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Conrad

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Posts posted by Conrad

  1. So only greater demons may attack more than once in a round, with attacks at every 5 dex ranks...

    Elric! (page 87) has a slightly different rules quote than Stormbringer 5th edition on greater demons:

    "A greater demon can split skills of 110 percent and more, as adventurers do; separate the attacks by five DEX ranks, as per humans."

    Stormbringer states, on page 164 under the "Greater Demons" heading, "If the player wishes, the demon could split attacks of 110 percent or more into units of not less than 50 percent, as per the combat rules."

    I hope that has clarified things for you.:)

  2. So only greater demons may attack more than once in a round, with attacks at every 5 dex ranks, and lesser demons can only attack once per round?

    Lesser demons first. Page 160 in Stormbringer 5th edition, second paragraph, under the heading "Abilities and Attacks in a Round" clearly states:

    "Bound in its own form, a lesser demon can use ONE ability or skill per round." On page 164 under the heading "Lesser Demons" it states that "A lesser demon cannot arrive on the plane with a skill or ability higher than 100% ; nor may it use more than one skill or ability per combat round."

  3. I may be overly tired, or simply stupid, but I can't figure out if demons get more than one attack if they pay the magic point cost for multiple attacks. Is it based on Dexterity, with attacks happening at every five dex ranks?

    Demons don't pay magic points for attacks, only the summoner pays magic points when summoning the demon as a "once off" payment so the demon can have a certain ability.

    Spot Rules for Demons (pages 160 to 161. Page 87 in Elric!) have the rules for demon attacks in a round. Greater demons can use more than one ability, or use an ability more than once in a round per 5 DEX ranks.

  4. I am very tempted to put together rules for character generation for a BRP version of Amber, but don't want to take time away from Interplanetary just now.

    I am a huge fan of Amber Diceless Roleplaying and the Amber setting (I even wrote part of Shadow Knight and all of the unpublished Rebma sourcebook), but I don't see any reason that an Amber-set game must by default be diceless.

    Please succumb to your temptation since you are posting comments that have little to do with Classic fantasy, so you need to get this Amber stuff off your chest. A change is as good as a rest they say. Then you will be refreshed for another round in the ring with Interplanetary.>:->

  5. "Using a 'projectile/slug weapon' is suicidal in those enviroments."

    If anyone is interested, these weapons, for the Ringworld setting could be adapted for use as non penetrating shipboard weapons.:)

    MERCY PISTOL

    (Bellepax, Inc., Earth [now defunct])

    WEIGHT: 300g

    VOLUME: small pistol -- 3cm x 10cm x 15cm

    RANGE: short 15m, medium 30m, long 40m

    DAMAGE DONE: Unconsciousness

    ENERGY USED: none

    POWER SUPPLY: memory-plastic spring

    ARMOR: none

    HIT POINTS: 4

    APPLICABLE SKILL: Handgun (projectile)

    COST: 55 stars (2100 a.d. currency); ammunition costs 2 stars per 100

    rounds; illegal to private citizens

    The mercy pistol was developed to serve the needs of Terran police

    agencies worldwide during the 21st and 22nd centuries. As transplant

    technology advanced, it soon became possible for humans to extend

    their lives indefinitely. Ensuring a steady supply of organs became

    something of a problem, until the establishment of organ banks, since

    a steady supply of organs and tissue was necessary. Violent criminals

    became the first victims of the organ bank laws; they were soon being

    executed by physicians in combined hospital-jails, to fill the demands

    of the organ-hungry public.

    Police needed a method of apprehending criminals in a way which did

    not harm their valuable organs and tissues. Until the development of

    the sonic stunner, mercy weapons were the standard armament of police

    officials worldwide. They were also utilized by "organleggers"

    criminals who sold human body parts on the black market -- parts taken

    from unwilling donors.

    Mercy weapons fire tiny needles of crystalline material which quickly

    dissolve in the bloodstream of the target, rendering it unconscious.

    Each crystal is micro-encapsulated in a safety coating which prevents

    dangerous concentrations of the sedative from building up in the

    target's bloodstream, making it nearly impossible to die of an

    overdose.

