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RosenMcStern

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Everything posted by RosenMcStern

  1. The system itself is not bad, you make a lot of choices depending on the outcome of contemporary actions instead of sticking to statement of intent. Many people enjoy it more than Statement of Intent or Strike Ranks. The real problem is what Trif pointed out, DEX becomes way too important. For this reason I use the variant that has CA = (Rolled SR) / 10 to even out differences and add some unpredictability. But in the end BRP is preferable, because it is simpler to understand, unless you use Strike Ranks.
  2. The Resistance table has been around for a very long time and it is still in use. Resilience and Persistence are a rather new concept, and have already been patched by Mongoose itself, although they have some merit in them. I would go with the Resistance Table.
  3. Either with a super power, or by detailing the martial arts style he is using. Is he also using Martial Arts to increase damage? This character could know more than one Martial Art technique.
  4. First of all, web spin... er, snare projection is supposed to stop goons, not super villains. Of course, you can always try creative use of the power as Ars suggested. Something like placing gooey fluid upon your short-sighted enemy's spectacles. It usually works only when your target is named Otto.
  5. Using the to-hit dice to determine locations does not work well in a system that uses critical hits like BRP. Criticals are usually limited to the 01-05 range, with 01-03 being the most common. With your system, critical hits to the legs are impossible, and critical hits to the head are far more common than others. The same goes for the inverted roll, where hit location 10 is always critically hit. This suggestion resurfaces periodically, but it simply does not work. Not having to keep track of hit location damage is another story. Locations could be rolled only to check how much armor you have there, and hit points marked off the location only if the blow is enough to incapacitate it. But again, locations help a lot when you have to keep track of how many wounds you have received, which is important if you want to use First Aid.
  6. True. But at this point this forum is more dedicated to suggestions and less to questions. Although there is some rules debate, that has already generated some extremely useful replies by Jason D.
  7. -Sigh!- Again..... Listen, there is no reason to stop talking about previous versions of RQ or SB or CoC or whatever-d100-system-you-like. There are countless lists for this. I am still playing in two RQ3 campaigns and we have not converted them to anything else (yet...). However, RQ3 can no longer evolve, become better or see new adventures published for it: it is now unsupported. BRP is supported, instead, and if something is discussed here about BRP and a sensible proposal is made, chances are it will appear in an official errata (this is already happening) or in future supplements for BRP. Isn't this a good reason to prefer talking about these subjects here and not on some nostalgic list?
  8. I am working on it. The first conversion list is at Alephtar Games, in the Glorantha section. Of course you also need Mongoose RuneQuest (at least the SRD) for the spell descriptions. But MRQ is also a descendant of RQ/d100, although it is less similar to old RQ than BRP, so it is worth having it.
  9. I never listen to tone, only to actual points. However, using stars like *this* instead of CAPITAL constitutes a tone. So please when you complain about a tone, avoid using stars. Thank you. I can recall something called RuneQuest. Thank you, sincerely, for reminding it to me. I have been a regular attendee of the RQ Rules list for a long time. I have participated in the MRQ playtest discussion and been very sad when Matt Sprange did not incorporate Steve's Degree of Success system in MRQ - I really liked it. But not all good ideas are appreciated. But the point here is that there is no reason to uphold discussion lists about old versions of the same system. The RQ list had a reason to exist when RQ was out of print and a beloved collector's item. It is no longer. Like it or not, BRP is the rightful heir to old RQ. .P.E.R.I.O.D. (and yes, here i am purposefully using a *TONE*)
  10. Steve is the original designer of the D100 system. When everything hinted at the fact that d100 was dead (save he fact that it was not, but it took a real seer to know that), he designed his own evolution of the system he had created. Many of his ideas are great, but I think SPQR should now be matched with the new BRP and updated. My advice is to save your $25 for the moment Steve has done this. But my guess is that this is not the last time we hear Steve Perrin's name connected to the d100 system.
