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The Scarecrow

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  1. Ballistic armor comes from R&R p.47. Basically melee armor provides negligible protection against modern firearms – true fact, try it someday – instead to stop bullets you need ballistic armor. Ballistic armor has the property that it either effectively stops a bullet, or it provides almost no protection. That is Type I ballistic armor will stop a .22 round but provides almost no reduction in penetration to a rifle bullet (this is measured using a ballistic gel and measuring how deep a given round will penetrate – then you put the armor over the gel and fire again). To simulate this in R&R ballistic armor will either remove all of the risk of a bullet or failing that, it will only reduce the risk by one point.

    So for example “layering” cybernetic armor (cyber armor 2/6) under, say, synthaweave (5/0 AV) will protect for 7 (2+5) points of melee damage and 6 (6+0) ballistic.

    Thanks for you answer, Rleduc :)

    But, I don't understand how you calculate, for example, the values 5/0 AV of synthaweave trasforming them in 2+5 points of melee damage. And, also, what is the A/V Risk of the armor? How shall I read this value when I study an armor on R&R?

  2. Hi guys, can I post here a question about a houserules find at pag. 115 and 45 of Rubble & Ruins manual? I haven't undestand the rule of "AV/Risk" about the armors: how does it function?

    Thanks

  3. That's the problem, Rosen. With BRP if you Dodge an attack, you miss the possibility to do your attack in the same round. With concepts like Armor Class (D&D) or Offensive Combat Value (Hero System), just to do two examples, you can offer to the enemy a level of difficulty based on your ability (in partially dodging, evading, experience in combat) and at the same time, you can attack in the same round without loosing an action (and you can also only dodge, if you want).

    With the system of active defense, all targets aren't similar because they offer different degree of difficulty based on its own ability in combat; without a defensive (intrinsic) abilty (like in BRP), everyone can hit also, for example, Flash (the superhero) if he don't want to dodge.

    I know that in BRP there are the passive defenses after being hit (armor) but I hoped in an alternate rule in order to let choose to the players if using active defense (above mentioned defensive skill or similar) or passive defense (armor, like in the official rules of BRP): this because everyone is able to wear an armor but not all are so skillful in evading/dodging attacks while in active combat.

  4. Hi guys, is there someone that has never thought about a house rule for making active the defense in BRP?

    Actually if I have a 50% in Use Handgun and check, i.e., 23%, I hit the target even if he has an high Agility. It's true that the target may try to dodge but if he decides to hit me instead of dodge my attack, he is automatically hit on my 23%.

    In other game systems like D&D or Hero System and so on, the target always offers a difficulty level to the attacker and this level is often based on his/her/its abilities (Agility, Dexterity, Martial Arts skill, or a mix of them...).

    Why this isn't possible in BRP? I know that this concept is intrinsically tied to Basic rules but, according to us, it could be possible to work out a sort of "defensive skill" derived, i.e., from the values of Size/Agility/Dodge or similars? And, then, check on this "defensive skill" in order to avoid the otherwise successful enemy's attack? Or better, subtract the % of the target's "defense skill" from the chance to hit of the attacker and check on this difference in order to hit or not?

  5. Hi folks. I have recently begun assembling my material for a proposed monograph which has been accepted with an aim to be ready for September 2009. I am about 25-35% into the first draft writing and would really appreciate playtest and/or critical appraisal of the material.

    I have been in discussion with our generous host on this board and he has agreed that I can have a playtest subforum as long as I get sufficient people signed up to do so. So what I need is a few willing volunteers to go over and hopefully make use of the work I produce, offering feedback along the way.

    If you can help, either in playtesting as material appears or simply to critically appraise, then let me know by signing up in this thread.

    Leon.

    Covenant of Justice

    The world is not the one we know. Brightly clad figures hurl themselves through skies to face menaces to their fellow man. Heroes abound, pursuing justice, vengeance or other motivations, expecting little obvious reward or thanks for their efforts. But the citizens of the metropolises which they patrol and protect recognise their feats of daring and heroic endeavour, and give their thanks anyway. Yet little do those unsuspecting citizens know of the true nature of the gravest threats to their world and their way of life. Few know of the things that lurk in the darkness and so the heroes of the Covenant of Justice bear a burden, to combat unknown forces with the ignorance of those whom they protect maintained for fear of the terror that would ensue were the truth publicly known. A heroic legacy has been maintained of costumed adventurers stretching back across more than a century, culminating in arguably the greatest age of heroes. It is ironic that at the time of the greatest assemblage of heroes there is the greatest need for their presence.

    The setting is a hybrid of four-colour ethos and sensibility (so eschewing grim and gritty on the whole) juxtaposed with 'dark forces about which man was not meant to know', and so plays a little on assumptions built into Basic Roleplaying (such as if it involves eldritch horror and SAN rules it must be Lovecraftian - well not quite so, but you get the idea). This latter facet is intentionally to play on the Basic Roleplaying-Call of Cthulhu connection since the reason for supers existing in the world inverts the idea somewhat. It is against this backdrop that the Covenant of Justice has been formed, as a loose affiliation of heroes across the United States and originally formed in the midst of the Cold War. Many of the characters will have a degree of the mystical or mysterious in their origins, but some science-based characters will feature as well. It is not a Call of Cthulhu product.