    Mercy weapons are powered by a spring of memory-plastic, and fire once

    per impulse. A dial near the trigger controls the quantity and spread

    of the needles fired, up to a maximum of 20. A single needle is enough

    to knock out any human target, but a wider spread gives the firer a

    better chance to hit. Mercy weapons usually had settings which fired

    1, 5, 10, 15, or 20 needles. Every five needles fired increases the

    chance to hit by five percentiles. Set to 20, the weapon fires a burst

    of projectiles in a conical area with a one meter base at a 15 meter

    range. Medium range is 30 meters, and anything beyond 40 meters is

    considered long range. Beyond 40 meters, the light projectiles may be

    unable to penetrate even light clothing, due to loss of momentum. The

    weapon's magazine holds 100 needles, giving a skilled marksman plenty

    of shots.

    The weapon's main disadvantage is its inability to penetrate armored

    targets. The crystalline needles ignore any armor protection less than

    3 points, but cannot penetrate armor with any higher rating. The

    protective value of armor at a particular hit location is important,

    however, since the needle may hit an unarmored area.

    If a mercy weapon is fired at a target at point-blank range, the

    gamemaster might rule that the target could suffer 1d4 hit point of

    damage from such an attack.

    On the Ringworld, it is likely that if an advanced people developed

    mercy weapons, they could fire ammunition which affected only certain

    species or sub-species of humanoids.

    --------------------

    Tangler Gun

    (Bellepax, Inc., Earth - now defunct)

    WEIGHT: 2.2kg

    VOLUME: short, bulky rifle -- 5cm x 17cm x 48cm

    RANGE: short 15m, medium 30m, long 50m

    DAMAGE DONE: entangle + possible 1d2

    ENERGY USED: 5/shot

    POWER SUPPLY: 100/5/350g/N + 20 round magazine, sold as one unit

    ARMOR: 3 points

    HIT POINTS: 12

    APPLICABLE SKILL: Rifle (projectile)

    COST: 200 stars (2210 a.d. currency); ammunition/power supply units

    cost 6 stars each. A backpack version, for controlling very large

    crowds, costs 28 stars, weighs 5kg, and has 120 rounds of ammunition.

    Tangler guns were the precursors to mercy weapons. They fire a

    projectile of memory plastic which is designed to entangle and

    immobilize a target without causing it significant harm. The 2.5cm

    round bursts upon impact in a 1 meter radius pattern of strong

    adhesive memory plastic ribbons, which almost instantly curl around

    the point of impact then rapidly tighten. When struck by a tangler

    round, the target should make a Luck roll. If it succeeds, it takes no

    damage; otherwise, the impact of the rather weighty projectile does

    1d2 hit points of damage to the hit location struck. Note that a

    tangler's tangling ability is effective regardless of the hit

    location. An entangled target must make a balance roll at half its

    skill rating every round to remain standing. Furthermore, the target's

    arms will be pinned to its sides unless it overcomes the entangling

    ribbons' STR rating of 25. The GM may decide if the target gets one

    try to break the tangles, or one try for each arm. Finally, the

    entangled victim will be stuck [sTR 25] to any surface he or she falls

    to, and if both limbs are trapped, he or she will be unable to squirm

    away from the area. Sinclair monofilament cable cuts through

    entangling ribbons fairly easily. A hullmetal knife would do so

    extremely slowly, rquiring over an hour of work -- work most likely

    impossible to an entangled victim. The proper way to free oneself of

    "tangles" is to spray a solvent on them.

    On the Ringworld, weapons similar to this may be found in the

    possession of Healers, City-Builders, and any other reasonably

    advanced species.

    A crueler variant of the weapon might employ strands of monofilimant

    wire in the projectile, or simply fire a large tangle of monofiliment

    wire. Such rounds would be expensive, but deadly.

  6. If, for some reason, BRP: Classic Fantasy gets nixed, I think you should insist that it be titled:

    "BRP: Spawn Of Fashan"

    Aycorn, stop being an arse. Spawn of Fashan is a steaming pile of crap. >:->

    Chaos and Catacombs was my favourite title. Classic Fantasy, while practical doesn't have that old school alliterativeness to it.

  7. Like simonh, on the Translight forum, I'm wondering if the thing has starship design and space combat rules planned for it?

    "Books 1-2 are done and could be published, but the consensus is that it needs a ship design and combat system (book 3) there at the outset. That's not my part of the project and I dunno about status."

  8. Well, given that the setting book Far Avalon came out systemless, and that a Mongoose Traveller conversion booklet for the latter is in the works, and that Avenger produces quite a bit of other Mongoose Traveller material, and that Martin J Doherty seems to be up to his eyeballs in writing work and other nefarious activities ...

    Well, I don't know, but I'm not holding my breath. :innocent:

    Looks like Translight would make a good monograph for BRP. Thats if Mr Doherty ever wants to let someone convert the rules for him.;)

    Like simonh, on the Translight forum, I'm wondering if the thing has starship design and space combat rules planned for it?

