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filbanto

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Everything posted by filbanto

  1. Another one I picked up for Father Dagon's Day! The Green is excellent. The setting is very inspiring, reminding me of the "Lost World" adventure novels of Burroughs. The magic system is excellent. I like the "schools" of magic and skill levels per school rather than skill per spell. This should be the standard for all BRP games using "magic" to avoid skill bloat. The ecology of the Green is very interesting. Monsters run from dinosaurs through mamalian Megafauna along with some interesting 'chaos' creatures. The book is laid out professionally and has good art work. I'd love to see a few scenarios for this world as a future monograph or incorporated into a full blown publication:)
  2. Hi Byron - Very happy to hear you're working on Necromancy. I have the MRQ2 Necromantic Arts book and I found it lacking. Looking forward to your interpretation for BRP. All the best - Mike
  3. Picked this up during the "Father Dagon's Day" sale and finished reading last night. I particularly like how flexible this supplement is. If I want witchcraft to be of infernal origin for a medieval game - no problem. Want to incorporate it into a Victorian setting - here's a secret society for you. I anticipate Narl will incorporate some of this for his upcoming Viking game too. Excellent work.
  4. Hey guys - this thread is great, but what I really need is some hard evidence that a SIZ 4 intelligent rat will be able to shrug off small arms fire with impunity. In 6 hours Rich is subjecting our Rubble & Ruin party to a "Mad Max" style car chase. There's 20-30 First Church of the Apocolypse zealots on bikes and trucks and my character's drive skill is only 46%
  5. Off the top of my head I'd suggest something like this: Katar or punch dagger Damage 1d4+2 Hit points, Enc and stuff: as a dagger Skill: Dagger (or Brawling) Advantages: Mail armor blocks half AP Drawbacks: -10 or 20 to parry, cannot be thrown
  6. Narl - I've a copy of Hans Talhoffer's book. 15th century woodcuts of judicial duels. Very cool, though a good 600 years later than the Viking game you plan on running:) Remind me to dig it out when you come over to game on Wednesday.
  7. Nothing for you on the modern front, but for Victorian stuff you could give some of the Ravenloft adventures a try. I've a few and they've been pretty decent - DnD just doesn't do horror right:) For Victorian zombie apocalypse you might be able to use Sanctuary from Unhallowed Metropolis. I imagine they will be re-releasing it after the release the new version of those rules. I might have a copy on my computer - PM me if interested.
  8. I've always run it like Pansophy. My house rule has been shield and main guache suffer a -20% per attack instead of the -30%.
  9. Excellent news. My vote is for a BRP version. I will continue to pick up the supplements no matter what system you choose to go with.
  10. Buy it. The background is excellent. They've got rules for both Galenic and Paracelsian (is that a word?) medicine for Pete's sake! I'd suggest sticking with BRP character gen and combat. For NPC's you'll have to wing a couple of things like hit points and a couple of skill conversions, but it shouldn't give you any headaches.
  11. I wrote up some rules for Stormbringer in the "Sands of Time" adventure you may be able to port over. Marcus Bone is hosting it on his Stormbringer site.
  12. The system is deadly enough! Narl took out some poor SOB last week with a few shots from his .22LR - pretty sure he rolled an impale or crit on one shot though. An individual rifle bullet is not too much deadlier than a crossbow. Bullets can cut through non-ballistic armor and guns have a high rate of fire though. It plays quickly - of course we've got the author GMing the game:) The only real difference is the need to refer to the risk chart to figure out what damage your gun does.
  13. If you can deal with an upsidedown cover on your BRP book it should be a cake walk:) The setting is very evocative and I hope to either run it or play using BRP one day. The biggest difference is probably character generation. Also recognize that weapon damage and armor points in MRQ2 are slightly (you might say annoyingly) different. I haven't gotten through the alchemy and clockwork sections so cannot comment on those.
  14. Will Clockwork & Chivalry continue under the Wayfarer game system or is there a possibility of a BRP version in the future?
  15. Rich has a good summary of things on the BRP Publications forum: http://basicroleplaying.com/showthread.php/1941-RUBBLE-amp-RUIN-A-World-Gone-Mad-with-Killing/page4 I let him know we're discussing R&R in this thread and hopefully he'll be along shortly to clear up any confusion.
