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Posts posted by skull
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Thanks I agree it is on the rules heavy side a tad bit maybe to much. Course that is why its optional rules use what you like or don't use them!
I like accuracy and realism even if it is a bit on the heavy rules side.
Thanks and remember use what parts you like!
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Let me know what you think! i really need the feedback. I don't currently have a gaming group, so i have no one to judge except myself.
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HUMANOID MOVEMENT:(OPTIOMNAL)HUMANS/HUMANOIDS SLOW MOVE = AVG OF STR AND DEX note: assumes a 12 second combat round*CAN MOVE VERY FAST SPEED FOR CON/2 MINUTES*CAN MOVE FAST SPEED FOR CON IN MINUTES.*CAN MOVE MEDIUM SPEED FOR CON X 2 MINUTES* this may be off,not sureHEIGHT MOVE MOD.5M -71M/3' -32M/6' NONE3M/9' +34M/12' +75M/15' +106M/18' +147M/21' +178M/24' +219M/27' +2410M/30' +2811M/33' +3112M/36' +3513M/39' +3814M/42' +4215M/45' +4516M/48' +49EACH +1M +3 THEN +4EACH FOOT OVER NORMALHEIGHT = +1 MOVE MOD.EACH FOOT UNDER NORMALHEIGHT = -1 MOVE MOD.SITUATION MOVE MODWOUNDED............................................1/2 ROLL DIFF.POW TASK TO AVOID MOVE MOD.MAJOR WOUND....................................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.DRUNK/DAZED/SEVERE PAIN..............1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.DISTRACTED/CONFUSED....................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.STUNNED.............................................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.OVERWEIGHT......................................EACH POINT OF SIZ OVER STR 13 = -1 MOVE MOD.LUNG DISEASE/ASTHMA.....................1/4 ROLL DIFF.POW TASK FOR 1/2 MOVE MOD.ROLL HARD POW TASK TO AVOID MOVE MOD.EXAMPLE: THORN HAS A STR OF 13 AND A DEX 0F 15 AVERAGE = 14 OR MAX SPEED OF 21 MPH (21 MPH / 1.5) = 14/28/56/112AVERAGE TYPICAL HUMAN* 15 MPH = SLOW/MEDIUM/FAST/VERY FAST 10/20/40/80STR 10, DEX 10 SIZE NORMAL 13, 2 METERS HEIGHTIF THE ABOVE HUMAN WAS 7 FEET TALL HE/SHE WOULD BE AT +1 FOR MOVEIF THE ABOVE HUMAN WAS 8 FEET TALL HE/SHE WOULD BE AT +2 FOR MOVEIF THE ABOVE HUMAN WAS 3M OR 9 FEET TALL HE WOULD BE AT +3 FOR MOVE
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I am not 100% sure I got the calculations correct.ANIMAL MOVE RATES: (OPTIONAL)The table below is based on a 12 second combat round.MOVEMENT: ROUGH EQUIVALENT MPH X 5.36 = VERY FASTANIMAL MOVE TAKE KNOWN SPEED IN MPH AND CROSS REFERENCE....METERS / ROUND ….........MPH SLOW MED FAST VERY FAST5 3.5 7 14 2810 7 14 28 5615 10 20 40 8020 13.5 27 54 10825 17 34 68 13630 20 40 80 16035 23.5 47 94 18840 27 54 108 21645 30 60 120 24050 33.5 67 134 26855 37 74 148 29660 40 80 160 32065 43.5 87 174 34870 47 94 188 37675 50 100 200 40080 53.5 107 214 42885 57 114 228 45690 60 120 240 48095 63.5 127 254 508100 67 134 268 536EACH+5 +3- +6-7 +13-14 +27-28+3.5EXAMPLE: TYPICAL HORSE 30 MPH = SLOW/MEDIUM/FAST/VERY FAST 20/40/80/160SITUATION MOVE MODWOUNDED...................1/2 ROLL DIFF.POW TASK TO AVOID MOVE MOD.MAJOR WOUND...............1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.DRUNK/DAZED/SEVERE PAIN...1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.DISTRACTED/CONFUSED.......1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.STUNNED...................1/4 ROLL HARD POW TASK TO AVOID MOVE MOD.EXAMPLE ANIMALS:ANIMAL …......METERS / ROUND.........TYPE MPH SLOW MED FAST VERY FASTALLIGATOR(LAND) 10 7 14 28 56ALLIGATOR(WATER) 20 13.5 27 54 108BEAR(BLACK,BROWN) 20 13.5 27 54 108BEAR(GRIZLY) 35 23.5 47 94 188CROCODILE(LAND) 10 7 14 28 56CROCODILE(WATER) 20 13.5 27 54 108DEER 30 20 40 80 160DOG 30 20 40 80 160RIDING HORSE 30 20 40 80 160
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ACTIONS PER ROUND: (APR) 12 SECOND COMBAT ROUND.(OPTIONAL)DEX APR APR APRSCORE DECIMAL RATIO TIMESPECIAL .5 1/2 1/24 SECONDS01-04 1 1/1 1/12 SECONDS05-08 1.5 3/2 1/8 SECONDS09-12 2 2/1 1/6 SECONDS13-16 2.5 5/2 1/4.8 SECONDS17-24 3 3/1 1/4 SECONDS25-32 3.5 7/2 1/3.4 SECONDS33-40 4 4/1 1/3 SECONDS41-48 4.5 9/2 1/2.6 SECONDS49-56 5 5/1 1/2.4 SECONDS57-64 5.5 11/2 1/2.18 SECONDS65+ 6 6/1 1/2 SECONDSPOW SCORE APR MOD01-04 -105-08 -.509+ NONEMIN. APR IS .5, MAX APR IS 6.FOR GHOSTS, AND NON CORPOREAL CREATURES,USE POW IN PLACE OF DEX.SITUATION APR MODWOUNDED...................................................... -.5MAJOR WOUND............................................. 1/2DRUNK/DAZED/SEVERE PAIN....................... 1/2DISTRACTED/CONFUSED/ STUNNED............ 1/2
