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soltakss

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Posts posted by soltakss

  1. They are allowed to cast spells. Allied spirits are even initiates of the cult, so have access to one use runic magic. The problem for this tactic is the perception of the target.

    Familiars (at least animal based ones) can see, so no problemo.

    Allied spirits bind to animals (an alynx for Orlanth forex) are in the same position.

    A Humakt allied spirit bind in a sword has no eye, so will need a spell to be able to target the following combat or healing spells (soul sight, second sight, mystic vision are the one that comes to mind).

    An allied spirit is in mind-link with its master, so can see through its master's eyes. So, unless the Runemaster is unconscious, the allied spirit can cast spells quite happily. It can also cast spells on its master with range touch as it is effectively touching its master at all times.

    A fetch is discorporate, so I don't know.

    Depending whether you want to allow fetches to cast spells, they have to become Visible to interact with the mundane plane, in which case they can see anything around (probably up to their POW in metres) and can be seen.

  2. Well, if you are married, then it's an invaluable skill to have and develop. Get those boxes check quickly! ;)

    Yes, Marital Arts (Knowledge Base 00%) is used to enhance the Marital experience.

    Despite what the unmarried ones amongst us think, it mainly consists of things like "Put those shelves up! Take the rubbish out! Do the hoovering! Mow the lawn! Let me watch my programme!" and only very, very rarely touches on that which causes sniggering at the back.

  3. 1) Impales-since these reprensent hiting vital locations, slashing muscles, and tearing open ateries, they don't make sense against vehicles. So you can't get an impale against a vehicle. SPecial Successes DO get to rollon a Vehicle Special Charet, where you can take out headlight, blow tires, tear open fuel and brake lines, damage the steeering, and other things.

    I was going to say that vehicles have vitals - tyres, brake cables, hydraulics, fuel tanks etc - so specials/impales have their place. But you've covered that. Presumably, criticals can still ignore armour.

    What about indirect damage done to occupants of vehicles? If a shell penetrates armour, will the excess damage go and hurt the occupants? If so, is it on a 1:1 basis or should we use a scaling factor?

  4. If you made it viewable as a Forum, but only editable as a Wiki, then that would be ideal.

    Viewable as a Forum means it is easy to view and has topics organised together.

    Editable as a Wiki means that people won't just post responses willy-nilly and it will stay focussed as a usable resource.

    When BRP comes out officially, the Wiki should take off.

  5. In a SciFi, I would think that Edu would be almost required. Despite being a military campaign, isn't there the chance they would have a techie or science type anywhere in the campaign? If so, how do you arrive at their techie points? Not something the listed MOS seem to handle.

    I don't really see the point of EDU in such games.

    All it seems to do is to give points that can be allocated to other skills. That, and having a base Characteristic for a Knowledge Roll (EDUx5%) to see if your character knows about something.

    A Points-based Character Generation System doesn't really need any extra ways of generating points, so you can skip EDU for that.

    You don't need a general catch-all skill to see if you know something - you can use various Lores/Knowledge skills to reflect knowledge - RQ had General Knowledge, for instance.

    Also, EDU is not necessarily related to skills. Someone who went to University and studied Classics/Archaeology would have a high EDU but wouldn't know the first thing about techie skills, so you can't even use EDU as a catch-all as it is going to be specific to an area or general field.

    So, no EDU for me.

  6. I don't mind elves and dwarves. Even Orcs have their place as a fantasy species.

    You have to fit them in, though, and it does depend on the setting.

    Discworld dwarves are interesting for a bit, their elves are really great (cruel, unfeeling, haughty Lords and Ladies).

    If you can have trolls then why not elves and dwarves?

  7. 2 - Force the player to think fast. The resolution of the 1st strike ranks takes much more time than the timeframe they represent, and if you react along this time, you have too much time to think and to prepare. With the declaration phase, everybody has to think fast.

    Think fast? :confused:

    My lot couldn't think fast if their lives depended on it.

