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colinabrett

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Everything posted by colinabrett

  1. I second the call for legit PDFs. Or, as a wise man once said: I have managed to get the PDFs I have OCR-ed and I'd be pleased to join a fan project. The quality is quite good but it will take some time to get the docx files reformatted to something useful. Regards, Colin
  2. @Rick Meints Errrm ... at the risk of getting sued to smithereens, I have PDFs of Worlds of Wonder. I originally got the pdfs from Basic RPS , which is now inactive but can still be found on the Internet Wayback Machine (going back to at least 2002). The Wayback link supplies the Rules, Magic World, Future World and Super World settings. Please don't unleash a SWAT team of lawyers. I have never distributed (or even used in games) these files and they have just been sitting idle on my hard drive since 2002. I can look into OCR-ing them into Word docs (I have a Linux box and there are several packages available) but really don't want to go further in case I get in trouble. Rick: it would be great if you could advise. Regards, Colin
  3. Hi, I've just uploaded Bad Acid as a follow-up to the Downtown Saturday Night scenario I posted up-thread. There'll be more on the way over the next few weeks. This scenario contains a rough map of a warehouse, which was not in the original hand-written notes. Instead, I used floorplans from Games Workshop's Slaughter Margin scenario and Citi-Block set for their Judge Dredd RPG. If the GM has these or similar floorplans, I'm sure they would be useful here. Regards, Colin
  4. colinabrett

    Bad Acid

    Version 1.0.0

    78 downloads

    A follow-up adventure for the BRP/CP2020 crossover rules.
  5. @Vile, please explain A:e. What have I missed? Colin
  6. This is exactly the point I was trying to make up-thread but you've put it much more succinctly. Colin
  7. Now this is something of a disappointment for me. I was really looking forward to an Essentials book so I could unify the Cyberpunk and 40K conversions I've worked on (and others that are in the pipeline). BRP Quickstart doesn't cover everything I need: there are a few bits missing (EDU and skill categories for instance) that I consider "essential" BRP components (IMHO). I'll can remain with the BGB for some time to come and/or adapt features from Magic World, of course, but neither solution is as satisfactory as an official BRP Essentials to use as a base. Regards, Colin
  8. A fair point, Jux. I suppose my loyalty was bought years ago!
  9. I've been thinking about this whole topic and have come to the conclusion that, for me, it doesn't make much difference what BRP Essentials will or will not contain. I'll buy the rulebook anyway and any support material Chaosium produces. I suppose this shows "brand loyalty", both to Chaosium and BRP in general. While I salute the work done for Mythras, Revolution D100, OpenQuest and the wider family, none of these really scratch the "BRP itch" in the way the BGB did. Colin
  10. Thanks for that Akerbakk. I've downloaded your document and will give it a read over soon. Colin
  11. I've just uploaded Downtown Saturday Night , the first scenario for a BRP/Cyberpunk crossover campaign, using the rules and background developed in this thread. Useful resources for a GM in this scenario would include Cyberpunk 2020 Shadowrun Seattle Sourcebook Shadowrun Sprawl Sites maps and encounters and, of course, the rules discussed here. The sourcebooks above are by no means required to run the scenario but they do add extra background and details. If this scenario proves useful to you all out there, I have several other missions from the same campaign ready to convert and publish here. Colin
  12. Version 1.0.0

    91 downloads

    A conversion of the original DSN scenario to the BRP crossover rules developed in the Cyberpunk Setting thread.
  13. I know this has been discussed at length but would it be possible for the essentials to include "generic powers", rather than specifics (magic, sorcery, mutations) in an Essentials book? After all, a "Magic Missile" spell can have the same effect as "Laser Vision" but listed in the rules as "Focussed Energy Attack" (which is distinct from a "Fireball" spell versus "Power Blast", described as an "Area Energy Attack"). The players can choose a power and a suitably descriptive name. Savage Worlds does this sort of thing but I truly don't know how well it works in-game and between different genres. It just seem to me that a "generic assault rifle" is just as Essential as a generic "Multi-shot Energy Attack" power. All that slurred (hic), I'll still have the BGB as my go-to system. Colin
  14. Errr ... My bad, I think. I believe I used the "pick a speed and calculate the number of modules needed to make the ship go that fast" method from the capital ships section. Unfortunately, I've binned the hand-written notes I used when designing the ships, so I can't go back to see exactly what I did. Apologies for the over sight, Colin
  15. I've just uploaded a PDF of my BRP/CP2020 rules to the Sci-Fi/Other downloads section. It's also hosted on my own website at CP 2020 . In the future, I will be converting my old CP2020 campaign to this ruleset - I needed a baseline to work from - and will upload any adventures to this site. I hope this proves useful. Regards, Colin
  16. Version 1.0.0

