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colinabrett

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Everything posted by colinabrett

  1. Version 1.0.0

    44 downloads

    Following the Lashingport scenario, the PCs have been seconded to Department B3, Lashingport's intelligence agency. Odd things have been happening in Tindale, based on the Farthing adventure seed in MW p. 252, and the PCs are asked to investigate. This opening scenario describes the risky journey from Lashingport to Tindale.
  2. Version 1.0.0

    45 downloads

    While the PCs have been away a few things have happened in the city and several people are interested in talking with the PCs.
  3. Version 1.0.0

    60 downloads

    Hopefully, the PCs will decide to be heroes and rescue the kidnapped girl.
  4. Version 1.0.0

    47 downloads

    The PCs accompany the silver ore caravan to Lashingport, through hostile territory. Risks abound and lead to a shocking discovery.
  5. Version 1.0.0

    51 downloads

    The PCs are recruited by a silversmith's company to escort silver ore back to Lashingport. This short adventure describes the outward journey to the silver mines and an interesting NPC.
  6. Version 1.0.0

    82 downloads

    The PCs encounter a mad wizard, a cad of the first water and an assassin out to stop them.
  7. I like this idea, it's a lot simpler than mine which I sketch out below. I did have one thought about spending advancement points, based on the Elan system from Stormbringer 3. A priest or sorcerer would accumulate Elan by acting in the best interests of his deity. Elan could then be used for Divine Intervention or traded in for 1 POW point for 50 Elan points. Elan could never exceed 99%. I thought to expand this idea and allow Advancement Points from successful skill rolls to be saved into an Experience Pool. Fifty or 100 Experience Pool points could increase any characteristic (not just POW) by one point (up to racial maximums). This way the player had to decide between increasing skills (an immediate benefit) or increasing a stat (which takes longer). Now, building upon this, the character would save points into the Experience Pool, then spend some of them to unlock the weapon's abilities. The sword grants an immediate +5% to the character's attack skill. Ten Experience Pool points might then unlock an additional "+5% versus skeletons and zombies"; a further twenty points could unlock the sword's "+25% versus Revenants" ability. I see two bugs with this idea, however. First, the GM needs to make the sword and decide how many advancement points are needed to unlock each ability. This adds more work for the GM but the sword becomes almost an NPC (which some blades like Stormbringer itself certainly were). Second, the character needs some way of finding out those abilities (divination magic, haunted dreams coming from the sword itself, research into dusty scrolls). This is a Good Thing, as unlocking "the riddle of steel" becomes one of the character's campaign goals. What do you think? Colin
  8. Depends on your definitions of the two. Personally, and this goes all the way back to Stormbringer 3rd edition, I've always taken Sorcery as "dealing with supernatural entities", elementals, demons and all the way up to the gods themselves, while Magic aligns with the way @g33k defines it. It takes different mindsets (in character) to manipulate natural energies around you (Magic) versus risking your soul dealing with demons (Sorcery). But then, this is only my opinion, speaking as an old f*rt. Colin
  9. I would love to see a BRP conversion of Blake's 7. I remember the TV series as a kid. The Liberator was awesome.
  10. Dungeon Magazine issue 10 had a scenario called Monsterquest, where the PCs were a mixture of goblins, orcs, an ogre and even a wererat. The characters were pregenerated and used an AD&D monster statblock, rather than the S, D, I etc attributes a normal PC would have. The scenario was played for laughs but I can see it being given a more serious tone and turned into a campaign. EDIT: I could take a bash at converting it to BRP. Would anyone be interested?
  11. Hi, This probably seems like a pointless question, given the work I've done on the 40K and LotR conversions, but I'm wondering what are the forum rules on converting from other sources? I have a small Magic World campaign, most of which is converted to BRP from an AD&D game I ran at college. However, the first adventure was originally published in Dungeon magazine and I don't want to get myself or BRP Central into trouble for plagiarism or copyright infringement. Would it be OK to upload the converted Dungeon adventure to this site? Names have been changed to protect the innocent but the overall plot and some of the quotes remain the same. Or would it be best to summarise this first adventure as "the PCs need to retrieve a potion from a mad wizard on behalf of a noble with enemies, while a bunch of thugs try to stop them". Any ideas or suggestions would be gratefully received. Thanks, Colin
  12. Thanks for the extra information, g33k. I'm not a Glorantha expert but I do remember seeing the Troll book review in White Dwarf all those years ago. In short, I guess, "Monsters are people, too" Colin
  13. It reminds me of AD&D Planescape. Can I be a Vargfolk, please? Colin
  14. I'm working on a very stop/start project to create a world where Orcs, at least, would be viable characters, filling the roll of human barbarians: rough, prone to settling arguments with fists and swords but not "uncultured" as they have their own gods and ways of life. Being good miners, they have iron and copper to trade for crops. Didn't RuneQuest do this sort of thing years ago with Trolls? In the AD&D Spelljammer starter set, there was an inn on the Rock of Bral that has a Beholder working behind the bar. Its disintegrate eye power had been changed to levitate, allowing it to mix some of the best cocktails in the sphere. The locals were used to it and accepted its presence as normal. Of course, PCs, new to the Rock, were taken aback by the description "a comfortable looking Inn, with crowds of humans, dwarfs and elves, a roaring fire and a Beholder behind the bar". In fact, I was in an AD&D campaign where one of the PCs was a Thrikeen (some sort of giant insect thing). My character thought it was a demon and wouldn't trust it at all, until it used some healing magic on an important NPC. My attitudes began to change after that. So, I think my answer is you don't have to change the creature's attitudes (beyond them not resorting to violence at the drop of a hat), you need to change the attitudes of the society around them. If the populace think a Medusa is a fine addition to the town, then that's great: it would be the PCs who have to adapt and accept the Medusa as a useful ally. If the broader society accepts Medusae as NPCs, then a party of Humans, Elves and Dwarfs should be able to accept these creatures as PCs. The PCs might hold grudges or be afraid of their new companion but good roleplaying should eventually fix any problems like this. Colin
  15. I've finally submitted the finished article as a better-formatted PDF with hypertext links. Can I or one of the moderators delete the old versions, please? Colin
  16. Version 2.0.1