  11. In fact the last image of the first crossover shows there is a difference in heigth, but not more than 10-20%. This is fine for the data I have for heigth, but not for mass (Mazinger Z 18m/20t, Great Mazinger 25m/32t, Grendizer 30m/280t). The SIZ value I have given for Mazinger Z is the value found in the SIZ table of BRP 1 for 20 metric tons or slightly bigger. The 280t for Grendizer are out of scale, though - I'd go with 40-50 ton maximum. But there are other inconsistencies in the "official" data. Oh, and there is a third crossover made in the 21st century, plus an electronic manga called Dynamic Heroes, that show that all superobots are approx. the same size, +/- 10%.
  12. I have some trouble with Grendizer 'cause the official stats say its weight is 280 tons (out of scale with the Mazingers that are rated 20-25 tons), so I'll have to fudge a bit, but its stats are almost ready, too.
  13. And if the Kaiju are here, can the superobots be far away? Certainly not. Here is the classic one, complete with weapons and pilot. MAZINGER Z [table]Stat||Melee|Ranged|Location|AP/HP STR 160|DB 16d6|1–4 |1-3|Right Leg |50/39 CON | |5–8 |4-6|Left Leg |50/39 SIZ 115|HP 115|9–11 |8-10 |Abdomen |50/46 INT||12 |11-15 |Chest |50/46 POW 65|PP 65|13–15|16-17 |Right Arm |50/29 DEX||16–18 |18-19 |Left Arm |50/29 APP|Mov 120|19–20|20|Head|50/39[/table] [table]Weapon |Damage |Range|Cost|Type Brawl |1d3+16d6|close || Rocket Punch |15d6 |200 |1 PP| knockback Photon Beam |10d6 |200 |1 PP| physical Rust Hurricane |10d6 |50 |5 PP| corrosion Navel Missile |20d6 |100 ||physical Breast Fire |20d6 |60 |10 PP| heat[/table] Armour: Super Alloy Z (50 pts). Powers: Super characteristics (STR, CON, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 30, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Leap 2. With attached Jet Scrander: Flight 400, Extra Energy 200. Description of Powers: Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect. Resistance: the superobot's armor protects it from the specified types of damage. Leap: the superobot can leap up to the specified distance using its foot-mounted jump jets. This costs it 3PP. Flight: the superobot can fly at the specified speed, but only when attached to its special flying harness (Jet Scrander). Attaching it requires usage of the Leap power and a successful Pilot (Mecha) roll. Flying costs 1 PP per round, but the Jet also stores a 200 PP reserve usable for this purpose only. The superobot can hover in the air and use all of its weapon while doing so, but it can only use certain weapons while flying at full speed. When the harness is attached, the superobot hit locations are those of a winged humanoid. Description of Weapons: all weapons are fired using the pilot's Projection skill, except when the superobot is flying at full speed, in which case the roll is also limited but the pilot's Pilot (Spacecraft) skill. Photon Beam: a basic, low energy cost weapons fired from the superobot's eyes. It does not do any special damage, but it can be used also when the superobot is flying at full speed. Rocket Punch: The superobot's forearms detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the ankles. This attack does knockback on a special success. Damage and cost refer to launching one punch. Both punches can be used at once for double the power point cost, but each attack must be rolled separately. Punches reattach to the superobot's arms at the end of the Power Phase of the following round. This weapon can be used when the superobot is flying at full speed. Rust Hurricane: The superobot blows a wind of ionized particles from its jaw, doing corrosion damage to its target. This attack is considered an area attack against anything below SIZ 30, and hits 1d6 hit locations instead of one if used against anything up to SIZ 100. The target armor is damaged first, then its hit points. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll. Navel Missile: This missile can be used at no power point cost. The superobot has two missiles stored in its torso. Breast Fire: the superobot emits intense heat from its chest. This attack is considered an area attack against anything below SIZ 30, and hits 1d3 hit locations instead of one if used against anything up to SIZ 100. