randomly rolled cash value based on that wealth. For me it gave me a set of guidelines which meant that if your character was of a particular wealth level I would know approximately how much cash they would have.

    I agree that wealth levels work great for generic settings and systems, but what the players really want to know when they roll up their character is 'how much cash have I got in my pocket!'

    I don't really attribute much weight to Status in (most) of my games because that tends to lead towards a set of concepts aimed at countries and governments and politics and I (generally) prefer to keep my concepts small and focused on the characters...

  5. I like bait and switch tactics too, as a GM it allows me to catch the players off balance occasionally. I think it depends on how extreme you are planning on making the switch.

    If I was being particularly nasty to the players I'd make them movie stars or well known people on an 'I'm a celebrity, get me out of here' kind of thing. The celebs are cut off in a remote location (with some skills that would allow them to survive by themselves) they assume they are being filmed and have to feed and shelter themselves, then your apocalypse thing happens and all bets are off.

    Or, we had an excellent mini series here called Dead Set by a guy called Charlie Brooker which had a group of people stuck in a Big Brother house when a ZA kicks off. The house people thought all of the noises outside were part of the show until the zombies broke in. Brilliant TV, not sure how it would play though...

  6. Excellent News!

    I received an email from Dustin at the weekend and he said AH:NM was in layout which means that it could be available in 60 days!

    So, this is a little bit later than a christmas release, but it does look like Chaosium have been busy, so I'm smiling. :) Its been ages since I even looked at the New Mexico book and now I'm really looking forward to seeing the hard copy.

  7. ...they would have helped me destroy the Dark Brotherhood, but they were sick that day.

    Hey! I joined the Dark Brotherhood... You'll be getting a 'friendly visit' later.

  8. A life outside of creating best-selling BRP products? For shame!

    Ah, if only I'd done something with Aces High when I first thought of it 20 years ago:o

    The real West had boulders that crawled across the salt flats

    I've heard about this! Think it happens in death valley. I thought it was something to do with the temperature changes but wikipedia haas something to say about 'Sailing Stones'...

    Anasazi get a big mention in New Mexico, quite an interesting bunch they were too...

  9. Aces High was aimed at the classic western period, pre-civil war to 1900. But it was written with the assumption that, with a little work, a game could be run at anytime there were people on the continent. That's why there's a sabertooth tiger amongst the critters, thats why the weapon list includes muskets from the 1600's, that's why the indians get so much detail and mythology included. Ideally, with an unlimited page count and endless free time, I would have expanded this idea. Sadly, I have a life too:o

  10. The Nock Gun is a particularly interesting weapon which definately needs some kind of clarification. I especially liked the wikipedia entry which states that the reload rate, muzzle velocity and effective range are all variable...

    I really like the idea that it takes 1/7CR to fully load it, 1/CR per barrel. That makes perfect sense. And the ability to only load some of the barrels when time is an issue also works really well.

    Having just re-read the burst rules I guess that does seem to fit too, although I had only thought of the nock gun as either an area effect weapon, or probably more like a shotgun effect with scatter shot. Over distance the damage is reduced, up close you get the full 21d8+7 =O

    You may have noticed that shotguns aren't covered in the revised firearms list and that's because they're going to get their own little section, clarifications, steroids.

    I do like the way you think. It makes me question the rationale behind some of my more spontaneous thoughts. But what you're saying slots in pretty closely to my own thoughts, which makes me happy. Kind of offsets the wait for New Mexico...

  11. Or have I just not yet found the traditional RQ 'Increase POW by overcoming someone else's POW' rule?

    Its on page 112 in the Psionics section "... whenever your character succeeds in POW-base resistance roll... versus higher POW... you should put an experience check next to POW... See Increasing Characteristics on page 186..."

    Page 186 has a section on 'POW Gain Rolls'. Which does go into more detail.

    Oops, just spotted this is the Legend Thread... please feel free to ignore me ;D

  12. Lasso appears three times as having a 10% base and only once, on the weapons table as 5%... Must have been some kind of brain stutter there. Like you say more common skills have a higher base %, that should have been true of Lasso. Many Thanks for spotting that. I'll add that to the list of revisions :)

    I like the changes you've done to the character sheet, especially the categorising of the skills. Putting all of the skills on the character sheet was something I deliberately avoided, but having seen what you've done with it I may be revising my opinion...

  13. Looks to me like this is an expansion onthe random armour points used in stormbringer.

    While i can see what you're trying to do I think I have to agree with SDLeary its an extra roll I could do without.

    Also, this seems to be a rule for melee weapons only and I would find it more difficult to apply the same concept to firearms. Leaving you with two seperate damage systems for all weapons...

  14. Sorry I meant Contents page, the index is way to long...

    Aces High: New Mexico

    _ContentS_

    INTRODUCTION

    ANCIENT HISTORY

    THE PEOPLE

    Anasazi

    Puebloan

    Apache And Navajo

    RECENT HISTORY

    The Spanish Campaign

    The American Influence

    Civil War

    Indian Wars

    Cattle Wars

    Albuquerque

    Extraordinary People

    DWELLINGS

    Hogan

    Kiva

    Pueblo

    Wickiup

    Forts

    THE LAND

    Rio Grande Rift

    Colorado Plateau

    Southern Rocky Mountains

    Mesa And Plains

    Great Plains

    Mogollon Rim

    Chihuahuan Desert

    Weather Patterns

    Inhospitable Environments

    Exploitation

    ANIMALS

    Gila Monster

    Pronghorn

    Rabbits And Hares

    Sheep

    Snakes

    Spiders

    MYTHICAL CREATURES

    Chupacabra

    Mogollon Monster

    RELIGION

    Kachina Cult

    Kachina Societies

    OTHERWORLD ENTITIES

    The Kachina

    OCCUPATIONS

    Comanchero

    Seer

    Society Priests

    OTHERWORLD POWERS

    Animal Companion

    Animate

    Blessing

    Corruption

    Fertility

    Flint Wings

    Goading

    Manifest

    Mongko

    Refraction

    Rejuvenation

    Swallowing

    Withering

    SPOT RULES

    Small Critters

    Spirit Possession

    Venoms

    SKILLS

    Craft, Flintknapping

    Knowledge, Animals

    Knowledge, Plants

    Prophecy

    WEAPONS

    Ancient Weapons

    Modern Weapons

    SCENARIO

    Incident At Alice

    PROLOGUE

    CHAPTER 1

    The Albuquerque Bank Raid

    CHAPTER 2

    Death In The Desert

    CHAPTER 3

    Incident At Alice

    CHAPTER 4

    Epilogue

    Extended Play

    Motivations

    Human Encounters

    Antagonists And Victims

    Props

    MAPS

    BIBLIOGRAPHY

    INDEX

×
×
  • Create New...