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Chorpa

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Everything posted by Chorpa

  1. 293 downloads

    After we have played a bunch of Aces High adventures intensely last winter and spring. I had noticed that the current Character Sheet wasn't really suiting our needs. Mostly because of formatting issues making it hard to be able to write the necessary information when needed. So I took one of my own sheets and made the necessary changes to make it more compatible for an Aces High campaign. It could of course be used by anyone else who wants a Wild West oriented Character Sheet. Updates! Version 2 Experience Checkbox for Religion Removed Attk column under weapons Added Fast Draw to Skill List Version 3 Change spacing on Height & Weight Removed the base chance for Literacy Version 4 Made more room for Equipment Version 5 Removed dodge penalties since it's not normally used in Aces High Just made some very minor cosmetic changes Version 6 Corre9cted some Base Chances Version 7 Changed the format of the text to make more room. Added all Skill Specialities from Aces High Removed Fly, Technical Skills and Projection Added BS% to Fast Draw Corrected some incorrect BS% There is only one specialty of Etiquette and Martial Arts available in Aces High so removed the specialty row of those skills Version 8 Added the missing line after Blasphemous Lore Version 9 Added the missing line after Fine Manipulation Reincorporated the Parry skill Added som empty lines in the Combat Skill Category so you can list the different Melee and Parry skills Version 10 Added Firearms (Shotgun) skill Removed a line between Art (Calligraphy) skill and the skill chance line Removed Parry from Grapple in the Weapon section
  2. Just wanted to make people aware of this over at 0one Games. The Spirit of the White Wyvern: Basic RP conversion
  3. I am a Swede so I don't care to much about either the Americans or the British but I'll cheer for the Oscar Wilde quote. It's sooo true!!!!!!
  4. Well if you could read swedish it would even be more simple than that. All of the adventure modules that where translated to the swedish version of MERP where dual statted with Drakar och Demoner Expert (Dragons and Demons) which was basicly a pure BRP system. Otherwise I do recommend getting one of ICEs Arms Law (pre Rolemaster Classic) or you can just download Arms Law Conversions that should be enough to get you going. But since RM is an inverted Percentile system skills should be pretty easy to convert you just have to find the corresponding skill and keep the skill value as it is. The stats you can use the above downloadable document to convert. I have converted a lot of ICE stuff for use with BRP and it's very simple actually. Just convert Stats and Skills and then you can just calculate all the necessary Derived Stats as usual.
  5. I have been meaning to ask about the ranges of the weapons in the Aces High book. Have noticed many of them are much higher than the ones in the BRP Book. What are the thoughts about that? For example the Sniper Rifle in the BRP Book has a range of 250 (including the modification for a telescopic scope) that is the same range as the Volcanic Carbine without a telescopic scope and that is one of the rifles with the shortest ranges in Aces High. The Volcanic Carbine was supposed to be a very inaccurate and unreliable rifle. It does sound a bit high to me to be honest so do many of the ranges of the other rifles. Even though the bullet probably don't have any problems at all to travel that distance, but hitting something without taking time to aim carefully at that distance is another matter at least according my experience from the military even though it was a while ago I did my service. On most of the rifles in Aces High you can divide the ranges by 4 to get them more in line with the BRP Book. Now thinking about it maybe the ranges are maximum ranges and you just forgot to modify them to the BRP ranges (x1/x2/x4). From an otherwise excellent module the equipment tables are the ones I think needs the most modifications. The ranges of the rifles sticks out obviously. And some other slight errors that have been discussed previously in this post and that are easily adjusted. ENC values for the equipment are on the wanted list. A slightly larger equipment table are also on the wishlist and that is maybe something that can be included in a future book. At the moment I just use the weight from my GURPS High Tech book and halve the weight to get the ENC values for the equipment in the Aces High book. Most of the equipment in the Aces High list can be found in GURPS High Tech and the ones I can't find in there are usually easy to wing. Plus it does contains a load of other equipment not included in Aces High that are usable. The difference in prices are a bit of a trouble but I just divide it by 10 and it usually gets me reasonable prices that fit Aces High. Aside from those issues everything else in Aces High have been working perfectly. We even have one of the players that play a Caplatas (Evil Voodoo priest). I did allow it since he rolled Voodoo Parents on the extraordinary abilities table. But he is moving from Sweden to USA during the summer so he is not returning in the autumn when we start up the campaign again. Aces High is still one of my favourite Monographs for BRP and can be perfect with some polishing!
  6. Well I just finished the session. Funny thing I didn't see your suggestions until just now but I had already ruled just as you suggested on my own since it made most sense. The adventure actually played out nicely, at first the players where a bit puzzled and didn't have clue where to start looking for clues. But after a while they started to pick up on some minor clues that lead them to the red skin shaman. For the showdown in the cave that the Big Head Bat Family used as home I used Medusa Hideout you can get from free from 0one Games. Just removed all the doors and furnitures and then you ended up with a natural cave that fitted the adventure perfectly. Printed out the tiles and laid them out as they explored the cavern and used counters during the combat. Will not reveal to much of the story here since I don't want to ruin the experience for others. The adventure took us 3 sessions (4-5 hours each) to complete. Now we are having a summer break and will hopefully start the campaign again in the autumn. We are trying to pull together a new group to play with over the summer but haven't decided yet what game or genre to play yet.
  7. We are just at the end of our third Aces High adventure which happens to be scenario from the Aces High book. I am a bit curious about a couple of things in the adventure since they can have a big impact on how the finale plays out. So any clarifications will be helpful. The description of the Big Head Bat Family in the scenario at p.105 mentions that they can Wing Buffet and Bite in the same round. This is not mentioned in the animal description on p.54 in the book. How does this work with the SR system if allowed? The description on p.54 mentions that they cannot be hurt by any mundane weapon. This seem to be omitted from the description of the Big Head Bat Family in the scenario on p.105. Are they an exception?
  8. Sorry my mistake! Did mix up the Devils Gulch and Aces High thread. But the two modules blend so well together anyway. Kung Fu wielding Shaolin monks are available for play in the Aces High book.
  9. Yes, Yes and Yes? Although the Ninja are in the BGB and not in the Aces High book!
  10. Well from what I understand the Magic supplement is its own magic system (the RQIII system) you can use instead of the one in the BRP core book. Grimore I understand is just an expansion on the Magic and Sorcery system in the BRP core book and doesn't have anything to do with the RQIII-style magic. But I could have gotten it all wrong!
  11. I agree! And even if I don't end up using it I will pick it up just to support the BRP line.
  12. 903 downloads