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll. Other weapons: Mazinger has used other weapons during its career, but they are not described here. Kabuto Koji [table]STR 13 |CON 15 |SIZ 12 |INT 17 POW 15 |DEX 15 |APP 15 |EDU 18 DB |+1d4 |HP |14 Move |10 |PP |15 [/table] [table]Weapon|Skill|Damage Brawl |60% |1d3+1d4 Energy Pistol |30% |(1d8) | Energy Rifle |40% |(2d8) |[/table] Skills: Dodge 65%, Drive (Car) 60%, Drive (Motorcycle) 75%, Listen 50%, Pilot (Mecha) 75%, Pilot (Spacecraft) 60%, Projection 70%, Repair (Electrical, Mechanical) 70%, Repair (Electronics) 60%, Ride (Horse) 50%, Science (Physics) 70%, Science (Astronomy) 50%, Spot 50%. Notes: Koji is a hotheaded young man, and a bit of a bully, but he is also really brave, and totally loyal to his friends, and even to his rivals, for whom he would risk his life at any moment. Koji uses a small flying craft, the Hover Pilder or the Jet Pilder, to attach to Mazinger's head and control it. -------------------------------- GREAT MAZINGER [table]Characteristic | |Melee |Miss. |Location STR 165 |DB 17d6 |1–4 |1-3 |Right Leg |50/42 CON - | |5–8 |4-6 |Left Leg |50/42 SIZ 125 |HP 125 |9–11 |8-10 |Abdomen |50/50 INT - | |12 |11-15 |Chest |50/50 POW 90 |PP 90 |13–15 |16-17 |Right Arm |50/32 DEX - | | 16–18 |18-19 |Left Arm |50/32 APP - |Mov 130 |19–20 | 20 |Head |50/42[/table] [table]Weapon |Damage |Range |Cost |Type Brawl |1d3+17d6 |close Blade |2d10+17d6 |close |slashing Blade (thrown) |2d10+17d3 |30 |impaling Great Boomerang |1d20+17d3 |50 |slashing Atomic Punch |18d6 |200 |1 PP Hurricane |30d6 |50 |1 PP |knockback Navel Missile |20d6 |100 |physical Breast Fire |20d6 |60 |10 PP |heat Thunder Beam |20d6 |100 |20 PP |electrical[/table] Armour: Super Alloy Z. Powers: Super characteristics (STR, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 50, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Flight 3300. Description of Powers: Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect. Resistance: the superobot's armor protects it from the specified types of damage. Alternate Form: the superobot can sprout wings from its back. When the wings are out, the superobot hit locations are those of a winged humanoid.. Flight: the superobot can fly at the specified speed, but only when in winged form. Flying costs 1 PP per five minutes. The superobot can hover in the air and use all of its weapon while doing so, but it can only use certain weapons while flying at full speed. Description of Weapons: all weapons are fired using the pilot's Projection skill, except the swords and boomerang which use the pilot's Missile and Sword weapon skill. When the superobot is flying at full speed the skill roll is also limited but the pilot's Pilot (Spacecraft) skill. Atomic Punch: The superobot's forearms detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the ankles. This attack does knockback on a special success. Damage and cost refer to launching one punch. Both punches can be used at once for double the power point cost, but each attack must be rolled separately. Punches reattach to the superobot's arms at the end of the Power Phase of the following round. This weapon can be used when the superobot is flying at full speed. Hurricane: The superobot blows a powerful wing from its jaw, pushing back any enemy of SIZ lower than the rolled damage. This attack, however, cannot do any actual damage. Navel Missile: This missile can be used at no power point cost. The superobot has ten missiles stored in its torso. Breast Fire: the superobot emits intense heat from its chest. This attack is considered an area attack against anything below SIZ 30, and hits 1d3 hit locations instead of one if used against anything up to SIZ 100. Once the attack hits, the effect can be prolonged for the subsequent rounds at the basic PP cost, provided the target does not move and the superobot pilot succeeds in an Easy projection roll. Great Boomerang: the superobot can detach its breast panel and use it as a thrown weapon at no power point cost. The Boomerang is back at the end of the following round. This weapon requires that the superobot has a functional arm, and ignores armor