    Even with Statements of Intent, when it comes to their SR, they:

    1. Have to work out their attack chance again, even though it was the same as last round

    2. Take 5 minutes to decide which combat tactic they are using (ignore armour, strike a location, disarm etc)

    3. Rework their attack chance, depending on the tactic chosen

    4. Spend 2 minutes finding their dice

    5. Spend 2 minutes shaking the dice

    6. Spend 2 minutes working out their special chance EVEN THOUGH THEY ROLLED 70

    7. Spend 2 minutes finding damage dice and shaking the dice

    8. Spend 2 minutes painstakingly adding up the damage

    We get through, on average, one combat per session. :mad:

  8. Have a look at Federation Starships and Alpha Fleet Simulations Group's Federation Starship Directory for Star Trek ships and Federation starships - Memory Alpha, the Star Trek Wiki for mind-boggling detail.

    http://www.st-minutiae.com/misc/comparison/comparison_huge.png for a comparison of different spaceships from different settings.

    B5TECH.COM - The Babylon 5 Tech-Manual. for Babylon 5 stats, again in mind-boggling detail.

    Battlestar Galactica: Technical Manual for Battlestar Galactica statistics.

    So, there are websites that give length, mass, drive and weaponry information for a whole host of SciFi ships.

    Now, all we need to do is to collate them into a single spreadsheet, decide on relative sizes, allocate SIZ to them, then work out other stats.

    Easy, really. :)

  9. Some Cruisers from the excellent Star wars DatabankStar Wars: Databank | Starship Archive:

    Star wars Federation Cruiser

    Size: 1,088 meters long

    Manufacturer: Free Dac Volunteers, Pammant Docks

    Type: Carrier/destroyer (Providence-class)

    Weapon: 14 quad turbolaser turrets; 34 dual laser cannons; 2 ion cannons; 12 point-defence ion cannons; 102 proton torpedo tubes

    Affiliation: Trade Federation; Confederacy of Independent Systems

    Imperial Star Destroyer

    Size: 1,600 meters long

    Manufacturer: Kuat Drive Yards

    Type: Cruiser

    Affiliation: Empire

    Associations: Daala, Admiral; Imperial Navy Troopers; Isard, Ysanne; Needa, Captain Lorth; Pellaeon, Gilad; Ren-Cha, Gir Kybo; Screed, Admiral; Thrawn, Grand Admiral

    Dreadnaught Heavy Cruiser:

    Size: 600 meters long

    Manufacturer: Rendili StarDrive

    Type: Dreadnaught heavy cruiser

    Weapon: 10 turbolaser cannons, 20 quad turbolaser cannons, 10 turbolaser batteries

    Affiliation: Galactic Empire

    Associations: Bel Iblis, Garm

    Republic Cruiser:

    Homeworld: Coruscant

    Size: 115 meters long

    Manufacturer: Corellian Engineering Corporation

    Type: Cruiser

    Weapon: None

    Affiliation: Jedi, Galactic Republic

    Republic Attack Cruiser:

    Size: 1,137 meters long

    Manufacturer: Kuat Drive Yards

    Type: Cruiser (Venator-class Star Destroyer)

    Weapon: 8 heavy turbolasers; 2 medium dual turbolasers; 52 laser cannons; 4 proton torpedo launchers; 6 tractor beam projectors

    Affiliation: Galactic Republic; Galactic Empire

    Associations: Republic attack cruiser

    Super Star Destroyer:

    Homeworld: Fondor

    Size: 19,000 meters

    Manufacturer: Kuat Drive Yards

    Type: Star Dreadnought

    Weapon: Over 5,000 turbolasers and ion cannons.

