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pansophy

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Everything posted by pansophy

  1. if you have more than one powerful force in your setting, e.g. different kingdoms, you could use a sort of Allegiance as well. It could show the "Fame" towards/within one or the others kingdoms ... The chapter is found on page 315 in the big golden book.
  2. I will see what I can do. The parchment ting is a nice idea, the runes as well. It is difficult to do a sheet without knowing the actual world it plays in. So it has to be "generic fantasy", which is not easy to do.
  3. LOL Thanks. If you have some Fantasy Art I should put in, please send me the links. I will see what I can do then.
  4. Here's my one I did for a Post Apo World. It's still generic but has put in some PA Art. And I cannot understand why PDF's are out of date?! PA Sheet I think you should point out what you want to have changed to the char-sheet you like most, contact the author and maybe he or someone else can help you? Just saying "it is not what I want to see" is a one way road...
  5. Hope this helps: http://www.basicrps.com/links/bryan.html
  6. The Attack and Defense Matrix states if a 'weapon' or 'weapon or shield' takes a hit. So it is in there.
  7. With "So...if your 1,2, and 5 are filled up" you mean the hit location I guess? Interesting system, easy to follow as well. I am not sure wht the torso should have the same amount of HP as an arm, but hey. Maybe one could use the BRP HP system and simply add these Wounds and Bleed boxes. Hm, interesting, really nice!
  8. historically shields were used for blocking an attack and weapons were used to attack. This is because weapons got jagged too easily if used for parry - and no one wielding a battle-axe would even have tried to use it for blocking, because most of them used wooden shafts. So, with this in mind and using the optional rule for splitting up attack and defence in different skills, shields are very attractive as they have a high base chance. In a Fantasy setting I would not even bother with shields. Usually no hero use one, they are heros for a reason. In a Historical setting I would use the split attack/parry option which makes shields very attractive in addition to Dodge. Also make use of the weapon damage as shown in the Attack/Defence Matrix.
  9. Thanks for using it. A copy is sent to Charlie@chaosium, they hosted the earlier version as well. Let me know any problems or improvements you want, I'll try to implement them.
  10. This is the Character sheet you find in the big golden book (read: BRP Core Rules). It is modified so you can roll for character statistics, fill it out as you would with a pen and you can EXPORT the data. That means you will be able to export and import different characters even with Acrobat Reader. You won't need Adobe Acrobat. A d100 dice roller showing special and critical successes is included as well. I have included some tables of the rule book as well to help the Character creation process. Let me know what you think! The sheet is here!
  11. 1,599 downloads

