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Loki

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Everything posted by Loki

  1. Excellent! That is pretty much how the group's ship situation is. It's a large ship and most of the internal workings are automated (engineering, maintenance, etc.) and if the group needs to go somewhere, it takes a minute to get there. There's no big, sweeping hallways or corridors, it's a functioning ship. There is a medical ward with two beds (imagine the interior of the ship Serenity), engineering is way down at the other end of the ship and it's a trek. I'm giving them the Tantive IV Star Wars blockade runner, without weapons, for a ship. So if they want to get into ship to ship battles, it'll be ugly and rather short. Not sure how long it'll be before they earn enough money to hire a full crew. Anyway... Seneschal the series sounds delightful, whats the name of it?
  2. I hate to double post, but I have been running this idea through my head and before I implement it in my game, what do you folks think? All constructive, but polite criticism is welcome. I wanted to stay away from too many overly complicated mechanics, between the different weapons and try to balance them out (if possible). Thoughts? Small Caliber Pistol Weapons: Single shot or double shot. 1d4 damage. These are mainly hold out, easy to conceal, personal self defense weapons like a .22 or a .38 Medium Caliber Pistol Weapons: Single shot, may have equipment added to make it more accurate. 1d6 or 1d6+X damage. 12 round clip. Easy to conceal weapons like a 9mm. Large Caliber Pistol Weapons: Single shot, 1d8 or 1d8+X damage. 8 round clip. May have equipment added to make it more accurate. Difficult to impossible to hide. Sub-machine guns: Single or 3 shot burst. 1d6 damage. 20 round clip. May target two different opponents.May have equipment added to make it more accurate. Impossible to conceal. Automatic Weapons: Single or 5 shot burst. 1d8 damage. 30 round clip. May target three different opponents. May have equipment added to make it more accurate. Impossible to conceal. Blasters (i.e. Star Wars): Single shot. 1d10 damage. Short range. 10 charge clip. Difficult to conceal. Susceptible to electromagnetic damage, making weapon useless. Draws attention of opponents and local law enforcement... Lasers Pistol (i.e. Warhammer 40K): Single shot: 2d8 damage. Short range. 8 charge clip, rechargeable. Impossible to conceal. Laser using opponents draw lots of attention as it generally ignores most armor. Laser Rifle (i.e. Warhammer 40K): Single shot. 2d8 damage*. 30 charge clip, rechargeable. May have equipment added to make it more effective. Impossible to conceal. Laser using opponents draw lots of attention from enemies and local law enforcement and military... 1d6+X or 1d8+X damage for weapons means they may be loaded with special ammunition. Result might be 1d8+1 for heavy loads, 1d8+2 for hollow points, etc. Burst weapons may cause x3 or x5 the amount of base damage. Sub-machine guns can do x3 damage per burst. Full automatic weapons do x5 damage per burst. One roll is made to hit, if it misses, all shots in the burst miss. Laser Rifles may uses extra charges or "hot loads." Damage is 4d8 per shot (hot loads use up 2 charges per hot load). Using hot loads reduces the capacity of the battery clip by half and destroys both the battery clip and rifle after one full use of a clip. There is a 5% cumulative chance with each "hot load" expended of the weapon over heating and exploding. Damage will be per hot load left in clip. Blasters and Lasers do NOT shoot through walls or doors, though they make holes in them first. Bullets MAY shoot through walls and doors with the first round.
  3. I would like to argue a point. If BRP does pursue the sci-fi setting, then it must have quality artwork. It must sell and earn a profit. To do this, it must catch the eye of as many people as possible. Aesthetics seem to be a point we are dancing around. Would the addition need to have the best artwork imaginable? Nope. Can BRP get away with the mindset of, "Well...this is what others have gotten away with." Nope. It must follow the tried and true law of mankind, the sexy red dress gets the attention. I know I would buy it no matter what the cover, but younger generations need that stimulus. They need the eye candy. BRP would do well to add dynamic and energetic artwork; everything from heroic space heroes to gritty mercs to idealistic, bright-eyed, hope filled explorers with brand new shiny equipment. Of course, I could be wrong.
  4. New Guy here (man, I wonder how long I can use this as an excuse?). I have played CoC for many years and I loved it. I do have to agree with kafka though, BRP should steer away from CoC and look towards different horror. Most people I know of here in the U.S. say the exact thing about CoC; "You investigate, you go crazy, you die. Not a game for me." What's creepy is, people who have never met each other say those exact words. The point being, CoC has a certain perception and perception is reality. Delta Green was a fantastic setting that I was sorry to see not flourish. Expanding on horror, zombies (and not just the lame ones that stagger around), weird medical experiments, serial killers, a coven of Vampires that are true predatory vampires (no sparkling here) and a host of "evilness" is an avenue I'd like to see BRP explore and take advantage of in the future. Pathfinder (which I love) reminds me of what AD&D should have been and it is incredibly well received. While I don't personally like the art, it is action packed and catches the imagination's eye and the mundane eye. Give me a good core rulebook, but give me plenty of well written adventures. And you have all the money I can throw at you!