as normal on a critical hit. Mazinger Blade: the superobot can sprout a sword from each of its hips during the Power phase of a round. This counts as a normal Ready Weapon actions, thus allowing it to attack at the pilot's DEX Rank minus five during the action phase of the round. The sword can be used as both a slashing and an impaling weapon in melee, and as an impaling weapon when thrown. The superobot can fight with two swords making an attack with each, but this requires a Difficult skill roll. When a sword is stuck in an impaled enemy's body, all attacks made with the Thunder Beam (see below) ignore electrical resistance. Thunder Beam: The superobot calls lightning from the sky and directs it at the enemy with a finger. This weapon requires that the superobot has a functional arm. It strikes automatically the biggest hit location of the target, and if it reduces it to zero hit points, the target explodes. Tsuruji Tetsuya [table]STR 15 |CON 17 |SIZ 15 |INT 13 POW 17 |DEX 16 |APP 11 |EDU 13 D B |+1d4 |HP |16 Move |10 |PP |17 [/table] [table]Weapon|Skill|Damage Brawl |100% |1d3+1d4 Energy Pistol |90% |(1d8) | Energy Rifle |90% |(2d8) |[/table] Skills: Dodge 90%, Drive (Car) 50%, Drive (Motorcycle) 90%, Listen 70%, Martial Arts (Karate) 50%, Pilot (Mecha) 90%, Pilot (Spacecraft) 60%, Projection 90%, Repair (Electrical, Mechanical) 40%, Spot 50%, Weapon (Sword) 80%, Weapon (Missile) 80%. Notes: Tetsuya never knew his actual family, and was raised by Doctor Kabuto to be a fighting machine. He is loyal and brave, but also a hothead. He usually overestimates his capacities to the point of jeopardizing his life and his mecha. Tetsuya uses a small flying craft, the Brain Condor, to attach to Mazinger's head and control it. ------------------------ KOOTETSU JEEG [table]Stat||Melee|Ranged|Location|AP/HP STR 165|DB 16d6|1–4 |1-3|Right Leg |40/40 CON | |5–8 |4-6|Left Leg |40/40 SIZ 120|HP 120|9–11 |8-10 |Abdomen |40/48 INT||12 |11-15 |Chest |40/48 POW 80|PP 80|13–15|16-17 |Right Arm |40/30 DEX||16–18 |18-19 |Left Arm |40/30 APP|Mov 110|19–20|20|Head|40/40[/table] [table]Weapon |Damage |Range|Cost|Type Brawl |1d3+13d6 |close Dynamite Kick |1d6+18d6 |close Jeeg Beam |5d6 |50 |1 PP Magneto Ropes |grapple |50 |1 PP Knuckle Bomber |15d6 |50 |1 PP |knockback Spin Storm |20d6 |50 |5 PP Magneto Pressure |20d6+13d6 |20 |20 PP |electrical Mach Drill |30d6 |30 |5 PP |impaling Jeeg Bazooka |40d6 |200 [/table] Armour: Super Alloy (40). Powers: Super characteristics (STR, POW), Resistance (Physical 40, Heat 30, Cold 30, Radiation 30, Electrical 30, Corrosion 20), Alternate Forms. With Mach Drill: Flight 2000, Extra Energy 100. Description of Powers: Resistance: the superobot's armor protects it from the specified types of damage. Alternate Form: The superobot head is an alternate form of the pilot that connects magnetically to the body part. Even if destroyed, the superobot can regenerate from a new set of body parts. As long as the head is undamaged and it is supplied with new parts, it is undestructible. Alternate sets of body parts can be attached to the superobots, two of which are described here. Description of Weapons: all weapons are fired using the pilot's Projection skill, except the brawl and kick. Knuckle Bomber: The superobot's hands detach and fly towards the enemy at incredible speed, propelled by a rocket device stored in the wrists. This attack does knockback on a special success. Both punches must be launched at once. A new set of hands regrow from the wrists at the end of the Power Phase of the following round. Dynamite Kick: The superobot leaps and hits its target with a flying kick, increasing its damage bonus by half against. Magneto Ropes: The superobot chest emits four energy lassos with a total STR of 200 and 50 armor points that can entangle the enemy. Jeeg Beam: The superobot emits energy beams from the eyes. This attack can be used by the detached head, too. Magneto Pressure: the superobot emits a powerful magnetic field that engulfs its target and then attempts to grapple it. If the target's STR is overcome by the superobot's POW+STR the target cannot move or react, and damage is done to the target's biggest hit location. Damage is done