Jump to content

colinabrett

Member
  • Posts

    221
  • Joined

  • Last visited

  • Days Won

    2

Posts posted by colinabrett

  1. 10 minutes ago, clarence said:

    For sports, contests and games including multiple participants, it makes sense to run the conflict until only one person is left (ie. has a pool above zero). In social situations on the other hand, it seems more logical to allow several "winners" (unless it's a straightforward bargain or persuasion). That's how I used the system for the gangster banquette: If a pool remained above zero at the end of the dinner, the person made a good impression (very good if above half the pool). If a pool dropped to zero, the person made a bad impression. 

    Now this is an excellent idea. It adds more detail to the Opposed Skill Rolls (BGB p.173) rules and allows a participant to be "almost the best", which, from a Social roleplaying point of view, gives the "loser" a chance to redeem themselves or say "I'll get you next time".

     

    Do you have written notes on this? I'm sure they would be welcome in the downloads section.

    Regards,

    Colin

  2. This is similar to the RQ Spirit Combat system which worked on POW vs. POW and the winner inflicted D3 damage. However, your system covers more than just spirit combat. STR+SIZ as the conflict pool, then opposed Grapple/Wrestle (even Martial Arts) rolls might work to simulate an arm wrestling contest. The loser takes no physical damage (just a bruised pride).

    A nice system all round.

    Colin

    • Like 1
  3. Hi All,

    I have just begun the project to revamp my 40K rules in an attempt to make it less Rogue Trader-centric. The following is what I have for character professions:

    BRP describes the Power Level of a campaign as Normal, Heroic, Epic and Superhuman (BGB p.24). I'm thinking of ranking careers in much the same way, mostly from Normal to Epic with Superhuman characters treated as a further step in career progression.

    a) Normal Characters 

    Professional Skill Points: 250
    Personal Skill Points: INT x 10

    B) Heroic Characters

    Professional Skill Points: 325
    Personal Skill Points: INT x 15

    c) Epic Characters

    Professional Skill Points: 400
    Personal Skill Points: INT x 20

    d) Superhuman Characters

    Professional Skill Points: 500
    Personal Skill Points: INT x 25
     

    ===

    Rather than create new professions, the following professions from the BGB can be used as written in a Normal power level campaign. Perhaps a low-level investigation of mysterious happenings (like CoC) attracts the attention of the Inquisition would make these characters viable.

    Artist, Athlete, Beggar, Craftsman, Criminal, Entertainer, Farmer, Gambler, Hunter, Journalist, Labourer, Merchant, Noble, Pilot, Politician, Sailor, Scholar, Servant, Slave, Soldier, Spy, Student, Teacher, Thief, Tribesman, Warrior, Writer

    Players are encouraged to rename these professions to something more "40K-esque", as in the examples below. The following professions from the BGB can be renamed and used as written:

    Clerk to Scribe: Scribes copy reams of text and file it away to be forgotten.
    Assassin to Hitman: Assassin is a title reserved for Officio Assassinorum killers
    Computer Tech to Cogitator Technician: Cogitator is the Imperium's term for computers in M41
    Cowboy to Range Rider: There is no guarantee the character will ride horses or even round up cattle. The player should be encouraged to choose the mount and herd.
    Lawman to Arbites Patrolman: The basic beat-cop on Imperial worlds.
    Detective to Arbites Senior: The CID / Detective Squad investigators on Imperial worlds
    Scientist, Technician, Mechanic to Mechanicus Tertius: A low-ranked Adeptus Mechanicus serf, with appropriate specialisation.


    The following professions from the BGB should be used with great care:

    Occultist: may have knowledge considered heretical by the Imperium
    Priest: unless associated with the Ecclesiarchy
    Shaman, Wizard: While tribal shamans and mediaeval wizards may exist in primitive Imperial worlds, any unsanctioned use of BRP Powers (i.e. anything the Imperium deems as witchcraft, mutant or heretical) could rouse the ire of the Inquisition.

    ===

    Starting at the Heroic Level, I will attempt to convert over the careers from Dark Heresy (1.0): Adept, Arbitrator, Assassin, Cleric, Guardsman, Imperial Psyker, Scum, Tech-Priest.

