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colinabrett last won the day on November 17 2016

colinabrett had the most liked content!

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About colinabrett

  • Rank
    Senior Member

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  • RPG Biography
    AD&D (1st & 2nd ed); Stormbringer; CoC; Cyberpunk 2020; Over the Edge
  • Current games
    On hiatus at the moment
  • Location
    Peterborough, UK
  • Blurb
    Live in the UK.

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  1. colinabrett

    Colin Bret's Cyberpunk 2046

    Hi, Hi @rsandford . Thanks for the feedback. I have run a couple of scenarios with it over the past few months. I might pretty them up and post them here. I think the 2046 rules need a clean up, so I might start on a "2050" iteration with simplified hacking rules, an expanded timeline, more corporations and a more detailed look at Techno Allegiance. 2019 has just begun, so I'll add it to my project list for the year. Colin
  2. colinabrett

    Hurrah to demon objects!

    Isn't this how magic worked in Stormbringer 3rd edition (and perhaps earlier). I seem to remember the rules saying, to the effect, that Man was incapable of performing magic in and of himself; he must summon demons and elementals and higher powers to do the magic for him. Magic had its variety by allowing the player to choose the demon's form and some special powers. Colin
  3. colinabrett

    BRP Character Failings?

    Hi Seldak, Welcome aboard. I think the failings and character points apply to characters with Super Powers, as described on page 141 onwards. Hope this helps Colin
  4. colinabrett

    Hurrah to demon objects!

    Designed for the Golden Grimoire campaign, with a mixture of Stormbringer 3 and BRP PERIHELION - DEMON OF KNOWLEDGE STR [0] CON [30] SIZ [5] INT [88] POW [17] DEX [0] CHA [15] Hit Points = 30 Major Wound Level = 15 Skills Language (Summoner's) 95% Language (Demon-tongue) 109% Language 1 (GM's choice) 145% Language 2 (GM's choice) 114% Language 3 (GM's choice) 116% Knowledge (Region: Hell) 125% Knowledge (Demonology) 107% Knowledge 1 (GM's choice) 153% Knowledge 2 (GM's choice) 121%, Knowledge 3 (GM's choice) 125% Powers Perihelion has 3 chaos powers. 1. Retrocognition - Seeing the Past (left hand mirror) 2. Scrying - Seeing the Present (centre mirror) 3. Clairvoyance - Seeing the Future (right hand mirror)
  5. colinabrett

    If not Stormbringer, what then?

    Thanks for the information. Colin
  6. colinabrett

    If not Stormbringer, what then?

    May I suggest, not knowing the who-owns-what-IP question, Fritz Lieber's Lankhmar (and by extension all of Nehwon)? It's a setting rich with most of the standard fantasy tropes (except elves and dwarfs) but filled with magic that has consequences, plane-hopping (e.g. Bazaar of the Bizarre and a few others), interfering gods, meddlesome mages and even the possibility of ghouls as PCs. Aside from TSR's products, who might own the license to one of fantasy's leading lights? Colin
  7. colinabrett

    Big Damn Book of Monsters

    Fantastic piece of work. I have been incorporating your creatures into D&D modules I'm converting over to BRP/MW. Many thanks.
  8. Hi, I am running a Chronicles of Future Earth 'campaign'. (I use air-quotes here because it was suggested and started at very short notice and lacks a lot of my usual planning.) One of the players has asked about the metal-substitute Alagin. His character (a psionic) is interested in learning how to craft it (or, knowing the player, exploit it to his own benefit). There is little information in the rules about it. CoFE page 46 has descriptions of the substance as "dark brown or jet black substance ... created - some say grown - by the mysterious Spider Folk." It is "vaguely translucent, and warm to the touch, as though alive." CoFE p.17 says "Gardeners, producing raw materials, growing vocali, luminacts or alagin colonies in specially prepared environments." So, where does it come from? Here are my thoughts so far: It is clearly grown from organic materials. What if the Hsun are like 40K Tyranids? They dissolve organic components in vats of their own digestive fluids to produce a gruel of protoplasm. This is then mixed with inorganic material from their own chitinous shell, which is perhaps from natural shedding or harvesting from dead Hsun. The alagin colony is then psychically manipulated into many different shapes, from bizzare and beautiful sculptures, to plain ingots, sheets, blocks, rods and even wires. The shaped items are then left to 'air dry' in a Helium-enriched atmosphere. What do you all think? Any suggestions or official "canon" would be massively useful. Thanks in advance, Colin
  9. colinabrett