    This is the Character sheet you find in the big golden book (read: BRP Core Rules). It is modified so you can roll for character statistics, fill it out as you would with a pen and you can EXPORT the data. That means you will be able to export and import different characters even with Acrobat Reader. You won't need Adobe Acrobat. A d100 dice roller showing special and critical successes is included as well. I have included some tables of the rule book as well to help the Character creation process. Let me know what you think!
  12. I tend to give players some bonus when they come up with a good character concept of background story. I read it and then juge "this here will give you a bonus in certain situations" and so on. In one way it helps the Players to create a character and think about him, and in an other way it gives them a clear idea when they can hope for a bonus. This works for Disadvantages as well. They do not get negative effects (other than roleplaying) for them, but I reward them if they play out their Disadvantages. One way is to allow them an automatic success for one die roll. Or a d3 to d6 increase of their current Power Points, Health or Fatigue. It brings Roleplaying more to life and we have fun with that. This does not mean a character needs to have special powers or such a thing that can be build with the Super Powers rules. I had a Player who's character had a better vision than usual, so I granted him a +10% for Spot checks - no superpower necessary. For me, many gamers think too much "in a box", needing rules for anything to get benefits. People should _think_ about their character, come up with a good background and then discuss the possibilities with the GM (and write them down for later reference!). This worked for many many years and only the latest incarnation of RPGs have the concept of Adv./Dis~ which in my experience limit players ant their imagination. It cuts RPGs down to statistics and rules, unnecessarily. Only because it is not in the rule book would mean a player cannot have it. I do not, under no circumstances, like the idea of "Feats" that allow you to use certain things (like a Heavy Weapons Feat to allow you to use a Flamethrower or Bazooka). This is just silly in my opinion.
  13. I personally like the idea of online gaming, but my TimeZone limits that to a point where nearly nothing happens. To get around TZ issues I would love to participate in a play-by-post game (forum). I have seen and played in some games that way and it was a lot of fun. Best game I have seen was one in the Serenity forums. It was lots of fun to read, even if I was not involved in it. A nice story and well played.
  14. Here is a collection of useful tables for BRP. The tables are screenshots from the BRP PDF, so you can use them to create your own GM screen. You will need the other tables of the Reference part of the BRP Golden Book and print them to have all things covered. Useful Tables
  15. I like the idea of the rule book to use the Power Points to buy Powers. Maybe you can use these as a basis and then rule a PC can get more Power Points by taking disadvantages (like mentioned on p.142 Character Failings). In my opinion it is all in the Big Golden Book, the only thing you need to do is to create a list with Failings and a list of Powers with their point costs. As you already have a list of both in EP, it should be simple. And, to say it, I did run EP in that way some weeks ago and nobody did complain. Most Advantages can be simulated by the different forms of Powers mentioned in the rules book, so that should give you a kind of ideas what the point costs should be like. Having a look at Rubble & Ruins should also help you a lot regarding cybernetic enhancements and bioengineered features. Like others said before, the Sleeves used in EP should be some kind of equipment, giving the sleeved character some + and - to skills and attributes. With attributes, divide the percentage by 5 to get a rough number.
  16. wow. I knew boars are scary. In Germany we had them ruining our backyards during the nights. They are about 3m long and about 1.2m high. Scary I tell you. The ranger captured them and brought them away. They said a normal hunting rifle would not kill them, it would only make them more vicious.
  17. Cool, I remember CarWars ... that was a real nice fun game. There was a good computer game years later, called Interstate. Ha! Love it! The W13 remembered me on the movie "Dark side of the moon" where a junk robot used everything it could find to build a hell of a machine. There was a PA flick as well, where a women did find a skull in the Wasteland and brought it home. The thing then started to build together a death machine. Anyway, like I said, the R&R book is so generic, it is possible to use bits and pieces of it in any campaign. Aftermath! I have that game, bought it a year ago or so. I must say, the amount of brain put into it is awesome. It can be compared to Darwins World, which is a bit similar in some aspects. But Aftermath is unplayable ... If life was a game, Aftermath would be the rules ... *lol* I never really looked at the bestiary though. And pigs?! I mean, really, pigs? Hm. OK, we have killer kangaroos here and the evil Tasmanian Devil in the south that I would fear ... but pigs? A wild boar is really a challenge, but a pig ... except as seen in Silence of the Lambs II. Anyway I fear huge dogs and dingos more. 8-)
  18. Hi Richard, thanks a lot for the answers, they do really help. I guess I will use your rules for the setting, they seem to be easy, fast and cool. If someone in my group needs something different, there is always the Core Rules I can refer to and make it match with the R&R rules - no problem. Good you did mention the parts problem for cyborgs - this will help players to think about creating a metal monster I really love parts of your Monograph. Others just don't fit with my PA world, which is fine. One thing I do not really like is to use the hit location system as it tends to slow things down - but this is just our style. Regarding the new skills I am not sure if they are skills of their own or if I will integrate them as part of Knowledge skills, it all depends on their definition. The thing I did find a bit strange was to find 6 (!) different skills for "healing". There is First Aid, Trauma Medicine, Surgery, Physician, Health Care and EMT. I mean, is this really necessary? And couldn't it be just specialisations of First Aid and Medicine? But in the end it is only a matter of definition. I bought the game, so it's all mine and I am free to change things I love the simple version vor Cybernetics and Bio Modifications. Nanopsionics add flavour to the campaign and the system is easy as well. The Trade system works and simulates bartering very well. Depending on the group it will add much flavour to the otherwise dry Bargain skill roll. It makes people feel really good if they did a real bargain. Or they will really tend to hang on the so-hard-to-come-by piece of equipment. I like it! Th Risk system is different. In one way it make it possible to survive the otherwise deadly combat, but on the other hand it is completely different from the BRP main rules. I guess it will be good when using the hit location system, but it can be waived if you are using the Total Hit Points option fo the BRP book. Nevertheless it is interesting and a fast system to find a damage value for some improved or invented weapons. And the hot spot of this monograph certainly is the rules for Cars. Not only can you build your own cars, no, there are new rules for chases and combat in the book as well! Loved that! Mad Max comes much closer now, and I can get rid of the 'Redline' rules I used so far. Nice work, thanks for that! The Dogs training rules seem to be good as well, not overly complicated, but you tend to really get attached to the animal you 'create'. Including a ruined city as main background for the setting was an awesome step. it really made the setting generic and easily transferable to an other region. Most PA settings are set in the USA, nice, but if you live in an other country you never get attached to it. So in my case I put it into the Brisbane area in Australia, and love it from the beginning. It's fun to ruin the area you live in, place the groups mentioned in the book on the map and draw borders on it. You get highest marks for this idea! This was the thing that truly made the monograph realistic and generic. Without city or region names in the book it is too easy to put the setting anywhere, and the groups can be replaced easily with others. Having the Boss' tavern and their occupants places a good starting point into the campaign where the PC's can find shelter and a place to sell things. The Bestiary is ok, it gives some hints and ideas. Together with the BRP rules book it is easy to get a campaign ongoing for a long time. Including androids and robots was a necessary step I think and it is done well. The additional robotic Powers one can add makes every encounter different and surprising - and very easy. Loved it! Unfortunately I was not able to have read the two adventures in the monograph, but they look interesting and are different enough to keep people interested. I did't see the Enigma's thing at first, but they give a bit of myth to the setting and could keep players guessing for a long time. W13 ... loved the idea and will definitely use them Hm, this was not intended to be a review and it really is not, but I just wanted to let people know how flexible the monograph is and that fragments of it can be used for many different modern games. It is an extremely versatile enhancement with many new aspects and ideas - Worth buying it! The Appendix gives lots of Common Items lists, weapons, ammo, armour, cars, dogs and other stuff. Nice, so creating a world cane be don fast and out of the box.
  19. Richard, the Powers you have in the R&R rules, are they conform with the Golden Book? I mean, did you use the Super Powers rules or were they designed more by a use of common sense? I am asking because I want to use them with an other setting where I allow other parts of the Powers system of the main rule book - and I do want them to "cooperate"
  20. In my head it's all already completed, but I need to write everything down and put it into a presentable document. Currently I am using a WiKi software and it works best for it. The map is created with "http://www.scribblemaps.com/", a part of google maps. You can log in, choose a region and start drawing. Works best with a pen tablet. I need to add features and stuff, I plan to evolve the map as the campaign continuous. The characters are currently located further north, and I have the feeling I need to put in all the locations they already visited. Makes things more memorable. You will see lots more of R&R in it, but it needs a bit of time as you know ... -- cheers
  21. OK, no luck contacting the author. The tool is available online at different locations. A Google search "cocc" will do ...
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