  16. I'm pretty sure Rich ginned up his rules from armor penetration studies. Basically put a vest on a balistic gel body, shoot it, see how far the round penetrates. Feel free to PM me off list. I'll shoot Rich an email pointing him at this thread. He discussed how his rules work in the Rubble and Ruin topic in the BRP Publications forum.
  17. Theoretically you can get SAP plates for your armor if you can find, trade or scrounge them up. Rubble and Ruin has slightly higher tech than our world. One of the bruisers in our group is wearing a really nice breastplate. I picture it something like the armour they had in Aliens. I think a 7.62x54mmR would just punch a hole in his armor (cannot recall the actual stats off the top of my head).
  18. Narl and I are playing in Rich's Rubble and Ruin game now. We haven't gotten into too many firefights yet:) The rules mimic the effects of modern firearms against modern armor pretty well. It's basically an all or nothing affair with armor. A light kevlar vest will soak up all the damage of a small round, like a .22, easily, but is almost worthless against a high powered rifle. Fortunately ammo is pretty scarce in the rubble.
  19. Personality Type (step 6 in character generation) from BRP is pretty close to the cultural bonus from MRQ2. Your character gets +20% to a dozen or so skills that "fit" with his personality.
  20. Maybe I'm to blame for this. Mongoose is apparently tracking my credit card purchases in order to mess with me:) Two months after I buy MRQ1 they announced they were doing MRQ2. I just picked up MRQ2 a couple months ago and now Wayfarer is announced. Kidding aside, I don't see how Wayfarer is going to survive. The two main authors have left and they've lost the brand-recognition that Runequest brought. It might have been cleaner to work out a deal to publish the books "in the pipe" under the MRQ2 logo and then sunset the game.
  21. In 2010 it was near the end of April. In 2009 it was mid May.
  22. Gurps Age of Napoleon is excellent. I put together some black powder weapon stats on another thread: http://basicroleplaying.com/showthread.php/2086-Black-Powder-Rules?p=34674#post34674
  23. I'm sure that was done. I know the Late Romans trained to hold shields locked in a couple of rows to protect against missile fire. Ultimately I believe the shield wall was the "Tank" of its day. It went into decline as the nature of warfare changed to become more mobile when heavy horses could support a fully armored fighting man.
  24. I like a lot of this! My shieldwall knowledge comes from miniature gaming for the most part so take suggestions with that in mind:) A shieldwall would not make it harder to outflank a group of warriors. Arguably it might be easier since the shieldwall would not be as mobile as a looser formation. It is really as good as the flanks it is anchored on. If you can get your warriors flanks protected by terrain or a mobile force like cavalry you have a very effective defense. If not, any enemy commander worth his salt isn't going to charge you head on. Your flanks also play into the size of the shieldwall as well. Two or three warriors could lock shields across a dungeon hallway for instance. Only medium or large shields can form a shieldwall. The hit location table looks good for a medium shield. I think a large one would cover the legs as well. Against missile weapons I would allow warriors to crouch behind their shields and cover their heads as well. If you're not using hit locations you could rule that the shield always provides its armor points or has a percentage chance of doing so. Movement while maintaining the shield wall would be slow. Half MOV at most and maybe slower. I'd argue against letting someone in the shieldwall use a Dodge. I picture Dodging requiring a bit of room to do though. I think that historical reconstructions of shield wall battles picture one force slowly creeping up on the other while skirmishers are pelting everyone with missiles. When the two shieldwalls finally connect it basically comes down to a giant shoving match. If one side can push the other enough to break its cohesion a slaughter begins. If not it is the side that tires out first that loses. You may be able to replicate this with some kind of STR and CON resistance rolls (based off the sizes of the opposing forces).
  25. The Mythic Greece supplement from ICE was very good. It was set just prior to the Trojan War and walked the line between archaeology and "Harryhausen" fantasy strongly leaning to the latter. It included a decent map and gazetteer of places too. We used it as a base for RQ3 and later Gurps games and had quite a blast. Looks like there is a copy available at Noble Knight Games - they are asking $50 for it and I don't know if it is worth that much money... Three copies on e-bay right now for a more reasonable price.
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