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Actions/Round and new movement systemThis is some more optional rules i am working on, I am interested in what others think, especial on the movement rules.Hopefully my calculations are correct on the movement rulesLet me know what you think, i am sure they need refining.Course if the new COC 7e movement rules are good we may not need mine, but i have not seen the new COC 7e rules for movement .Thanks in advance.
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I just updated the file, found some spelling errors, but if you find a mistake or what you think is a mistake, please let me know! Use the same link listed above.
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This is a really good post, and yes we do need to get the word out more about BRP. I started playing AD&D , but gravitated to CHAOSIUMS RuneQuest2 and CAll of Cthulhu RPG because i prefer realism.
What if we produced a pdf or other format document on how to promote BRP, D100 games and related products. We could even ask Chaosium inc. for input. Maybe Chaosium already has a document of how to promote, on thier website.
I think if we all put are heads together we could do it.
Great post, and thanks for reminding me, of stuff i had forgot to do.
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Yes it is backConflict hit location tables and critical effects. PDF
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Yes i am back and yes they optional rules are back First i apologize that this took so long, i been dealing with modem and computer issues also, been redesigning of the rules to be more BRP compatible.Optional rules for campfires, dehydration, jumping, object armor,water requirements, wind effects .rtf, PDFOptional rules for campfires, dehydration, jumping, object armor,water requirements, wind effects.This is a modified version of the original document i have open office rtf , and pdf format.The most visible difference is the wind effects table witch has been modified to be more compatible with the BRP book.Feel free to modify values as you see fit, if you think my values are to low or to high alter them till it feels right. nothing is set in stone.This is version that i will be using in my Planet of the Apes(POTA) RPG. A work that is still in progress and will cover the classic POTA movies and tv, shows, but not the new movies. i am old school POTA fan.Anyways i hope this is of use.
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I actually think i will use the +8 = x2 like sizes 8 to 88 uses.
Yeah, it can be added to the download page. Right now I just have to go through my notes and make sure I find the right table. I had a few pelimnary attempts and have to find the final version.
I looked on the forum and found where I posted it long ago, but the picture hosting service dropped the jpg. Speaking on which, what format would people prefer it in? JPG? PNG? PDF, or Spreadhseet?
Also, I have a newer table that I've been using for the last 3-4 years instead of the Expanded & Revised on, and maybe I should post that one too. It solves all the problems with the official table, and has a consistent progression all along the table.
I would like to see both tables, but i think i will use the +8 = x2 version as it seems more manageable and consistent to me. I can use any of the formats you listed. so i have no preference. So use the format what works best for you and other users here.
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I got a reply he still has it, now the question is how do i delete this post? I don't want to waste space on the forum.
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There is a Fallout pen and paper RPG online , i don't recall witch system it uses, but it might be a good source of info for conversion.
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I a sent a message to him i hope he still has the file otherwise i have to use RQ3 size table.
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I love the original Battlestar Galactic, Buck Rogers and Space 1999 series. I would love to play BSG. I did find a online D6 BSG that i am considering converting to BRP. I think i still have the D6 Battlestar Galactic on my computer.
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Hi everyone
I cant find Atgxtg's Corrected and Expanded SIZ Table. I checked downloads section, and i searched online all the original images online are gone also. Apparently i accidentally deleted the file off my computer and my backup failed. I am hoping someone still has the file and can upload it.