    Here is a new character sheet that I designed with Words 2010. It's inspired from bardic design's character sheet and very similar to my previous one. It contains my favourite optional rules I like to use. The character sheet is designed for any Modern/Futuristic game and adapted for such. Hit Locations Fatigue EDU stat Base Chances for Modern/Futuristic games Feel free to point out any errors so I can correct them. Have already corrected several errors!
  13. 548 downloads

    Here is a new character sheet that I designed with Words 2010. It's inspired from bardic design's character sheet and very similar to my previous one. The character sheet is designed for my upcoming fantasy campaign and adapted for such but should be usable for any Historical or Primitive game. Hit Locations Fatigue No EDU stat Removed Psychotherapy Base Chances for Primitive/Historical games Feel free to point out any errors so I can correct them. Have already corrected several errors!
  14. I edited the link on my previous post to be the correct link to the file in the downloads section. That should be the updated conversion. Just to be nice I'll repost the links to the files in the downloads section here: Star Wars Dawn of Defiance Primer Traitor's Gambit
  15. Sorry about that! Somehow posted the wrong link. Tried downloading it myself and I get the correct file. Should have 1.1 after the name. Btw the changes to the Gambit file are very minor. Basicly the only thing I did was to remove Total Hit points for the named characters. Because it's quite combat heavy adventures I figured that only allowing Total Hit Points for the characters would make the adventure more enjoyable and survivable.
  16. Just wanted to inform that I have made some minor changes and replaced The Traitor's Gambit with an updated file. I have been busy but will soon start on converting Episode II. Also uploaded my Star Wars Primer. I ended up scaling it back to keep the the changes to the core BRP rules to a minimum but it will list all the optional rules and changes I will use as a base when converting future Dawn of Defiance adventures.
  17. 756 downloads