    At the Epic Level, I see the characters I converted over for Rogue Trader being suitable and I'll add them to version 2 almost unchanged. 

    At the Superhuman Level, characters become extremely powerful. These are the realms of Space Marine Chapter Masters, Imperial Guard Lords Militant, Lord Inquisitors, Adepta Sororitas Living Saints, Eldar Farseers, Ork Warlords. They might not be suitable as starting PC professions but they can be seen as mentors or sponsors or the long term goals of an ambitious player.

    Obviously, this is quite a lot of work. If anyone fancies pitching in, I'd be grateful for the assistance. 

    Regards,

    Colin

    • Like 5
  4. Hi Clarence,

    Sorry I wasn't in touch earlier - things have been a bit hectic around here lately. I like the work you and Chase have done on the layout and illustrations. It matches the BRP Starships layout, which ties the whole line together.

    Nice work!

    Colin

    PS: Thanks for the name drop.

    • Like 1
  5. On 18/03/2016 at 11:16 AM, dracopticon said:

    I downloaded Mr. Bretts fabulous pdf and was really amazed by the amount of work he had done on this. It IS Rogue Trader and I would've hoped it was some work done of Dark Heresy or Only War, but heck it's just a formality to change the focus. The rules are basically the same and with this BRP injection it's much more playable in my eyes.

    Wonderful! And thanks Baron for your tip.

    Thanks for the kind words, dracopticon and Baron. The rules are due a clean-up (definitely) and a rewrite (maybe) when BRP Essentials comes out. I'm thinking of using Clarence Redd's BRP Starships/BRP Space as the ship-to-ship combat system (I'll ask Clarence's permission before doing so). 

    I have Dark Heresy 1.0 and Deathwatch and but not Only War or Black Crusade. Is there anything "missing" from my adaptation that you'd like to see in a future edition?

    Regards,

    Colin

    • Like 2
  6. 50 minutes ago, Archivist said:

    Does RQ6 have an extended contest mechanism (2 or one side trying to accumulate successes over a period of time)? I didn't see it in the essentials.

    I wrote an extended test mechanism for my BRP LotR rules (available around here somewhere). It's completely untested, so I don't know if it will be of any use:

     

    Skill Versus Skill – Method Two (Experimental, untested)
    These rules might suit “extended test” situations where two characters are locked in a struggle over
    a period of time. Such cases would include large scale tactical battles, games of chess, trading or
    diplomatic negotiations and so on.
    Divide each character's percentile skill by 5 and round fractions normally. This will give a number
    between 1 and 20 (for most characters). Each character then decides their goal or the GM can
    determine the victory conditions. The contest then plays out as follows:

    • Make a roll for each character on the Resistance Table
    • If both succeed or both fail, there is no outcome yet and the contest continues
    • If one side scores a critical success while the other scores a normal success (or a fumble and a
    • normal failure occur) then the contest continues with the advantage - say an extra 1D6 onto the
    • score - going to the side which scored the critical or normal failure
    • If one character succeeds and the other fails, victory is achieved
    • If a critical success or fumble is rolled, the winner scores a big victory

    In an extended contest the GM can set a victory level (say, first to five) and the struggle would not
    be over after the first win. Such contests could take days or weeks of game time to conclude.
    The winning character gets one skill improvement roll, no matter how many rolls he may have
    made.

     

    EDIT: On reflection, this works a little like Spirit Combat, where MP vs MP are matched and the winner drains 1D3 MP from the loser. When one combatant's MP reaches zero, the combat is over (the spirit is driven off or the mortal is possessed by the spirit). 

    • Like 1
  7. Do we have a release date for BRP Essentials? I have a mind to update a couple of my earlier projects, both of which were built around the BGB, but I'd like to see BRP Essentials before I really get started. Any ideas?

    Slightly off-topic, to those who have hacked together bits of BRP versions: how many rulebooks do you take to a given game session? The BGB is great but if you're taking parts from that, RQ6, Renaissance, MW (or whichever system(s) you're using), do you take all the books "just in case" or hand-written/typed summaries of the relevant sections? Or, because BRP is almost like Lego in the way bits from different systems "click together", can you just trust to memory that a particular rules variant works a certain way?