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To be fair to Chaosium i have little knowledge of the new system
I would like to see the following
(1) A better system for move rates for humanoids, animals . I just don't like that everyone moves at the same rate.
(2) Actions per round, # of attacks,parry, or dodge etc. I have issues with everyone having the same
# of hand to hand or melee weapon attacks. Please no strike ranks.
(3) A full size comparison chart would be nice, with pounds, killograms, tons etc.
I am current working on rules mod that fixes #1 and #2 above, i would prefer an official rules fix though.
If the COC 7E book addressed those issues, that alone would make the purchase worth it to me.
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Most of the characters from The Princess Bride. That of course include the R.O.U.S's despite not really being a character.
I have always been fond of the characters from the 1982 TV Movie Ivanhoe. Especially the bad guys makes for some interesting characters.
Legend also have some interesting characters.
As for the non fantasy characters I would love to see some of the classics like Predator, Alien (already a version in the BRP book) and the big action heroes of the 80s like John Rambo, John Matrix (Commando), Terminator and so on.
I have stats for certain terminators from t-400 up to t-850 in the science fiction downloads on this site, also HK ,HK Ariel stats and HK size comparisons. I had planed on doing more but never got around to it. Feel free to modify stats if you think they are to high or to low. I hope it helps.- 1
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This post is taking off way better than i expected. Many of you have suggested characters that i had completely forgot about. What can i say, other than you guys are awesome!
Robby the Robot
STR 70 to 80 ? *
CON 40+ ?
SIZ 20 to 40 ? (hieght 7'2" i am basing it on weight more than height)
INT 20+ ? He has vast knowledge and knows 188 languages. is 20 to high or two low ???
POW 13 despite being a robot and being governed by the 3 laws of robotics, he does seem to have some free will.
DEX 13
APP --
move 8 ? i need to watch the movie again, but i am thinking he is kind of slow.
weapons nullification beams 80%, damage (disables energy weapons)not sure if it is permanent or temporary
* ......based on that he can carry 10 tons. Problem is i lost the corrected size table document, so now i can only guess at it. I could not find it in the downloads or online it seems to have disappeared. I do have the Superworld and AH Runequest 3 size charts, but i don't know if either is close enough to BRP size
I have considered just having a right up with just his capabilities and avoiding stats like i would do with the ID monster. Perhaps just having guideline capabilities is better.
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The ID monster from Forbidden Planet, seems almost invincible. So Stats for it are not needed, just a guideline what can it do. and you can get a good idea by watching the movie. The ID monster regenerates itself every few seconds after taking damage. that would explain a lot. i mean it is a physical manifestation of Dr Morbius's dark side. The Krell machine manifests it, and with enough power that it really can't be harmed. Even Robby the robot can not stop it. Only way to stop it is the death of Dr Morbius. If i recall correctly The id monster was repelled by the energy fence and the energy artillery weapons combined. i think the energy fences alone would not stop the ID monster. I need to watch the movie again to check and make sure.
I am starting to stat at Robby the Robot. i lost my technical info on Robby, so i am collecting data. unfortunately i lost my notes i had previously. I planed on stating Robby out long time ago
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- Star Trek
- RIFTS
- Middle Earth
- Cadillacs & Dinosaurs
- Ravenloft
- Spelljammer
- Aliens
- Stargate SG1
- Macho Women with Guns
- Dragonlance
there is more but my tired mind can't recall the names right now. The problem is many of those have poor rules systems and need to be
converted.
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Captain Manhattan of the watchman would be a tough one. If i remember correctly he became super powerful nearly a god. Correct me if i am wrong.
I am no expert on the watchmen, so i will let someone more qualified take on that challenge.
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I think the problem with martial arts skill is it is to generalized. Some special martial arts attacks might reasonably do extra damage. Many would not do extra damage. One also has to consider the type of martial arts. Some martial arts use the opponents momentum against themselves and most likely would not do extra damage. Some martial arts use specialized bone breaking techniques. Some use nerve strikes that do little damage but temporarily paralyze the opponents limbs or body. In most cases i don't like martial arts doing extra damage unless there is a reason to justify it. To say all martial arts do more damage is not a reality. I have trained in Karate, Ninjitsu and Taijutsu. The later two are perhaps harder to learn, but definitely more effective.
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I have thought of using the resistance table to resolve combat. Skill versus skill what i would do is divide skill% by 5 then compare them on the resistance table. The problem is the end result worth the extra work?
Actions/Round and new movement system optional rules.
in Basic Roleplaying
Posted
These will be optinal rules in my POTA rpg i am working on.
oh if anyone uses the above rules or parts, let me now how it goes, in a real game.
Thanks!