    Affiliation: Empire

    Associations: Imperial Navy Troopers; Isard, Ysanne; Ozzel, Admiral Kendal; Piett, Admiral; Vader, Darth

    Dreadnaught:

    Size: 600 meters long

    Manufacturer: Rendili StarDrive

    Type: Dreadnaught heavy cruiser

    Weapon: 10 turbolaser cannons, 20 quad turbolaser cannons, 10 turbolaser batteries

    Affiliation: Galactic Empire

    Associations: Bel Iblis, Garm; Dreadnaught heavy cruiser

    Correlian Gunship:

    Size: 120 meters long

    Manufacturer: Corellian Engineering Corporation

    Type: Mid-sized anti-starfighter starship

    Weapon: 6 quad laser cannons; 8 double turbolaser cannons; 4 concussion missile tubes

    Affiliation: Rebel Alliance

    Dornean Gunship:

    Size: 90 meters

    Manufacturer: Dornean Braha'ket Fleetworks Conglomerate

    Type: Anti-starfighter gunship

    Weapon: 8 double turbolaser canons; 8 concussion missile launchers

    Affiliation: Rebel Alliance

    Trade Federation Battleship:

    Size: 3170 meters diameter

    Manufacturer: Hoersch- Kessel Drive

    Type: battleship (converted freighter)

    Weapon: Turbolaser cannons

    Affiliation: Trade Federation

    Associations: battle droid; Gunray, Nute; Haako, Rune

    Trade Federation Gunship:

    Size: 1,088 meters long

    Manufacturer: Free Dac Volunteers, Pammant Docks

    Type: Carrier/destroyer (Providence-class)

    Weapon: 14 quad turbolaser turrets; 34 dual laser cannons; 2 ion cannons; 12 point-defense ion cannons; 102 proton torpedo tubes

    Affiliation: Trade Federation; Confederacy of Independent Systems

    Mon Calamari Star Cruiser:

    Homeworld: Mon Calamari

    Size: 1,200 meters long

    Type: Capital ship cruiser

    Weapon: Laser cannons, turbolasers, tractor beams

    Affiliation: Rebel Alliance

    Associations: Ackbar, Admiral; Mon Calamari

  10. Well, I've been looking over the SIZ chart from CoC 5th edition. Interestingly enough at SIZ 300 and beyond the relationship between SIZ and mass is that SIZ=1/10 mass in tons.

    They also messed up the metric ton portion (the masses should be twice the values given).

    So that makes scaling spaceships pretty easy, since anything over 3300 tons/3225mt would convert at a 10-1 rating, giving us a nice linear formula to use.

    So we can use a x10, x100, or even x1000+ scale from ships to characters. Doesn't get much easier than that.

    True.

    Once you have decided on a scale or framework, then it is easy to slot different types of ship in. You just have to decide where a particular ship fits into the scheme of things. If you have a set of relative values for each SciFi Setting, you can slot other ships in according to their relative ranks.

    If we go with the 989,000 mt mass for a Constituion-class (Star Trek TOS) Starship, that comes out to SIZ 101,185 (we could probably just round to 100,000 for our purposes). If we got with a 1,000 to 1 scale, then a Constitution-class starship would be SIZ 100, just where soltakss puts a Heavy Crusier!

    With a Galaxy-class Starship from Star Trek TNG having a mass of 4.5 million metric tons, for SIZ 460,395 (we could round to 460,000), even 1000 to 1 would give us SIZ 460!

    That's the problem with having numbers for starships. 4.5 Megatonnes is a hell of a spaceship and is, for all intents and purposes, impossible to build, except in a SciFi game/film/series/novel.

    Each class of spaceship will be different - the Star Tek ships have different classes to Star Wars Imperial Cruisers or Mimbari Cruisers or whatever.

    So at this scale, interaction with characters, unless we are talking Superman level, and that the "wimpy" post crisis one.), would be limited to said characters cutting holes through the hull and so forth.

    Smaller ships would be the only ones worth having a direct coversion for, at least according to the CoC scale.

    Agreed. While it would be useful to know if Mr Strong can lift and throw a Starfighter, it would be less useful to know that he couldn't lift a Battlestar.

    Mile-long starships are probably just too big to be picked up by anything.

  11. Soltakss, you could probably use the MRQ sheet...>:->

    I've never seen a good character sheet in any roleplaying game rulebook.

    I know that people will say "Look at so-and-so or such-and-such a game" and point out some examples. But, I've never seen them.

  12. I've said before ( ad nauseum :D ) that there's a lot of untapped potential in fantasy earth settings and it was nice to see Stupor Mundi addressing that.