    I say four-colour sensibility in terms of having bright costumes, the codenames etc, as well as the general heroes’ code of honour that lasted until at least the silver age, if not now: protecting the weak and vulnerable, not killing and so on. Now that is sketchy, I know, but intentionally so since it is something that is examined more fully in the text. The default power level is superhuman which I think at its limit is around the Spider-man level and should hopefully offer an interesting gaming experience. No reference to any existing settings or published comic book characters will be made in the published text, however.

    I plan to include additional game-mechanic material such as new powers and modifiers to supplement the setting-specific material (the latter comprising timeline, NPC heroes and villains, central hero organisation and at least one fictional city - Riviѐre Noire, Louisiana). The anticipated length of the book will be between 60,000-80,000 words, of which approximately 21-22,000 words are already written in first draft form (25-35% of expected length). Work has begun to source artwork. Anticipated date for completion is September 2009, possibly earlier.

    Uhm, I'm a fan of Dark Champions-oriented campaigns but a refresh of BRP rules in favor of a superhero game is always welcome :) Good luck, Leon :thumb:

  6. Don't worry, you can. But depending on the style of Supers game you want to run, you might be better off using a different game system.

    As mentioned by most, BRP works great for characters like Batman, Captain America, or Daredevil. If you want to run a low powered game it's fine.

    Somewhere around Spiderman is probably the point where the mechanics begin to depart from the comics. Still, if someone wanyed to run a "realsitic" Iron Man, like in the film, BRP might not be a bad choice, just make sure to give the armor some Hit points so anything that gets past the AP doesn't kill the PC.

    High powered characters are "doable" in BRP, but you just have to be alert to the pitfalls and be ready to deal with them. I successfully shoehorned a Supergiril character into BRP/Superworld for a Wild Cards camapign. THe character wasn't quite as powerful as the actual character in the comics, but she was strong enough to lift and throw a tank, and that was more than enough for a Wild Cards setting. Reastically, anything bigger would probably break apart if someone tried to lift it anyway.

    The major hurdle with BRP supers is probably the lethality and overkill potential in the system. A character with a 4d6 damage bonus can kill most people with a single punch. It is what would happen in the real world, but not in the comics. TO run high powered characters, the best thing to do would be to reduce the lethality of the game. For instance, blunt attacks could be changed from doing lethal HP damage to damage a character power/energy pool.

    For the resistance chart, I suggest scaling the chart as follows to handle stats over 20

    up to 20: 5% per point of difference.(Standard)

    21-33: 3% per point of difference.

    34-50: 2% per point of difference.

    >50* 1% per point of difference.

    Depending on just what you have in mind you can "tweak" BRP to fit. Let us know what type of game you are planning on and the folks here will probably be only to happy to throw lostsa of options and solutions at you.

    But why Chaosium don't write an update of Superworld, with all the rules for boosting the heroe's characteristics over superhuman potential and power updated to the 21st century flavor?

  7. Either do I've played Dark Champions campaign as master but I've abandoned this system because of its complexity in ruling more villains at the same time against few players (superpowers' management and description too long!).

    I think Basic Roleplaying System can give us the answer for ruling fast skirmishes between players and villains without spending a lot of time in "deciphering" the superpowers listed on the character (or villain/NPC/ally) sheet.

    Only clearly and simple percentages!

    I suggest a petition! :cool:

    "Who wants a Superworld's update?"

  8. I've looked at both of these games pretty extensively. They have dedicated followings but I think that a well-supported series of BRP superhero supplements could easily give them a run for their money. Champions (or rather Hero System) is simply too complex for a lot of people, not to mention that combat takes forever. M&M is solid and simpler than Champions (not to mention beautifully produced) but I have a vague recollection of encountering some arbitrary rule elements, like Strength being a factor in energy projection (somebody correct me if I'm wrong).

    Either do I've played Dark Champions campaign as master but I've abandoned this system because of its complexity in ruling more villains at the same time against few players (superpowers' management and description too long!).

    I think Basic Roleplaying System can give us the answer for ruling fast skirmishes between players and villains without spending a lot of time in "deciphering" the superpowers listed on the character (or villain/NPC/ally) sheet.

    Only clearly and simple percentages!

  9. Absolutely.

    It makes even more sense to include those in setting- or genre-specific books, though.

    Ok, I'm agree with you. Then have you programmed a future reprint of Superworld, updated to 21st century? (in this monograph, as I've seen, advantages/disadvantages are permitted and, with the rules' support of BRP, is a very successful superheroic settings ) ;)

  10. I'm one of those who is glad it doesn't have the whole advantage/disadvantage thing going on...

    If I really wanted that I'd go play GURPS (which I like just fine... sometimes).

    It's true in part because if we use BRP in a superhero setting (a modern one, not Superworld dated 1984!) how we explain, for example, the weakness of Kal' El to kryptonite or the pain that Venom suffer when he comes in contact with ultrasonics? These are disadvantages, these don't exist in the new edition of BRP and, at the same time, this system is very suitable for the superheroic genre due to its simplicity.

  11. Why Chaosium designers haven't thought to introduce the "disadvantages" concept in the character's creation chapter? In all universal roleplaying games is the norm by now and enrich still more the character history. For the rest is a great system and the absence of the disadvantages' rule doesn't make it complete :ohwell:

  12. Thanks Trifletraxor. :thumb:

    For those of you interested, this CoH single pdf has been checked to update it to the final version of the BRP rulebook and had all errata (that I could find) fixed. :)

    It replaces the two previous files that were origionally parts 1 & 2 of the City of Heores Quickplay Pack. This file is tagged as 'Final version'.

    Cheers

    Fergo113

    Where can I find the downloadable version of CoH?

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