starting on the second round of grappling and is cumulative each round if the target cannot break free, until the target explodes. Spin Storm: the superobot emits a powerful energy stream from its navel. Mach Drill: the superobot can detach its forearms and attach two rocket-shaped boosters to its arms. These boosters allow it to fly at a cost of 1 PP per round, but have an additional storage of 100 PP that can be used for this purpose only. The drills on the booster heads allow Jeeg to move underground at walks speed, too. The superobot can also shoot them as thrown weapons, exploiting the drill rocket speed and their drill warheds. The mach drills do not come back if thrown. Jeeg Bazooka: the superobot can detach its right forearm and replace it with a huge rocket launcher. This artillery weapon does an incredible amount of damage and has 12 shots. Shiba Hiroshi [table]STR 13 |CON - |SIZ 15 |INT 12 POW 13 |DEX 13 |APP 13 |EDU 10 DB |+1d4 |HP |15 MOV |10 |PP |33 [/table] [table]Weapon |Skill |Damage Brawl |60% |1d3+1d4 Sword |30% |1d8+1+1d4 [/table] Skills: Dodge 50%, Drive (Car) 150%, Drive (Motorcycle) 100%, Listen 40%, Repair (Electrical, Mechanical) 70%, Spot 50%. Special: Alternate Form (Cyborg), Alternate Form (Mecha Head), Armor (Concussion) 20, Extra Power Points 20. Notes: Hiroshi was transformed into a cyborg by his father when he was a baby. An ancient item of power from an inhuman civilization, the Yamatai Bronze Bell, was embedded into his body to fuel his superhuman capabilities and prepare him to fight against the return of the bell's creators. His invulnerability is active also when he is not in his alternate forms. Hiroshi is rather a never-do-well, and needs someone else's guidance to put his courage and strengh to good use. ------------------------------------ UFO ROBOT GRENDIZER [table]Stat||Melee|Ranged|Location|AP/HP STR 188|DB 19d6|1–4 |1-3|Right Leg |70/43 CON | |5–8 |4-6|Left Leg |70/43 SIZ 138|HP 138|9–11 |8-10 |Abdomen |70/56 INT||12 |11-15 |Chest |70/56 POW 180|PP 180|13–15|16-17 |Right Arm |70/35 DEX||16–18 |18-19 |Left Arm |70/35 APP|Mov 330|19–20|20|Head|70/43[/table] [table]Weapon |Damage |Range|Cost|Type Brawl |1d3+19d6 |close Hand Beam |5d6 |50 |1 PP| 2 shots Dizer Beam |10d6 |200 |1 PP Antigrav Beam |40d6 |30 |1 PP |knockback Screw Crusher Punch |15d10 |200 |1 PP Space Thunder |20d10 |200 |20 PP |electrical Shoulder Boomerangs |2d20 |30 |10 PP |special Double Harken |2d20+19d6 |close |10 PP |special Double Harken, th. |2d20+19d3 |30 |10 PP |special[/table] Armour: Space Alloy Gren. Powers: Super characteristics (STR, POW), Adaptation (Heat, Cold, Radiation, Electrical), Resistance (Physical 70, Heat 40, Cold 50, Radiation 40, Electrical 40, Corrosion 30), Leap 10. With Spazer: Flight 7500. Description of Powers: Resistance: the superobot's armor protects it from the specified types of damage. Adaptation: when the superobot is hit by any form of radiating energy, such as heat, electricity or radiation, the pilot may be exposed to it, up to a maximum of 1/10 of the damage done to the mecha. Activation of the Adaptation power protects the pilot from this adverse effect. Leap: the superobot can leap up to the specified distance using its foot-mounted jump jets. This costs it 3PP. Alternate Form: The superobot is normally stored in a space saucer called the Spazer. While in this form the superobot cannot use some of its weapons, but can fly and travel in space, as well as use the Spazer weapons. Description of Weapons: all weapons are fired using the pilot's Projection skill, except the brawl and Double Harken that use the appropriate melee skill (70% for Daisuke). Screw crusher punch: The superobot's forearms detach and fly towards the enemy, spinning at incredible speed, after projecting forward a crown of sharp blades. This is a perforating attack and does not do knockback on a special success. Both punches can be launched at once. The forearms reattach at the end of the Power Phase of the following round. Hanjuuryoku (anti-grav) beam: The superobot projects a force beam from its chest that knocks back and lifts from the ground its target. This weapon cannot do actual damage and cannot be used from Spazer. Hand