    Regards,

    Colin

    • Like 1
  8. Please do, all contributions are greatly appreciated! Just upload it in the download section in whatever category you think fits best. However, the software doesn't handle files over 20 Mb, so if that is the case you'll have to send it to me so I can upload it manually by FTP. Just PM me if you need any help.

     

    Thanks for the response. I've just uploaded PDFs of my own BRP Middle Earth rules, the 40K RPG crossover rules and a set of AD&D-to-BRP conversion rules. As you can see, layout and presentation are not my strong suit ;) but I hope the files are all readable and intelligible.

     

    Colin

    • Like 1
  9. Hi Clarence,

     

    Your revisions look good. Thanks. I'll definitely be borrowing them for my game.

     

    Also, as I mentioned up-thread, here are the stats for the Lambda-class shuttle (like the Tydirium used by the Rebels to land on Endor in Episode VI). The version below uses your original 1 module = 1 tonne of cargo space.

     

    Lambda-class Shuttle (cr version)

    Class: Military/Government Shuttle
    Engine TR: Cutting Edge (120 x 5 = 600)
    Manoeuvre TR: Excellent (100 x 3 = 300)
    Crew: 6 x 4 = 24 modules
    Passengers: 20 x 4 = 80 modules, or
    Cargo Hold: 80 tonnes (80 modules), or
    VIP Staterooms: 8 passengers x 16 luxury cabin modules = 128
    Weapons: Twin forward laser cannon (2), two twin wing laser cannon (4), one rear twin blaster cannon (2)
    Open Space: 10
    Hyperspace: 2
    Sickbay: 1
    Streamlined: Yes
    Stealth: Optional
    Total Modules: Basic 51, Passenger 131, Cargo 131, VIP 179
    Speed: Basic (600 / 51 =) 11, Passenger (600 / 131 =) 5, Cargo (600 / 131 =) 5, VIP (600 / 179 =) 4
    Handling: Basic (300 / 51 =) 6, Passenger (300 / 131 =) 2, Cargo (300 / 131 =) 2, VIP (300 / 179 =) 2
    Size: 9 (based on Passenger/Cargo modules of 131)
    Hit Points: 9 (+ 9 extra) = 18
    Shields: 10
    Recovery: 2
    Armour: 5

     

    Notes:

    1) This vessel has several configurations. The Basic model is simply the hull, engines, weapons and similar necessary components. Passenger and Cargo versions are modified to carry troops, personnel or equipment. The VIP configuration is fitted with luxury staterooms (Vader and the Emperor travel in these ships, so the accommodation must be excellent).
    2) Wookieepedia lists this ship as being capable of travelling across the galaxy, hence using 4 modules per crew member and passenger. For a single jump, maybe one-way jump (like that the rebels made in Return of the Jedi), one module would perhaps suffice.

    3) Using my house rule of "1 module = 10 tonnes of cargo" the Cargo configuration is only 59 modules, with corresponding changes to speed etc.

     

    What do you think?

     

    Colin
     

  10. As a further update, here is the X-Wing fighter:

     

    X-Wing Fighter
    Class: Star Fighter
    Engine TR: Standard (70 x 4 = 280)
    Manoeuvre TR: Standard (70 x 1 = 70)
    Crew: 1 (1 module)
    Passengers: 1 Astromech droid (1 module)
    Cargo Hold: None (can carry personal/survival gear)
    Weapons: 4 wing mounted laser cannon (4 modules), 2 proton torpedoes (2 modules)
    Open Space: None
    Hyperspace: 1
    Sickbay: None
    Streamlined: Yes (1050 km/h)
    Stealth: No
    Total Modules: 14
    Speed: 280 / 14 = 20
    Handling: 70 / 14 = 5
    Size: 14
    Hit Points: 14
    Shields: 1
    Recovery: None
    Armour: 2
     

    These ships have four engines and four laser cannons, plainly visible in the movies. Also, in Episode IV, the pilots are told to "switch on your deflectors double-front" to get through the Death Star's fields, so I've given it a shields rating of 1. And the ships are clearly capable of lightspeed because Luke flies from Hoth to Dagobah without dying of old age in the process :) .

     

    Any thoughts on this?

     

    Regards,

    Colin

  11. Hi,

     

    As mentioned previously, here is the first of the Star Wars ships I've been working on. It's a bit long-winded but I hope it shows some of my reasoning and maths.

