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SineNomine

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  1. Off the top of my head, it largely depends on how you want to respond to SWN's basic assumption of niche protection. SWN's core system assumes a fundamental division of abilities between warriors, experts, and psychics, and while there's some skill overlap if PCs push their skill points that way, their special class abilities are forever out of reach of the others. My assumption is that if you prefer BRP, you probably want to jettison this niche protection. I haven't used BRP in a long time, myself, but here's a vague impression of how it might work. Character Creation Roll BRP characteristics as normal. Each PC then chooses a background package and training package from the SWN core book. The SWN skills are then translated into their nearest BRP equivalents- "Combat/Projectile" would be Firearms, for example, while "Stealth" would be both Hide and Stealth. They then spend their skill points. If a given skill does not appear on either their background or training lists, their maximum is 25%. If it appears on one, the maximum is 50%, and if it appears on both, the maximum is 75%. Each PC then picks one special ability- Veteran's Luck, Like a Charm, or the ability to gain psychic abilities. Character generation then proceeds as normal for non-psychics. Psychics then choose either one SWN psychic discipline, if they have only one instance of "Combat/Psitech" or "Tech/Psitech" on their skill lists, or two disciplines if those skills both appear, or appear twice. They gain the level 1 psychic power for their chosen disciplines at POW x2 proficiency for each. Psionics Triggering psionics costs power points equal to one-third of the power's level, rounded up. Level 1-3 powers thus cost 1 PP, 4-6 cost 2, and 7-9 cost 3. Psychics can permanently burn CON or POW points to fuel psionics if they run out of power points. A given psychic power can be permanently mastered by sacrificing POW equal to the activation cost; mastered powers no longer require PP to trigger. Psychics can only unlock new levels of their discipline by gaining competence in earlier ones, usually under situations of extreme stress. When an experience check for a power would boost the power's associated skill to above 50%, the player may instead choose to unlock the next level of the discipline, gaining the next ability at POW x2. This experience check must be one gained through use of the power in a stressful, dangerous situation. Ordinary training will not unlock the powers of the mind. Powers operate as per the SWN rulebook. Where a Mental Effect saving throw is required, a normal Resistance test of POW vs POW is made. Psychics always use their maximum original POW for resistance tests, even if they've sacrificed points for mastery or to fuel their abilities. For the few psionic powers that directly inflict multiple dice of damage or absorb a hit point buffer, just scale it to BRP's assumption of non-increasing HP. Difficulties SWN goes on a 2d6 bell-curve system, with the assumption that a TN of 8 is the lowest difficulty that's likely to be worth rolling for. Where the source SWN text gives a skill check difficulty, turn it into a normal skill check. Apply the following penalties to the check per the original 2d6 TN: Diff 8 is -0%, Diff 9 is -15%, Diff 10 is -30%, Diff 11 is -45%, and Diff 12 is -60%. Those mods put the likely results very vaguely in the same ballpark between a SWN character with +1 on the roll and a BRP character with 50% in the skill. The above are just a first cut at ideas, but they might be useful for conversion.
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