beams: The superobot's hands project beams of low-power energy, useful against smaller targets. Dizer beam: The superobot emits energy beams from its eyes. Space Thunder: the superobot emits a powerful stream of electricity from its horns. This weapon cannot be used underground or underwater, but is extremely effective in space. Shoulder boomerangs: the superobot shoots two blades of solid energy from its shoulders. Due to the semi-material nature of the blades, the target is protected by the lower value between half of its physical armor or its electrical armor. Each boomerang attack is rolled separately. The boomerangs reattach to the shoulders at the end of the power phase of the subsequent round. This weapon cannot be used from Spazer. Double Harken: the superobot can attach its shoulder blades of solid energy to a haft and use them as a scythe-like, double-bladed melee weapon. Due to the semi-material nature of the blades, the target is protected by the lower value between half of its physical armor or its electrical armor. The Harken can also be thrown. The PP cost is paid only to activate the weapon, which counts as a standard weapon readying action: each round of subsequent usage costs Grendizer no PP. Umon Daisuke (Duke Fleed) [table]STR 21 |CON 9 |SIZ 14 |INT 16 POW 25 |DEX 23 |APP 18 |EDU 30 DB |+1d6 |HP |12 Move |30 |PP |25 [/table] [table]Weapon|Skill|Damage Brawl |65% |1d3+1d4 Energy Pistol |70% |(1d8) | Energy Rifle |80% |(2d8) |[/table] Skills: Command 40%, Dodge 50%, Drive (Motorcycle) 75%, Insight 90%, Knowledge (Animals) 50%, Listen 80%, Pilot (Mecha) 75%, Pilot (Spacecraft) 90%, Projection 75%, Repair (Electrical, Mechanical, Electronics) 70%, Repair (Quantum) 60%, Ride (Horse) 70%, Science (Physics) 90%, Science (Planetology) 90%, Science (Astronomy) 90%, Spot 90%, Weapon (Harken) 70%. Powers: Intuition 50%, Leap 10, Super Speed. Notes: Duke Fleed was the heir to the throne of a faraway planet in the Southern Cross constellation, but his home was ransacked by an enemy planet and he fled to Earth, where he pretends to be Professor Umon's son, Daisuke. He brought Grendizer, his people's greatest weapon, with him. Duke is a very kind and peace-loving person who will never pick up a fight if there is another way to settle a matter. He suffers from a radiation wound, taken when his homeworld was invaded, that undermines his health. Like all people of his race, Daisuke has limited psionic capabilities, as well as increased strength and the ability to make giant leaps and move at a speed that is impossible to humans due to the heavier gravity of his homeworld.P.S.: Nagai-san, please address all suits for copyright infringement to me and not to Trif.
  14. Two attacks per second with your greatsword - and there are still people that call it realistic. Now it is clear that the actual time expended by two kendo combatants actually exchanging blows is possibly one second, but in GURPS the entire combat lasts a handful of seconds, which does not happen so often in the real world. For automatic weapons, I think that a character should be able to empty his ammo load in one round or so. There are rules for automatic weapons in CoC that can be adapted. Or you may have Volley fire work every DEX rank instead of every five with some weapons.
  15. Your comment is absolutely sensible. However, the idea behind the new Martial Arts is that there should not be a MA skill for any type of weapons. Schools that teach how to strike incredibly hard with a weapon should be rather rare if not unique. Real world examples should be limited to weapons that are especially crafted for ease of use, like rapiers or folded blades. There should not be any MA skill for axes or greatswords, at least in a realistic setting. You want a more exoteric example of a MA school? Well, think of the Lunar Hell Sisters and their special Mace attacks from horseback: this attack is extremely deadly, but only a handful of selected witch warriors know its secret. And do not even hope to learn it if you are not a Hell Sister. This could be a different school of Martial Arts, that enhances speed instead of strength. It is not forbidden by the rules, just not the standard effect.
