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tectuctitlay

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Everything posted by tectuctitlay

  1. The Talent system is not only optional, but it's also only available at character creation (they're a little bad mixed with a little good; you can take up to 2 but you're not required to take any). Talents are actually a lot like Step 6 in the BRP core. Right now Perks are purchased using a character point budget (like superpowers), but I might implement a simple "experience point system" instead, bringing Perks more in line with the computer games. Perks are also optional (I made sure to put that in the text), mostly because a few of them are uber-powerful and could lead to some serious munchkinism (the Slayer and Sniper perks for example.... Every hit (melee and ranged respectively) automatically become critical hits). And yah, Talents and Perks are for PC (and "end boss" NPCs) only.
  2. Here's a few sample perks as an example of what I'm doing: Kama Sutra Master [3 points] Prerequisites: CON 10, DEX 10. This Perk confers great stamina and skill when doing the dirty. The character gains a +30% bonus to all sex-related Stamina rolls. Lead Foot [3 Points] Prerequisites: Unavailable to Deathclaws. DX 13; Drive 60%; Sense 60%. The Character can drive like a professional racer, getting a +25% bonus to the normal Rated Speed attribute of the vehicle. This speed increase is routine, and does not instill any extra penalty or rolls. Note that this does not mean that the ride would be by any means comfortable for the passengers... As you've probably noticed, Kama Sutra Master doesn't do much, but I when I'm converting things I like to be thorough. Note that I'm getting the Perk costs from the Fallout level requirement (though I might change that later, not sure I'm happy with that system).
  3. pansophy: Thanks for pointing out the file (I'll check it out) and for the offer of help (I just may take you up on it!). On the mass combat front, I'd planned to be finished (and back to Fallout) by Monday, but my corporate masters decided that I needed to work a little mandatory overtime this weekend (which seriously cuts into my writing time). Verderer: Sorry it took me so long to write back, but I just noticed that you edited your post. I really like the GOAT idea, but unfortunately character creation is about 90% written already (I'm going with a system closer to the first three games then the second two: generate attributes and skills, pick up to two talents, then (optionally) purchase perks... as long as you meet the prereqs). I had, however, planned to do a "sourcebook" of sorts some time after I wrap up the core book. The focus of this sourcebook will be optional rules and "plug-ins" (one article I had in mind was Fallout 3 and New Vegas perks, which I'm not including in the core book). I AM in the market for 4 or 5 additional articles to finish out the book (on top of the aforementioned perks article and a scenario I want to include), so your idea would fit perfectly! So long story short, I'll be happy to write it up when I get the time.
  4. Glad you liked it! I've been steadily plugging away, trying to get it finished (through I must admit that I've gotten sidetracked over the last few days... BRP has a disturbing lack of mass combat rules, so I decided to cobble some together). Oh yah, and "bc value" is short for "bottlecap value", one of the currencies I'm using.
  5. Now that's an option that I never even concidered.... I think I even still have my copy of the 2nd edition Ravenloft rules tucked away in a closet someplace.
  6. Thanks for pointing that out... I downloaded issue 2, but never got around to actually READING it, haha. I was actually looking for something along the lines of a standard die roll though (I'm trying to avoid including any extra point-pools for the player/GM to keep track of). I was thinking about just converting the rules over from GURPS, but I'm not seeing a mechanic that covers willpower rolls either (am I missing something there BTW?).
  7. Just out of curiosity, does the BRP system have a mechanic to handle fear checks aside from the insanity rules (I don't want to mess with SAN scores)? Or better yet, any sort of mass-combat morale rules?
  8. Alright, so I just uploaded preview #2 of my Basic Fallout document - fully the first third of the book (which weighs in at about 50 pages). My major concern (and the one thing that I'm really hoping to get feedback on) is my newly re-designed random settlement generation rules.... Oh yah, any mention of the GURPS rules you stumble across will be fixed before I release the final version (I'm converting from the original Fallout sourcebook I wrote for GURPS).
  9. 1,113 downloads