    473 downloads

    From discussions on the "Cyberpunk Setting" thread, this is my attempt at a BRP/BGB-based take on Cyberpunk 2020, set thirty years into the future (2046). Colin
  17. I'm running out of ideas. Attached is a timeline history of a cyberpunk future. It runs to 2046 "The Present" because, way back in 1997 I ran a CP2020 campaign set in 2027, thirty years into the future, so I thought I'd continue that tradition. Colin history.txt
  18. Some fluff to go with the crunch I've posted up here recently. Attached is an overview of some of the corporations in the 21st Century and a description of how the world became the way it is ... PLEASE NOTE: I have no pro- or anti-corporate or pro/anti government agenda in these notes (or, indeed, in real life). My only intent is to describe some interesting background for a campaign. As ever, any feedback would be welcomed. Colin corporations.txt
  19. And addiction to cybernetic augmentation. A character can have an arm fitted and think "that looks cool but I need something to balance it out on the other side". (I've known people do something similar with tattoos.)
  20. It's interesting to read the discussions of "what constitutes cyberpunk" and "metal versus meat". I don't think I'm well-enough read to contribute to those discussions, so I'll just add my draft notes on the subject. The cyberware.txt file includes: Techno Allegiance; thoughts on Cyberpsychosis (I like @SDLeary's idea of "living the life of a hermit" as a temporary insanity); a list of devices from various sources; skill chips; and an example character. A lot of this is pure guesswork and has not been tested in a real game. I'd appreciate any feedback. Regards, Colin cyberware.txt
  21. I've just had a thought about "cyberware costs SAN". It could be done the opposite way. Rather than taking SAN, cyberware adds to a "Techno" Allegiance score. The more cyberware is added, the higher Techno Allegiance becomes. The benefits of Allegiance, described on BGB p.316-317, might need some work, however, as Allegiance points can be expended: cyberware is a permanent implant, so the Allegiance points should also be permanent. When the score reaches 100, Apotheosis would equate to a CP2020 "full borg conversion". The "balance point" for this approach would be to make (some, if not all) Cyberware cost Power Points e.g. a reflex booster might cost 2 PP per combat round it is activated to give +2 to the character's initiative rolls or strike ranks. EDIT: Thinking about it, if a character with +50 Techno Allegiance draws on 10% of that total for increased Power Points, Allegiance decreases by 5 points, and this could be seen as the struggle between man and machine aspects. Cyberpsychosis could occur when Techno Allegiance exceeds the character's SAN. Would this be workable, do you think? Colin
  22. Hi All, I've put some more work into the Netrunning/Hacking rules. Attached is a plain text file, which is quite long. It covers cyberdecks, systems, programs, the basics of netrunning and cybercombat. It touches on AIs as NPCs. As before, I'd appreciate any thoughts and suggestions. Next stage is cyberware/bionics/augmetics and I will use the "cyberware costs SAN" rules and try to work in something new. Regards, Colin cybernet2.txt
  23. Hi All, Attached is a very rough draft of the computer hacking rules. It needs an awful lot of tidying up but I thought I'd post this version and ask for feedback if anyone can contribute. In essence, computer systems and cyberdecks are treated as NPCs (with most standard characteristics) and cybercombat works like Magic: a skill roll to get a program running, then a Resistance Table roll to see if the program takes effect. I thought this was the simplest way of approaching the problem but I'm open to suggestions. Regards, Colin cybernet1.txt
  24. I've started work on this and have made some progress with roles and skills. Attached are two plain text files which may be useful. Also, I found these links: 1) Sandy Antunes' Cyberthulhu rules https://www.rpg.net/realm/cyber A PDF available at: https://img.fireden.net/tg/image/1461/69/1461696561546.pdf I have emailed Sandy regarding his Cyberthulhu rules for "Cyberware costs SAN" and hope to have permission to borrow those ideas. The next step is Netrunning. I've had the idea of the hacker's presence in cyberspace represented as an icon with a full set of characteristics and therefore being able to make Cybercombat the same as physical combat. Would this be viable? Regards, Colin roles.txt skills.txt
  25. I'd love to see a "Moorcock's Multiverse" game, with source material for Elric, Corum and Hawkmoon, along with the other Champions (a Jerry Cornelius game would be amazing). The only thing I'd like to see a return to is the Rank-based magic used in third edition. I admit this is entirely subjective (SB3 was the first game I ever ran and I still have a strong emotional attachment to the rules, the NPCs and the scenarios at the back). It may not be to everyone's taste, and I don't know if current rules would support such a system, but it was clear in the Elric saga that magic was incredibly risky: a sorcerer risked his Sanity and his very soul dealing with supernatural entities. It took a lot of hard work (and literal sacrifice) to rise up the sorcerous ranks. It's great news that Chaosium are in talks with Moorcock about this. I hope they come to a satisfactory arrangement for all concerned. Colin
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