    This documents lists all the optional rules and suggested changes of the BRP rules to run the Dawn of Defiance Campaign. It can ofcourse be used by anyone who wants to run a Star Wars game with the BRP system. Version 2 Streamlined the Primer Added an Equipment List and descriptions. Version 3 Added a missing section in Equipment List with equipment mentioned in the description text. Added a Money and Wealth section. Revised and corrected some item values. Version 4 Revamped the Force section to now use both Psychic and Super Powers. Version 5 Some editing on the Force section. Added a section with guidelines how to use Miniatures and Maps for vehicle combat. Version 6 Some very minor cosmetic changes. Revised the Money and Wealth section. Revised the Values of the equipment list. New system that gives better values.
  18. Well if you want a printed copy the only place I know where to get Monographs is to order from Chaosium itself as Classic Fantasy is a monograph. If you want a PDF copy on the other hand you have plenty of places where you can get the monographs outside Chaosium. I usually get my PDF stuff from DriveThruRPG
  19. I like it a lot. Atleast for a Fantasy/Medeival game. Simple, easy to read, and not hard on the eyes. I might even use it for my upcoming fantasy campaign.
  20. This is one of the stuff I find a bit fussy. I have no problem doing it like this making the disease more aggressive for each failed roll. It's a bit unclear on if the CON rolls are the same as for the minor diseases that you start at CONx2 after the first week and then roll after the time of the severity have passed until you succeed with increased chance for each roll or do you continue to roll vs. POT? Either way each failed roll roll increases the severity and shortens the time until next roll. Only thing I feel is strange about this is that all the major diseases take the same time to get serious.
  21. Hello! I was writing an adventure and had a creature with Disease Carrier that infects through its bite. But when I was reading through the rules about disease on p.221 in BRP some question marks appeared over my head. I have no problem with the minor diseases (bad cold or mild flu) since they are quite easy to understand. But it's when I get to the section on the major diseases the confusion starts. So I just want to know if I have understood the rules correctly. For example it isn't clear if the POT of the disease is used for all the CON rolls or just a roll to see if you are exposed to the disease? Once you are exposed to a disease you make CON rolls until you succeed to set the severity of the illness if I have gotten it right. Once the severity of the disease have been set you make a CON rolls after the allotted time to recover and avoid further damage if I understand it correctly. Sorry for these simple questions but just want to make sure I have understood the rules correctly.
  22. I have actually already decided to go with Classical Fantasy. Have started to write a conversion of The Spirit of the White Wyvern adventure from 0one Games that is based on their B&W map White Wyvern Inn. I still haven't decide if I wanna use that adventure to start of a Forgotten Realms campaign or start in one of my own creations that we expand as we play. I do like the generic adventures from 0one Games since they are so easy to incorporate into a setting of you choice or just run as they are and use as basis for your own campaigns. The reason why I decided for Classic Fantasy is because all their adventures are Osric/D&D/Pathfinder based and Classic Fantasy seem to fit that type of adventures better and makes the conversions easier. I plan on doing Classic conversions of all their adventures in the Master Adventures series when time allows. Have recently written a conversion of the Star Wars Saga adventure Traitor's Gambit to the BRP system and learned a lot during that and the conversion is very similar to converting to Classic Fantasy. Despite this I might order a Lords of Tarsa pdf to see how much I can use of the setting. After all it does look like a good one and maybe some sort of hybrid between Classic Fantasy/Lords of Tarsa is possible. I don't like big dungeon bashes (but I do use them now and then when they suit the adventure) but do like to keep the adventures very simple and loads of action. Slay the dragon and rescue the princess kind of adventures.
  23. That one thing I noticed when reading through the BRP book thoroughly the rules for for a great Star Wars like game is already in the book! Just had to pick the right options and some very minor changes to capture what I think is the right Star Wars feel. I will give Dawn of Defiance a playtest with BRP after our current Aces High campaign, mostly get some feedback from my players. Have a feeling it will run more smoothly than with the SAGA system that seems to focus more on tactical combat than on roleplaying. At the moment I am writing a small BRP Star Wars Primer that I will use as a base for converting the rest of 9 adventures. It will contain which options from the BRP book I will use and better explain how you can implement them (for example the effects of Light Side/Dark Side allegience), an updated Equipment List with Currency since I prefer that over the Wealth Level system (although it's still an excellent system), some Spot Rules for using existing force powers in new ways and one new Force Power (Force Lightning to replace Cyrokinesis/Pyrokinesis). I might narrow down the list of profession in a smaller list of archetypes too if I have the time to do it. Most of this stuff are already listed in the information of the description of the first adventure. But I felt a file more with a thorough explanation of things would be nice for the people who wants to run a Star Wars game regardless if they use the Dawn of Defiance.
  24. I have been thinking about getting Lords of Tarsa. On the hunt for a good and long lived fantasy setting I can use as base for a new fantasy campaign: But I want one that is generic enough so it's easy to rework other adventures and material I like from other sources and implement them into the world. So far the choice it's a choice between Classic Fantasy combined with my huge Forgotten Realms collection or this setting. From what I have seen from the samples of Lords of Tarsa it seems like a very well made setting but I am a bit worried about the generic part. Any feedback on this issue would be very welcome and help me make up my mind.
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