    Are you aware of the RQ Alternate Earth site? Not much happening at the moment, but it might kick back to life at any time. alternateearthrq : Alternate Earth and Alternate Earth RQ

    My own personal preference is for something set further back, either:

    approx 1500BC, allows you to take in homeric era Greece, Minoan crete, Egypt, Babylonia etc or:

    approx 400BC, you've got your Etruscans, nascent Romans, Greeks, Persians, Phoenicians/Carthaginians.

    Have you written anything up? I'd love to hear about anything related to Ancient Earth .....

  13. Quote:

    Originally Posted by soltakss viewpost.gif

    Jason said "Yah! Boo! Sucks to you!".

    Or something like that, anyway. Obviously, I paraphrase :)

    I think my response was more like "I don't have the time to do a second sheet, but I am pretty sure there'll be an official one with hit locations"... but then, my memory is spotty these days.

    Oh, yes, that's probably right.

    See, as I paraphrased "Yah! Boo! Sucks to you!". :)

    So, where's the official one with hit locations, then? >:->

  14. I tend to think that there's a bit too many border conditions not to want to have something that addresses how ship size relates to human size (and perhaps more importantly, Strength). This is a game that's going to be handling superheroes and other potentially larger than life characters on occasions, so interacting with small ships may be a real issue; and you have to deal potentially with the in-between case of non-spacecraft vehicles to boot.

    Generally, if you have rules for spaceship design, then you are focussing on the SciFi element of the game.

    The rules may be generic, but other rules will be setting/genre specific and may well contradict rules in the BRP rulebook.

    So, I wouldn't worry too much on how spaceship design affects a Supers game.

    Also, I'd tend to split out aircraft design from spaceship design. Sure, have rules for aircraft and ships, but don't mix them with spaceship design.

  15. They are one of the optional sub systems that were in the play test draft: I used them in some of my play test games, but not in others.

    Likewise, Strike Ranks were in the play test draft as an optional system.

    We went there in the Playtest Group.

    I pointed out that the basic character sheet didn't contain Hit Locations.

    Jason pointed out that Hit Locations were an Optional Rule and so shouldn't be in a generic sheet.

    I pointed out that EDU was an Optional Rule and shouldn't be in a generic character sheet.

    Jason said "Yah! Boo! Sucks to you!".

    Or something like that, anyway. Obviously, I paraphrase :)

    But, any character sheet that has EDU and no Hit Locations screams COC to me (and not in a good sense).

  16. I was hoping an English translation existed, it does sound a very interesting game. As you might have gathered from reading some of my posts here I do do like the idea of 'fantasy earth' settings so the idea of a game drawing on Spanish, Arab and Jewish folklore and mythology for it's creatures and using medieval manuscripts etc for ideas for spells and magic really appeals to me...what a shame it was never officially released in an English format :(

    You'd probably like Stupor Mundi, then. It's for RQM but could be used with BRP with no problem at all.

  17. Quote:

    Originally Posted by soltakss viewpost.gif

    I'd limit the number of external devices to SIZ, the old hard-point (?) in Traveller.

    I started on a method of giciving ship's SPACES based on SIZ. Currently it is based on the old RQ3 progression of +8 SIZ = double the size/mass, but will adapt to BRP's SIZ formula when I see it.

    I wouldn't necessarily be too slavish about +8 SIZ doubles mass. If you have super-massive ships then you have to work out mass, engine thrust and so on. I'd keep things relative and rough.

    Nice Idea, but I was thinking of a simplier apporach to reduce bookeeping. Otherwise PP will endu p being used like RQ3 Fatigue Points, and most people don't like those.

    Well, yes and no. If you have power drain through equipment use then you need to track it. You either have enough power to do something or you don't.

    What I was thinking of was going with the idea that ship can generate enough power to operate all it's systems, and PP are just the auxiliary batteries that get used in emergencies (such as combat).

    Perhaps, but how would you model a situation where the generators are dead and you only have enough Life Support for 4 hours (Standard Star Trek Episode Number ???)? That's why I think you need some kind of power requirement for Life Support, it causes you to make life or death choices. Do I cut the power to Life Support so that I can charge the batteries enough to make a Hyper-Jump even though it means some of our crew members could die?