    This second (and most likely last) preview is made up of the first third of the book - it's mostly fluff, though I am interested in hearing opinions on my redesigned settlement generation charts, as well as the Environmental Hazards section.
  10. I hadn't concidered that, and it would actually work pretty well... Thanks for the suggestion!
  11. Guess that's no then? Oh well, I've decided to drop Technology Levels all together anyway, and go with a "goods and services by settlement" section....
  12. Has anyone already written up any random settlement generation tables? (in a sourcebook perhaps? I didn't see any in the core rules) Any rules for dealing with technology levels? I've just arrived at the "Design Your Own Settlement!" section in my conversion, any I'd prefer not to write anything that contradicts any existing rules...
  13. On one hand, I REALLY like the idea of basing faerie magic on APP (given that it's all charm and illusion-type magic, it just makes a lot of sense), and I can see the wisdom of basing hedge magic on POW too (the magic is passed down rather than gained from a formal education)... But on the other hand, I saw hedge magic as being a refined version of glamour, and scientific magic being a refined form of hedge magic, so I wanted to keep at least a little continuity between the three systems... This is going to take further thought.
  14. The magic system I'll be using is very free-form, with a "faerie tale-esque" bent. Spells take the form of a sentence which the player must speak out loud. Each sentence has 3 components - a subject, an effect, and a duration - each of which has a difficulty. The three difficulties are added together to find the final difficulty. The sentence "I banish you Jack Silverheels from Albion's shores, for a period of no less than a year and a day" has a subject (the faerie Jack Silverheels), an effect (Banishment in this case) and a duration (a year and a day). Say you have a The Art (Scientific Magic) skill score of 42%... adding the three difficulty scores together gives you a difficulty of, say, 35%. You'd subtract 35% from 42% giving you a modified The Art (Scientific Magic) skill score of 7% to cast the spell. Difficulty may be reduced by taking modifiers to the spell (I haven't worked out exact mechanics yet). Taking "The Magus must spin thrice, widdershins" would reduce difficulty a little, while "May only be cast at Land's End by the light of a full moon" would reduce difficulty a lot. If enough modifiers are taken, the mage may actually get a bonus to cast the spell. There are three flavors of magic - -Scientific (book learned) magic which has the most available effects and can be cast by humans. Based of the EDU score, spells require research and formulation before they can be used. -Hedge (peasant) magic, which has fewer available effects and a nature-esque bent. Based on EDU, spells require research and formulation before use. -Glamour or faerie magic (magic in it's raw form). Usable only by faeries (and fae-blooded), based on POW. Glamour is innate and usable at will, and thus has no casting time (unless the faerie takes modifiers that give it a casting time). Spells don't need to be researched or formulated, so modifiers may be added or dropped on the fly. Fewest number of available effects (varies by faerie "breed", sometimes as few as one or two effects). To get back to my original question, though, the way I picture Hedge magic is along the lines of Eastern European "folk magic", where your avarage joe might know a charm to ward off the evil eye, and a few more to keep from getting eaten by the boogie man. I also wanted to include a sort of villiage "wise woman" type, who uses magic full-time. My current thinking on the subject is now maybe allowing anyone to take low levels of The Art (Hedge Magic), but requiring a minimum EDU score to increase your skill level beyond a certain point. Does this sound plausable at all?
  15. I've been jotting down ideas for a setting I'd like to write out someday. In this setting there are 3 types of magic: glamour, which is based on POW and only usable by faeries (or fae blooded), and "peasant" and "college learned" magic usable by humans and based on EDU. Since "college learned" magic requires schooling by definition, I'm requiring a minimum EDU of 14... but what about "peasant" magic? I'm assuming that most peasants would know at least a few "charms", but I'm debating whether "full use" would necessitate a minimum EDU requirement... Any opinions?
  16. Thanks for the sheet Rodney, it will definately come in handy! I will be sure to keep you guys in mind when it comes time to test this thing... As I mentioned, I'm not up on all the BRP rules yet, so I'm sure you'll have quite the job ahead of you...
  17. I actually did this up as a sourcebook for GURPS a while back... Given the fact that I can just recycle most of the fluff I've already written, it shouldn't take long to finsh (as long as I can find the time to sit down and work on it anyway).
  18. Hello all, I just posted a preview of the Fallout conversion that I have been working on to the Files section. I'm new to the BRP system, so I'm trying to learn the rules as I go along. Consequently, I'm sure that my little document is chock full of rules errors (fair warning).
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