Jump to content

skull

Member
  • Posts

    205
  • Joined

  • Last visited

  • Days Won

    1

Posts posted by skull

  1. 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 sure
     
    HEIGHT MOVE MOD
    .5M          -7      
    1M/3'       -3      
    2M/6'       NONE    
    3M/9'        +3      
    4M/12'      +7      
    5M/15'      +10     
    6M/18'     +14     
    7M/21'      +17     
    8M/24'     +21     
    9M/27'     +24     
    10M/30'   +28     
    11M/33'   +31     
    12M/36'   +35     
    13M/39'   +38     
    14M/42'   +42     
    15M/45'   +45     
    16M/48' +49     
    EACH +1M +3 THEN +4  
     
    EACH FOOT OVER NORMAL
    HEIGHT = +1 MOVE MOD.
     
    EACH FOOT UNDER NORMAL
    HEIGHT = -1 MOVE MOD.
     
     
    SITUATION MOVE MOD                                       
    WOUNDED............................................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) = 14/28/56/112
     
    AVERAGE TYPICAL HUMAN* 15 MPH = SLOW/MEDIUM/FAST/VERY FAST   10/20/40/80
    STR 10, DEX 10 SIZE NORMAL 13, 2 METERS HEIGHT
     IF THE ABOVE HUMAN WAS 7 FEET TALL HE/SHE WOULD BE AT +1 FOR MOVE
     IF THE ABOVE HUMAN WAS 8 FEET TALL HE/SHE WOULD BE AT +2 FOR MOVE
     IF THE ABOVE HUMAN WAS 3M OR 9 FEET TALL HE WOULD BE AT +3 FOR MOVE
  2. 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 FAST 
    ANIMAL MOVE TAKE  KNOWN SPEED IN MPH AND CROSS REFERENCE.
      ...METERS / ROUND ….........
     MPH SLOW       MED         FAST         VERY FAST
     5        3.5           7                14             28
     10       7            14                28            56
     15       10          20                40            80
     20      13.5        27                54            108
     25      17           34                68           136  
     30      20            40               80          160
     35     23.5         47                94          188
     40     27            54               108          216
     45      30           60               120          240
     50      33.5        67               134          268
     55      37          74                 148         296
     60      40          80                 160         320
     65      43.5        87                174         348
     70      47           94                188         376
     75      50         100               200         400
     80       53.5      107               214          428
     85       57          114              228          456
     90       60          120             240           480
     95      63.5        127              254          508  
    100     67            134             268           536  
    EACH
     +5      +3-          +6-7          +13-14     +27-28
              +3.5
     
     
     
    EXAMPLE: TYPICAL HORSE  30 MPH = SLOW/MEDIUM/FAST/VERY FAST   20/40/80/160
     
    SITUATION MOVE MOD                                  
    WOUNDED...................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 FAST
     
    ALLIGATOR(LAND)          10          7                   14          28             56       
    ALLIGATOR(WATER)       20          13.5             27          54            108      
    BEAR(BLACK,BROWN)     20         13.5              27          54            108      
    BEAR(GRIZLY)                  35         23.5             47          94            188      
    CROCODILE(LAND)          10         7                  14           28             56       
    CROCODILE(WATER)      20         13.5              27          54             108      
    DEER                                30           20               40          80              160      
    DOG                                 30           20              40           80              160      
    RIDING HORSE                 30           20            40           80               160      
  3. ACTIONS PER ROUND: (APR) 12 SECOND COMBAT ROUND.(OPTIONAL)
    DEX           APR          APR              APR
    SCORE     DECIMAL    RATIO           TIME          
    SPECIAL   .5                1/2                1/24 SECONDS  
    01-04        1                  1/1               1/12 SECONDS  
    05-08     1.5                3/2                 1/8 SECONDS  
    09-12       2                 2/1                 1/6 SECONDS  
    13-16     2.5                5/2                 1/4.8 SECONDS
    17-24       3                  3/1                 1/4 SECONDS  
    25-32      3.5                 7/2                1/3.4 SECONDS
    33-40      4                    4/1                1/3 SECONDS  
    41-48     4.5                  9/2                1/2.6 SECONDS
    49-56      5                    5/1                 1/2.4 SECONDS
    57-64     5.5                  11/2               1/2.18 SECONDS
    65+         6                    6/1                 1/2 SECONDS   
     
    POW SCORE         APR MOD    
    01-04                     -1         
    05-08                    -.5        
    09+                        NONE       
    MIN. APR IS .5, MAX APR IS 6.
     
     FOR GHOSTS, AND  NON CORPOREAL CREATURES, 
    USE POW IN PLACE OF DEX.
     
    SITUATION                                                         APR MOD 
    WOUNDED...................................................... -.5
    MAJOR WOUND............................................. 1/2
    DRUNK/DAZED/SEVERE PAIN....................... 1/2
    DISTRACTED/CONFUSED/ STUNNED............ 1/2     
  4. Actions/Round and new movement system
     
    This 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 rules
     
    Let 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.
     
     
  5. 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. :)

  6. 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, PDF
     
    Optional 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.
     
    • Like 1
  7. 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. :)

  8. 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.

  9. Most of the characters from The Princess Bride. That of course include the R.O.U.S's despite not really being a character.  :D 

    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. :)
     
     
     
     
     
    • Like 1
  10. 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.

  11.  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

    • Like 1
  12. 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. 

×
×
  • Create New...