    POW would represent the generators ability to restore PPS while running the rest of the ship. Perhaps we could work up a minPOW requirement based on the number of systems, and allow for combat damage to affect ship stats. So a ship that runs below the min POW would suffer in performance.

    That makes sense as well.

    I think we'd need to hack out some rules, then build some spaceships and see how the rules go. You know, almost like a playtest :)

    I just don't want to track Energy Allocation to the same degree as, say, Star Fleet Battles. I'd rather not have to track PP for life support, and just put stuff like that on hit location or critical tables (both of which could be optional)

    I've never played Star Fleet Battles, but it sounds like the kind of thing you might need to do. That's how Star Trek always did it, anyway. Star Wars doesn't really track power but does track system damage.

    [sIZ Table]

    Agreed. I started working on something like this, but built on a differernt scale to keep the math and bookeeping down.

    Whatever the scale is, it needs to be consistent and needs to look reasonable. Also, we need to be able to put together some sample spaceships from other games/films/TV series to see how they work. That way, if we need a ship like a Battlestar then we can get a template, if we need something like a Sun Hawk then we have those stats.

    Has anyone got rules for Babylon 5/Star Trek/Star Wars ship stats? It doesn't really matter what the system is, things should be easy to convert as long as we have relative values.

    Quote:

    STR - Use this for propulsion, by all means, but this would probably be normal propulsion, not Warp Speed/Hyperspeed/Jump/Interstellar-Drive.

    Agreed. FTL travel would be set up as an add on, with some sort of FTL Drive with it's own STR score. Exact details would vary based on type of FTL travel permitted in the campaign. THat way we could use BRP for Star Trek, Star Wars, B5 and what not without being stuck with a partiuclar method of FTL.

    What kind of FTL/Interstellar travel do we have examples of?

    Hyper-Jump - Jump between two points in normal space through Hyperspace, instant travel, limited range/aiming.

    Hyper-Point - Opens up a Jump Point into Hyperspace and allows the ship to travel through Hyperspace faster than normal. This needs a Jump Point back to normal space. This has durational travel, with a cost for each jump and navigational skills, perhaps each ship has to be of a certain SIZ/Power to create a Hyper-Point. (Babylon 5)

    Hyper-Gate - Fixed Hyper-Points that allow for travel between these fixed gates. This gives durational travel, but the ship doesn't need to create a Jump Point. (Babylon 5, Buck Rogers)

    Warp Speed - Warps space and allows for Faster Than Light travel. Each Warp is a multiple, or perhaps a power of normal light speed. (As Star Trek)

    Worm Hole - Opens up a worm hole between 2 points in normal space. Allows travel between the two ends of the worm hole. (Farscape, Star Trek Next Generation)

    I'm sure I've forgotten many types.

    Quote:

    I know this is BRP not RQ, but there are good rules for ship design in the Mongoose books, Pirates has a couple of good ideas.

    Are they very differernt than the ship rules in RQ3/Stormbinger? By all means if there is anything interesting in there mention it. You might be the only one on the BRP forum who owns Pirates!

    You should all go out and get Pirates! Ya-har! It is really goodf and captures the feel of the setting. It's not very Mongoosey either.

    Ship Design has templates for Barge, Barque, Brigantine, Canoe, Corvette, Fishing Boat, Fluyt, Frigate, Galleon, Indiaman, Raft, Rowboat, Schooner, Small Trader, Sloop, Snow and Warship.

    Each ship has hull, Structure Points, Seaworthiness, Length, Draft, Capacity, Crew (Minimum/Average/Maximum), Speed, Weapons and Skill (Shiphandling/Boating).

    Ship Qualities can be Agile, Battleshy, Clumsy, Cursed, Defiant, Distinctive, Fragile, Foul, Good, Ill, Lucky, Nimble, Reliable, Slow, Sluggish, Stealthy, Sturdy, ZSweet, Swift or Unreliable. Each one gives a bonus or penalty to certain skills/attributes. So, Fragile gives -1 Hull, but Foul gives +10% to all Crew Resilience Checks (+10% to CONx5% Rols in BRP).