     

    Name: TIE Fighter
    Class: Star Fighter
    Engine TR: Standard (70 x 2 = 140)
    Manoeuvre TR: Standard (70 x 1 = 70)
    Crew: 1 (1 module)
    Passengers: None
    Cargo Hold: None (can carry personal/survival gear)
    Weapons: 2 forward laser cannon (2)
    Open Space: None
    Hyperspace: None
    Sickbay: None
    Streamlined: Yes (1200 km/h)
    Stealth: No
    Total Modules: 5
    Speed: 140 / 5 = 28
    Handling: 70 / 5 = 14
    Size: 5
    Hit Points: 5
    Shields: None
    Recovery: None
    Armour: 2
     

    Wookieepedia states that the TIE fighter was "manufactured en masse", so maybe the Empire went for "quantity, not quality". As it's a twin-ion engine fighter, I went for two, standard engines, and its lack of equipment beyond the essentials means it is fast and manoueverable. The fact that it has 5 Hit Points, no shields and thin armour explains why the quad-guns on the Millennium Falcon could blow the TIEs to smithereens.

     

    What do you think?

     

    Colin

  12.  

    ...

    Do the Millennium Falcon have cubicles for their passengers? If it doesn't, I would use 8 modules instead of 32. Oh, and I would add 2-4 modules for a cockpit.

    ...

    Good to see the rules getting used and thanks for pointing out this discrepancy. Are you building any other Star Wars ships?

     

    Hi Clarence,

     

    I wouldn't call my findings a "discrepancy" with your rules. As mentioned by Montjoy and yourself, any oddities come from the retconned source material I'm using ;) .

     

    I don't know if the Falcon has passenger cabins. I seem to remember one of the Han Solo novels describing Han lounging around on his bunk and using a very small closet but I can't find the reference yet.

     

    I am working on the TIE fighter and Lambda-class shuttles using stats from Wookieepedia and the SW d20 rules. I'll post these as soon as I can.

     

    Regards,

    Colin

  13. Hmm, my post didn't 'take.' Anyway, Colin Brett wrote the 'other' BRP ME mashup. There's also "Age of Shadow." And I'd love to hear from Fergo113.

     

    Hi,

     

    Coming in way late to this party. Thanks for the shout-out, Baron. :)

     

    Anyway, I made my LotR rules available on my own website. If anyone's interested, they can be found here:

     

    http://www.colinabrett.me.uk/htdocs/lotr.html

     

    There are a few other BRP items on my site, including a Stormbringer (3rd edition) campaign and rules for Warhammer 40000 RPGs.

     

    Regards,

    Colin

     

    PS: What are the rules for submitting my own work to this site?

  14. Hi,

     

    Thanks for all your hard work on this, Clarence (and all the others on this board). I'm using these rules for a Star Wars campaign. I do have one question, if I may?

     

    I tried building a Millennium Falcon-type ship. To allow decent cargo sizes (50 tonnes), I had to use 50 cargo modules. This is what I had:

     

    Name: Southern Star

    Class: Light Freighter
    Engine TR: Standard (70 x 6 = 420)
    Manoeuvre TR: Standard (70 x 6 = 420)
    Crew: 2 (4 x 2 = 8)
    Passengers: 4 - 8 (8 x 4 = 32)
    Cargo Hold: 50 tonnes (50)
    Weapons: 1 dorsal twin-laser cannon turret (2)
    Open Space: (8)
    Hyperspace: (3)
    Sickbay: (1)
    Streamlined: Yes
    Stealth: No
    Total Modules = 116
    Speed: 420 / 116 = 3.6 (round up to 4)
    Handling: 420 / 116 = 3.6 (round up to 4)
    SIZ: 116
    Hit Points: 116
    Shields: 7
    Recovery: 0
    Armour: 3

     

    The cargo capacity of the Falcon (from Wookieepedia and the Star Wars d20 rules) is listed as 100 metric tons, so I scaled this down a bit. Even with this reduction, it still gives the SIZ/HP as 116 and this didn't seem right to me.

     

    To save on modules, I house-ruled that 1 cargo module = 10 metric tons. Have I gone completely off-target?

     

    Regards,

    Colin Brett

     

×
×
  • Create New...