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Jason D

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Everything posted by Jason D

  1. 962 downloads

    Old rules I cobbled together using the old Elric! rules and a variant of the WEG SW game Force rules. This is the character sheet.
  2. 970 downloads

    Old rules I cobbled together using the old Elric! rules and a variant of the WEG SW game Force rules. These are the Force Dice rules.
  3. 985 downloads

    Old rules I cobbled together using the old Elric! rules and a variant of the WEG SW game Force rules. This is the gear file, containing weapons and armor.
  4. 1,268 downloads

    Old rules I cobbled together using the old Elric! rules and a variant of the WEG SW game Force rules. This is the combat overview.
  5. It's been a long time and several computers since that campaign, and I've lost most of the original files somewhere, but I think I've still got the character sheet around here. I'll see if I can find it and will post it to the files section, for kicks. EDIT: I found those files and posted them. Enjoy!
  6. I should also clarify that I wasn't intending to start any MRQ vs. BRP sort of discussion... it was just a "Please don't confuse them" request. I saw the header and went "Oh, cool!" and then saw that it was about and went "Not interested!"
  7. Dustin's email was affected by the Chaosium domain woes... I got an email from him Wednesday morning saying he'd only had email back for a couple of hours. I'm not sure what the status of the website is, but I know that they're pretty busy trying to get the site up and running. Responses are going to be a bit slow(er).
  8. If it's being based on the OGL version of Mongoose's version of the Runequest system, it's not a "BRP" game. Basic Roleplaying is the name of the new core book based on the core system used in Chaosium games for 30 years. Chaosium and Mongoose have been very careful to distinguish the two games. There may be a high degree of compatibility, but the systems are not identical. I am told that the Mongoose game diverges from BRP in many ways.
  9. I dunno. Hopefully as soon as possible.
  10. Send Dustin an email at dustin@chaosium.com and he'll fire you a copy of the contract. It's not a big secret what the terms are. I'm just not a Chaosium employee, and don't want to be in a situation where people are asking me to negotiate or explain their licensing terms. I can say that the terms are (in my opinion) extraordinarily generous.
  11. That sounds more like a MRQ supplement. Just sayin'.
  12. Because when I began writing BRP, the two commercially available editions of BRP were Call of Cthulhu and Stormbringer (5th edition). Chaosium had also received the rights to the non-Glorantha system for RQ3 back from Avalon Hill (or whoever held the rights at that time). The logical conclusion was to make a game compatible with the in-print Chaosium games (and their source material), and using the RQ3 material where appropriate. Other materials (Worlds of Wonder, Ringworld, Elfquest, Thieves World, etc.) were used where aspects could enhance the BRP book. Using an out-of-date version of Stormbringer didn't make any sense.
  13. It's a bit of a muddle, actually. For Stormbringer 1st edition (my absolute favorite incarnation of the BRP system, bar none), it made sense that Elric was good in swordsmanship because of his incredible cunning and strength of will (his high INT and POW). Having a system that supports the licensed intellectual property is a good thing. However, Theleb K'aarna was absolutely no physical threat, but he had comparable bonuses due to the high INT and POW scores. The way the system worked, he should have been quite competent with any weapon he'd put his hand to. The same with Myshella, who was in no way a fighter. Also, since BRP allows for mutations and super powers that greatly increase characteristics, it should be the GM's choice whether to allow them. And on another topic, perhaps suitable for another thread, I'm uncertain about the perceived difference between an optional rule and a house rule. As I see it, most of the optional rules are simply houserules or houseruled systems that have been printed for ease of access and use.
  14. Which is why it's an optional system in BRP.
  15. I should point out that Chaosium is actively seeking licensees for BRP at this time and (in my opinion) an official "BRP-compatible" sort of logo might be preferable to one solely focusing on d100 (as many games use d%, and not all in the same way). I could imagine some confusion if someone bought a product saying "d100 compatible" with the intent of using it for a Rolemaster or Warhammer game.
  16. Runequest, Elric! (and Stormbringer 5th edition), earlier versions of Stormbringer, and Ringworld allowed skills in excess of 100% without breaking or causing the system to break down. The reason that skills in excess of 100% are optional is that they're extremely uncommon for Call of Cthulhu, which was by design the default core of the rules.
  17. It's on the Primitive Missile Weapons table. My tape-bound pre-EZ copy has it on page 248.
  18. It's the Edition Zero proofreader copy of the "under repairs" image.
  19. I noticed it yesterday. I'll alert Dustin that it's still down.
  20. It's been clarified and slimmed down. The basic rule is the same, though - one quality of success reduces the quality of success for an opposed roll. Once you grasp that, the need to refer to the attack/defense matrix diminishes exponentially.
  21. That entirely depends on your view of wuxia and martial arts. If you're talking about a Storm Riders style world, a lot. If you're more in the Crouching Tiger, Hidden Dragon realm, not so many.
  22. I've only got the tapebound pre-EZ copy on hand, but pages 240-247 were about creating equipment with characteristics, skills, and powers, with rudimentary guidelines for each of the power types (magic, mutation, psychic, sorcery, and super). So yes.
  23. There are some suggestions on how to handle characters with multiple power types, but my advice is not to cross the streams, so to speak. The system is easy enough that it would be almost no work whatsoever to recreate a specific power from a different system (like turning a psychic power into a super power). New descriptions, and some more game mechanic stuff. The summons spells have been toned down to be less world-specific. The spells were never fire and forget. A player chooses which spells to load in memory, and can cast each indefinitely if power points and conditions allow (conditions equaling stuff like "must be near a body of water to summon water elemental").
  24. Unarmed Combat is a bonus to martial arts. Claws would be handled through a mutation, or though the rules for gadgets (which are admittedly rudimentary). The same for power armor, solar gems, ant-controlling helmets, and a quiver of trick arrows. I don't have the book handy, but they're more-or-less identical to the ones in the Magic World supplement from Worlds of Wonder.
  25. Somewhere between the two styles. Here's a list of the superpowers: Absorption Adaptation Alternate Form Armor Barrier Defense Density Control Diminish/Enhance Characteristic Drain Energy Control Energy Projection Extra Energy Extra Hit Points Flight Force Field Intangibility Invisibility Leap Protection Regeneration Sidekick Size Change Snare Projection Stretching Super Characteristic Super Movement Super Sense Super Skill Super Speed Teleport Transfer Unarmed Combat Weather Control Many of these are broken into sub-powers. Yes. There are four power levels, ranging from "normal", heroic, epic, and superhuman. My feeling is that the system works best at the the normal or heroic spectrum, though the other two are playable.
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