    326 downloads

    The full version of earlier uploads. This is a PDF formatted into two columns and with hypertext links to all the sections.
  17. Request for clarification, if possible: what are the forum's rules for uploaded documents that have pictures cut from other publications (I'm thinking pics of GW miniatures and other snapshots from their 40K rulebooks). Purely for illustrative purposes. Baron points out up-thread that the group he might use these rules with will only have my document to go on, so I thought a few pictures would help. Of course, I don't want to get BRP Central into trouble (or me for that matter) if GW sends in the Inquisition and/or legal department. Any advice, please? Colin
  18. AikiGhost, I have attached a PDF of the Hawkmoon and Stormbringer Lore skills to this post. It's the first time I've done it, so I hope it works. Regards, Colin lore_skills.pdf
  19. Going old school again would be the original Hawkmoon rules. The background of the Tragic Millennium sounds pretty close to your ideas: a thousand years after a nuclear war has left science in the hands of mad magicians, with ancient artefacts scattered around, like a robotic gorilla thing, flame lances (basically lasguns), ridable giant flamingoes, horned horses, and so on. All the mad superscience skills are arranged in levels (so someone with 50% Biological Lore can bioengineer an increase or decrease in STR or SIZ by 1D6; minor exterior alterations: +/- 1 armour point, thicker fur or hairless body, longer tail, etc. but nothing more powerful until they get to 51% skill). As Atgxtg said, I'm sure I can get the tables scanned somehow. Colin
  20. I've just uploaded a semi-finished version of the BRP 40K crossover rules. The rules themselves are complete - barring edits and suggestions from BRP Central forumites - but I'm mucking around with formatting and layout to get away from the huge wall of text it is now. Any questions, comments or amendments you'd like, please let me know. Regards, Colin
  21. Version 2.0.0

    130 downloads

    This is the full version of the BRP 40K crossover rules.
  22. First thoughts The FFG system is very crunchy (11 levels of availability, 4 levels of population and timeframes ranging from 1 day to 1 year to acquire the item). FFG uses Commerce and Inquiry tests. These are equivalent to the BRP Bargain and Research skills. BRP Wealth Levels are: Wealthy, Affluent, Average, Poor, Destitute BRP Item Values are: Priceless, Expensive, Average, Inexpensive, Cheap BRP Item properties: Free, Restricted BRP Status Levels are setting dependent. See: Chapter 8 BGB pp.237-240 and Status skill BGB p.p.79-80. So, set five "Occurrence Levels": Everywhere, Common, Average, Rare, Unique where Everywhere (E): Everyday articles available in any locale at any time Common (C): Everyday articles available in any locale, usually during business hours Average (A): available in most locales and/or within broad time window Rare (R): available in few locales and/or within a narrow time window Unique (U): A single unique or near-unique item available in only one place and/or time Then the character's Wealth level sets the skill roll (if any) and difficulty needed: Wealthy: ECA None; R Normal; U Difficult Affluent: EC None; A Normal; RU Difficult Average: E Easy; CA Normal; R Difficult; U Critical Poor: E Normal; CAR Difficult; U Critical Destitute: E Normal; CA Difficult; RU Critical (Sorry for the use of abbreviations in the above table.) Items that are described as "free" use the table above. Items that are "restricted" shift one column right on the table. An average wealth character trying to buy a flashlight makes an Easy skill roll; the same character acquiring a knife (available everywhere but restricted by local laws) needs to make a Normal skill roll. A "Critical" requirement in the above table means the character makes a roll at full skill level but only a Critical success will find or acquire the item. Use Research and relevant Knowledge skills to find the item. Status, Persuade, Etiquette, Insight and Command can be used as complementary skills (BRP p.50). Then use Bargain to acquire the item. Status, Persuade, Command and Appraise can be used as complementary skills (BRP p.50) For simple purchases, use the Status rules on BGB p.239 to obtain the item. For more complex deals, use CR's conflict resolution rules in the Game within a Game thread. == This is a first attempt at a rarity index (and obviously needs example items in each category, which are largely setting specific). Any suggestions to improve this basic idea? Colin
  23. Going slightly off-topic here (but still relevant, I think) is a question regarding equipment rarity. Some items I'm converting over from the FFG games are extremely rare, sometimes unique, and I don't want PCs be able to acquire them "off the shelf". The FFG games do have a common/uncommon/rare/unique sort of classification for equipment. Do we have a "rarity index" for BRP equipment ... or is it worth converting over the FFG system? Regards, Colin
  24. Hi, A slight necro on this thread but I have just uploaded a PDF of Part One of the revised 40K RPG rules. The formatting is still very rough but the file includes: character generation, homeworlds, pros and cons, abhumans and xenos characters, careers and skills. Still to do: Starships (in progress), Psionic Powers, Weapons and Equipment (particularly alien weapons) Any questions, comments, additions or amendments you'd like to see, please let me know either through this thread or a message. Regards, Colin
  25. Version 0.9

    61 downloads

    Part One of an updated set of 40K RPG rules.
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