    Ships can have Modifications, such as Aft Guns, Bulwarks, Copper Bottom, Chase Guns, Full Repairs, Hidden Cargo Space, Lighten Hull, More Cannons, More Cargo Space, More Sail or Reinforced Hull. These changfe the characteristics of the ship.

    Temporary Measure include Bail out the Bilges, Batten Down the Hatches, False Colours and Partial Repairs and each gives a temporary bonus or has a temporary effect.

    There are rules for crew quality, crew numbers, random events, plunder, crew combat, ship to ship combat, sighting and chasing ships and more. It's all very modular and seems easy to use. I reckon it wouldn't take more than half an hour or so to come up with a workable ship using these rules.

    That's the kind of thing I'd like to see in a BRP Spaceship design - modular and easy to use. Not very technical and modelling exactlky how a spaceship works (after all, we don't know how proper spaceships work).

    I've been thinking of looking at Decipher's Spaceships book for Star Trek, and BTRC's Stuff! book. Both have very simple design rules.

    Is it worth summarising them for those of us who don't have them?

    I got a lot of fre stuff from Drivethrurpg, but haven't gone through them yet, some of them may have ship design rules.

  18. Some sort of relationship is nice for the smaller ships. So that way characters armed with energy weapons can have combat against fighters. The rules, such as they are, could also be used to handle ground vehicles. A scaling method would also allow for Supers to be able to interact with such craft.

    I have been working on a method of giving ships SPACES, based on SIZ that can be spent for components, crew quarters, cargo spaces, shuttle bays, etc). Just need to see the BRP SIZ table so I can work out the relationship.

    I've got a relationship for RQ3, but not sure if they are going to use the same formula.

    The way I've always handled this is to give weapons a scale and leave the rest as they are.

    So, normal weapons have a scale of 1, truck-mounted weapons have a scale of 2, tank-mounted weapons have a scale of 3, small cruiser weapons have a scale of 4 and so on.

    That means that a soldier shooting a truck with a Plasma Rifle would normally do 2D10 damage, but the relative rating is 1/2 so it does (2D10) / 2. A small cruiser firing at a truck from orbit using a Heavy Blaster (1D10) has a relative rating of 4/2 and would do 1D10x2 damage.

    Actually, 4 for a small cruiser is too small. I'd set the scales depending on what damage you think they'd do in relative terms. If you think that a Heavy Cruiser would knock out a truck without effort, then give it a rating of 20. Of course, it would be difficult to shoot a single truck from orbit.

    These would need a bit of working to see what the relative ratings should be.

  19. I was wondering. For BRP Spaceships, do we want to move ships on a battleboard like with characters, or use a more abstract system, where we just track range bands, and ships have a list of maneuvers they can perform?

    If you use a battleboard, you need to make it 3D and that's a pain, you need multiple 2D grids and hexboards don't really work in 3D.

    The first would be more BRPish, but the second would allow for a lot of neat tactics and maneuvers [close, turn about, evasive maneuvering, strafing run,etc.,etc] and would greatly simplify space movement and range calculations ("Okay, I'm 2 zones away from the alien cruiser, that's short range for the particle accelerators and medium range for the main overkill cannon.").

    I'd go for the second, unless you want the "Well, you try and use your Forward Blasters but you are just out of range and they fizzle out" approach. For energy weapons, range is pretty irrelevant anyway, I'd give them damage that reduces with range as the beams become unfocussed.

    If you're the kind of person who uses hexboards in combat then hexboards will be useful for spaceship combat.

  20. What are Warp War's good bits? There are quite a few simple space combat games out there. What War War have to offer that makes it you first choice for our BRP homebrew? Not disagreeing with you, just curious about Warp War.

    BTW, How do you look at a .gbx file? I wanted to look over the game and DL'd it, but don't know how to read it. :confused:

    .gbx files are Game Boxes from Cyberboard. Go to the Cyberboard website CyberBoard or the download site CyberBoardfor an excellent program to model board games. I draw all my maps in Cyberboard now.