  5. Oddly enough, that is exactly how I am having the "captain" get his ship. He has a ship and is now looking for a crew (a touch of Firefly). Whatever roles the pc's can't fulfill, I'll have droids and NPC's do the work. ;-)
  6. New guy here. Let me say that again, New guy here! I think BRP is in a great position to be just as popular as some of the other systems and/or titles. I also think it is in a very good position to be a seriously powerful driving force in the horror and sci-fi realms. I enjoyed playing Star Wars, but if you weren't a jedi, you were going to die very quickly. So people were forced into playing jedi or forced into confronting jedi/sith. And if they didn't, well that's what Star Wars is all about. BRP really gives us the opportunity to show the sweeping difference between say Joe "WTF" dirt farmer with his daddy's pistol vs Sam "Reaper of Souls" Colt the gunslinger. BRP brings an incredible amount of options and as has been mentioned above, adventures are what could be taken advantage of for the better. They can be scaled (obviously) to fit the needs of a GM, so I think it would help BRP if they had a wider support element. But again, I'm the new guy, so take my limited experience with BRP with a grain of salt. Did I mention how much I like the flexibility of BRP?
  7. I gave them a stripped down cargo vessel that can act as an exploration vehicle if necessary. They can hire out to explore space anomalies in between adventures to supplement their income. They can also bring in emergency supplies when necessary. The rich are always willing to pay so they don't have to wait like the common peasant.
  8. So now the really, totally awesome, mondo, doosie of a question is how big do I make their first ship? Part of me wants to give them a Firefly class ship, but does that have true FTL (Faster Than Light) capability? And if it does, whats the range? In Warhammer 40K, a "Sprint trader" class ship can be a mile long and is HUGE, but it also travels vast distances in the warp. If they are going to travel distances, they'd need a decent galley. I don't want to over think it, but I don't want to give them too much to begin with and I don't want to give them too little. I as thinking maybe a "Tantive IV" Star Wars ship that has been refitted as a cargo vessel (no armament). Thoughts? http://starwars.wikia.com/wiki/Tantive_IV Space...sure is a lot of it, Loki
  9. Sigh....my lasers will go "pew, pew, pew." But only to create atmosphere and a "hindrance" for using them.
  10. I was going to kinda steal from Star Wars and give all the players a Vitality score which would equal their Hit Points. Ballistic weapons would take away from their Vitality first, but energy weapons would go straight to Hit Points (yikes!). The trade off is, energy weapons use LOTS of energy, so have very limited shots. Ballistic weapons, well, how many rounds can you carry? Now alien weapons are for a different thread (ha!). In my campaign, I'm going to have the classical laser bursts with all the shiny lights. So that will draw lots of attention, as opposed to Mr. Colt .45, and unlike a blaster/laser, there's something to be said for a good old fashioned slug thrower on full auto! Gosh, I hope none of this came off as snarky! I really am using you guys/gals for all the advice I can get. I'd rather you shoot holes in my plans beforehand than for me to run and all my players say, "Well, what is the rule for this circumstance you big goof?!?"
  11. Funny you should say that, because I was going to add that buffer into the game. Laser weapons/blasters are weapons that are hard to conceal and very deadly, which would draw all sorts of attention. Old fashioned ballistic weapons are far more socially acceptable and sporting (most people don't fight to the death). The party would have to keep track of ammunition and while automatic weapons can cause massive damage, they will indeed run out of ammunition quickly! One of my big concerns is making certain weapons too powerful.
  12. I plan on giving them a little padding to protect them somewhat, but I definitely want it to be lethal. I just didn't know if there are some things I should immediately rule out in the first couple of things (hand held flame thrower for example).
  13. Long story short (too late, I know) I am new to BRP and want to run a sci-fi game, similar to Warhammer 40K (no, no Space Marines) meets Serenity. With that being said, I plan on going rules light for the first couple of games until everyone has everything solidified. My big question is, do you have any advice regarding things that would catch me off guard weapons wise? I plan on everyone having a good old fashioned pistol or sub-machine gun to start. I wanted to stay away from guass weapons, lasers, phasers, grenade launchers, alien beam weapons and other more exotic things. If you have any suggestions outside of weapons, I'm open to those too. Thanks!
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