    Five (5) Things Essential to a Magic World setting

    Here are my 5 suggestions Fey influences building to a crescendo ... can the PCs stop it? Shadow wars between the Houses ... I've always liked a bit of espionage and assassination Orcs found their own kingdom and disrupt the power balance ... The orcs have been reduced to primitives and this isn't fair in the eyes of a 40K Greenskin player 🙂 A Rime Isle (Fafhrd and the Mouser) location just off the southern edge of the map ... where planes and planets intersect Parties, balls, galas and feasts ... as an excuse to let the characters' hair down Colin
  10. colinabrett

    What is is about Stormbringer?

    Missed that bit of your original post. Sorry. (Note to self: Learn to read the whole post before replying 🙂 ) Colin
  11. colinabrett

    What is is about Stormbringer?

    IIRC Hawkwind definitely were aware of Stormbringer/Elric. One of their albums is Chronicle of the Black Sword (of which I have a Live version on CD). I believe Michael Moorcock even played with Hawkwind. He mentions the band as "members of the Hawkwind orchestra" (my italics) in one of the Cornelius short stories where the Teddy Bear steam boat sails up the Thames and plays such loud music that the Houses of Parliament collapse! My memory might be a bit hazy on some of these points as it's been a while since I read the stories. Colin
  12. colinabrett

    Escaping the end of the world

    Well put! I had thought of using a previously unknown island off the cost of the Southern Reaches as a staging post for a Spelljammer inspired campaign, similar to the Rock of Bral (in the Spelljammer setting) or even Rime Isle in Nehwhon (Fafhrd and the Mouser). Surely, so long as we don't publish or attempt to sell our campaigns, we wouldn't be infringing IP rights. IANAL so if anyone can clarify this, I'd be interested in knowing more. Colin
  13. colinabrett

    Escaping the end of the world

    Couldn't escaping characters end up in any BRP-based world? Imagine a group of barely-sane Pan Tangians ending up in the Chronicles of Future Earth setting, for example. Perhaps they would be chased by a group of Lawful PCs intent on stopping the Pan Tangians spreading their own particular brand of Chaos in a new world. Colin
  14. colinabrett

    Mass combat rules

    I downloaded a couple of sets of rules many years ago. One was written by Frederic Moulin and was hosted at Michigan State University. I don't know the author of the other set. You might be able to find them on the Internet Archive http://archive.org/web/web.php . Colin
  15. colinabrett

    How do you create NPC's

    I have a suite of Perl scripts I've written over the years to generate PCs and monsters for various BRP games. The abbreviated output looks like this: 11 colin@rokk> ./mkbrppc.pl --genre=fantasy --profession=wizard --race=human | ./npcstatblock.pl Name: normal fantasy human wizard Characteristics: STR [13] CON [11] SIZ [11] INT [11] POW [14] DEX [10] APP [6] EDU [15] SCB: Combat 1% Communication 1% Manipulation 1% Mental 5% Perception 3% Physical 0% Combat: Hit Points=11 Major Wound Level=6 Stat Rolls: Effort 65% Stamina 55% Idea 55% Luck 70% Agility 50% Charisma 30% Know 75% Derived: PP=14 XP=6 FP=24 SAN=70% DB=NONE MOV [10] Skills: Knowledge Occult 56%, Perform Rituals 46%, Language Other 21%, Craft Skill 21%, Knowledge 1 40%, Knowledge 2 30%, Insight 28%, Persuade 36%, Research 50%, Literacy 64% Powers: Cast 4 Magic spells of the player's choice. Each has a starting level of 11 %. Or Cast 6 Levels of Sorcery spells of the player's choice. These spells have no starting skill level. They just *work*. Bonus Skills: 27 34 24 21 Possessions: Notes: 12 colin@rokk> The 'Bonus Skills' numbers can be used by the GM to increase existing skills or add new ones. Now, this wizard isn't exactly great but I can always re-run the script until I get a 'better' result. Most of the NPCs used in the Golden Grimoire (Stormbringer) and Magic World campaigns were generated using these scripts. Colin