  16. No, or at least not necessarily. A person with trained only in dojos might be unprepared for a real fight. Here you are wrong. A streetfighter can possibly overwhelm a karate black belt with less "actual combat" experience than him, but can he kill with a single blow? Can he break items with his bare hands? All these are techniques taught to martial artists, but certainly not learned in street brawls. So yes, there is a difference between martial arts and high levels in combat skills.
  17. No doubt, although I suppose a viking master of the sword would rather use berserking techniques to ignore pain. And the legend grown about the samurais (or the Bogatyrs, FWIW) has increased the hype about their skills. But I am yet unconvinced that simply going up in skill is the equivalent of being taught special techniques that it took generations to develop. When you are 90% or more in a weapon skill, you have a 5% chance to hit the weakest possible spot in your opponent's body and armor, that is your critical hit chance. What is the need to overcomplicate the thing and say that you also start a new skill at 10% that doubles your damage? Note that setting the 90% skill as the requirement for entering the dojo that teaches a skill that doubles your damage is an entirely different thing. I think this is the exact opposite of the split-attack technique: it does not come with basic training, you need a master to learn it (or you need to be Musashi and discover the techniques yourself )
  18. Should a Viking warrior with a longsword have the same effectiveness as Miyamoto Musashi? I do not think so. Common use and mastery are not the same as knowing secret techniques. And martial arts is the latter, not simply "being very clever at using that weapon". Note that a seasoned viking warrior with a longsword can still make mincemeat of dozens of inferior opponents. He simply is not Musashi
  19. I cannot see any self respecting master fighter not training in combat against multiple opponents. When you reach a certain level of expertise, you are certainly training in fighting against multiple opponents. So I think this skill is in fact only a side effect of becoming more proficient in combat techniques, and the current splitting rules already represent this. One possible option could be allowing characters to split attacks when they are above 90%, or 80%, or whatever the GM sees fit to make the game interesting.
  20. Woroshi is certainly a master in his swordsmanship with his 120% skill. He can fight and defeat multiple opponents easily. He does not need to study and increase an additional skill to fight multiple opponents: all master swordsmen receive this as training when they reach a good level in their skill score. However, Musashi is not only a master of sword combat with 120%+, but also knows the secret techniques taught by his school (well, actually Musashi was a school himself), which allow him to use his katana in ways even a master swordsman would not suspect. And this is represented by the Martial Arts skill (formerly Ki skills). Note that very few cultures should have access to Martial Arts techniques for swords.
  21. The remarkable feats of Miyamoto Musashi (I just bought an illustrated book with a picture of him killing a whale with his katana - how delightful, except for the fact that I love whales almost as much as I love Musashi) are best handled in BRP by allowing him to be a master of the Martial Arts (Kenjutsu) skill rather than introducing new options than have the same effect.
  22. Both history and fantasy are nice to play with BRP. Do not forget to download the Hounds of Adranos free PDF from the download section of this site. It can be used as an add-on for the two adventures you'll find in Stupor Mundi. There is also a new product for the Mythic Russia line available now from Lulu, the Birchbark Chronicles. It features the Mongol Golden Horde and a scenario written by Soltakss. This can provide additional materials for your Fantasy Europe campaign.
  23. Stupor Mundi was written before the new BRP was made generally available, so it is truly a Mongoose RQ setting. However, it was originally designed for RQ3, which is very, very close to BRP, so you will not have any problem playing it with BRP. Look at the conversion rules for Divine Magic that are on the stupormundi-rpg.com web site (in the Glorantha section), and you'll easily adapt all the divine magic from MRQ that is in Stupor Mundi to BRP. Sorcery needs even less adaptations, and there is no Rune Magic in the basic SM setting. So yes, all you need is BRP, the open game portion of Mongoose RuneQuest, and some people who like playing d100 :thumb: (Although the non-open parts of MRQ are worth having, too)
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