  21. Scale- Can probably use some sort of scale factor for translating effects to PC scale.So a SIZ 3 ship might be SIZE 45 or 60 in character scale (I need to see the BRP SIZ chart before I can figure what ratio) with corresponding mass, hit points, etc. That would allow a SIZ 13 character to fit in a SIZE 3 ship, and said SIZ3 ship to have a kit ore Hull/Hit Points..

    I wouldn't go down that far into detail. As long as people aren't being silly, I don't think you need to relate character SIZ to ship SIZ. By all means have a recommended capacity and a maximum capacity, after all if you fit too many people in a ship, the life support systems become overloaded.

  22. I'd limit the number of external devices to SIZ, the old hard-point (?) in Traveller.

    POW gives the recharge capacity of generators etc, but I'd allow batteries to store PPs (Power Points). Guns, Shields, Warp/Jump Engines, teleport devices, life support etc would all use PPs. This means that your tactics are determined in part by the amount of power you had available. So, perhaps, each gun would use a number of PPs, depending on its damage, basic ship functions might use a set number of points per hour, shields could run at 1/hour or Shield rating / 10 per hour, or something similar. You could even say that some types of shield use extra PPs to absorb big hits. Movement would take PPs depending on the SIZ of the ship, INterstellar travel would be similar, but depending on the mode of travel might be single jumps, costs per hour or whatever.

    Ships would have skill bonuses, as specified, but also semi-intelligent ships would have skills of their own. So, a ship might have Blaster 50% and be able to engage in combat itself, but a Weapons Officer might have Blaster 75% and take control in combat situations.

    You'd probably need some guidelines on SIZ to show what SIZ certain types of ships would have. Off the top of my head, and completely arbitrarily:

    Escape POD: SIZ 1

    1-man Fighter: SIZ 10

    2-man Fighter: SIZ 15

    Shuttlecraft/Runabout: SIZ 25

    Small Merchantship: SIZ 40

    Small Cruiser: SIZ 50

    Medium Cruiser: SIZ 70

    Large Cruiser: SIZ 100

    Battlestar: SIZ 200

    Death Star: SIZ 300

    That way, you could design your ship and refer to the standard templates for comparison.

    STR - Use this for propulsion, by all means, but this would probably be normal propulsion, not Warp Speed/Hyperspeed/Jump/Interstellar-Drive.

    I know this is BRP not RQ, but there are good rules for ship design in the Mongoose books, Pirates has a couple of good ideas.

  23. I couldn't even try and point to a single influence of even a group of them.

    I've always loved fantasy, even as a small child, reading Fairytales, then Narnia and so on. We read the Hobbit in Junior School, when I was about 8, and I loved it. Then I read all the fantasy books in the school library at the next school. I loved Moorcock and bought everything I could find of his, read a lot of Tolkein, went through series after series of fantasy and Science Fiction and so on. There were two series of books I read that really gripped me, one was about a Mongolian boy who kept to the old faith rather than the new Islamic one, the other was about a Viking warrior which was very moving in parts (He was attacked by a berserker at some docks, the berserker threw off his shirt and charged him, but recognised him as one of his closest friends at the last minute, he came out of the berserk rage to greet his friend when his friend went into a berserk rage and cut him down. )

    As for films and TV series, I've watched so many it's unbelievable. Robin of Sherwood was important becasue it had a mystical/magical element and was more thoughtful than most. There was a very gritty Arthurian series in the 70s that influenced me and I prefer grittier settings. But, things like Xena, Hercules, the the Ivanhoe series (Dark Knight?) and even the moderen Robin Hood series are all good fun and show that you needn't be serious all the time. The Water Margin, and later Princess Wu, were fantastic and opened up a whole avenue of historical fantasy. Jason and the Argonauts was really good, there were also a host of Italian swords-and-sandals movies that were very gritty. Princess Bride was a RQ scenario written as a movie, in my opinion, and I still watch it when it comes on TV.

    So, too many influences, all merged into one.

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