  9. One year since the last post!

    Has anyone played or read the Double Edged Sword and Double Edged Sword Part Two: Rats in a Maze adventures for Worlds Beyond?

    They where published in the Vortext magazine.

    I didn't know these two scenarios existed till now. Apparently from the write up on rpg.net they were a three part Traveller set of scenarios converted to WB. They were published in issues 7 and 9. The last scenario "Dogs of War" was never published.

    There is also an article called "Sher'tazi ... A Closer Look", in issue number 1 of Vortext that looks interesting. I would love to track these down.

    Thanks for telling us about them Solardog.:thumb:

  10. The project seems to be in suspended animation for a while. Most of it is already written but there are many loose ends (actually a bunch will probably need to be cut as I think it is a little long to fit in a monograph). A great part still needs to be edited and the whole thing needs to be properly formatted. Right from the start I knew those things would be trouble for me to accomplish but a number of friends assured me that they would be willing to do that stuff and seemed excited about it.

    I offered to proofread any material for typos and to correct them but I've not been contacted for a while. .:(

  11. Corum is STILL my all time favourite RPG book.

    Physically its a thing of beautyAl

    You need your eyes testing!>:->

    The new rules workAl

    Well, they sorta work.:(

    And it just inspires wanting to PLAY and to RUN

    Unless you want to play a magic user, then prepare to get ugly as Chaos mutates you or messes with your persona!:eek:

    (Some of the humour falls a bit flat for me but hey ho)

    Al

    Aussie humour :ohwell:

  12. For the nostalgic, click the link for this article:

    Stupid Monsters someone was paid to make

    The monster section also needs flumphs (found in part two of the article).

    And "Land Sharks" with... oh, never mind. :innocent:

    Nice article, thanks for linking to it Dragonewt:D

    I'm thinking what we'd get if we crossed a Dyll with a female deer. Would it be a Dylldoe?>:->

    The Flumph picture, in the second part of the article, looks good. I'm going to have to put some stats to the creature and let my players meet this weird pancake beast!:eek:

    The Hurgeon reminds me of an old fantasy game that had giant killer penguins and hedgehogs, and elephant men in it. I think it was called Dragon Roar.:confused:

  13. Subject to change becouse of possible space limitations, but this is my goal of which more than half are done. This is the last chapter I have to write.

    Elf, Dark

    ...........

    Gargoyle

    And where's the flumph then? :eek:I'm gutted that you could ignore such an important DnD monster!;-(

  14. I didn't even know that was there until now. A nice hybrid keeping elements of both systems that appeals to some gamers. It is something I may have used a few years ago myself.

    Sword & Spell on the other hand attepts to remain Basic Role Playing as much as possible and instead capture the feel of D&D through subtle changes in terminology and modifications to exicting BRP rules, the addition of numerous monsters found in classic dungeon crawls, and about 100 new Magic spells compatable with those already found in Basic Role Playing.

    I'm glad that Sword & Spell is more BRP than DnD when it comes to game system. Solinor's magnum opus is too heavy duty for my tastes and makes my brain melt when I consider the possibility of using it. No disrespect to Solinor. It is just my taste as a GM. :ohwell:

    Levels: Some games have used a level system to track character progress. This is a very inflexible and restrictive system that Sword & Spell is NOT attempting to recapture. Rather than having your thief get together with his buddies and then going out and hacking through a lair of goblins so that he can get better at climbing walls, Basic Roleplaying uses a system where if you want your thief to get better at climbing walls… go climb some walls. In Basic Roleplaying, if you want to improve a skill, use a skill.

    Thanks for the interest.

    Rod

    Levels work fine for me playing in a DnD game, but I am not keen on the concept in a BRP based dungeon bash. I'm glad to read that you haven't adapted this for Sword & Spell.:)

  15. Then I misinterpreted your post :).

    I would personally like to use The Green as an undiscovered, unexplored "lost world", either on earth or on another planet. Travelling there could be by the usual means, by an experimental spaceship or by an interstellar/interdimensional gate.

    The Green appears to be humanocentric, from the files I've read, so its use as a lost world or planet of transplanted humans and plants wouldn't be hard to do.:)

    Planetary romance would be a good genre for the setting. The Green could be Venus from Space 1889. Wasn't there supposed to be a proper Chaosium publication with pulp planetary adventures in it?>:-> I wonder what Jason Durall's version of Venus is like and if The Green would slot into that setting?

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