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Conrad

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Everything posted by Conrad

  1. Yeh I saw this too. But the missing tables don't make an iota of difference. They just aren't needed. The tables you do get in the game are more than sufficient for creating a character history.
  2. There is a lack of psionics rules, but you can easily adapt the ones from Cthulhu Rising for the game( or from the DBRP rulesbook). There are no rules on environmental damage, such as vacuum, exotic atmospheres and burning damage but the new BRP book has these. The proofreading leaves something to be desired as there are a few typos here and there. An optional table (or two) for character development seems to be missing, but this has zero effect on the chargen. In fact I wondered why any of the other character background tables had been included, as most roleplayers can make up their own character backgrounds. The game is a BRP Traveller clone and worthy of being resurrected by Chaosium. It should be updated to the DBRP rules, which wouldn't take much work at all, and reissued as a supplement.
  3. I have Worlds Beyond.The ship creation section is very complete with computers, shields, drives and weapons (some of them quite good, like "shadows", remote weapons platforms) and starship combat. If you want WB for the starship creation rules, then go for it. There is more to the rpg than that though. There are the races and equipment and the worlds detailed and even a solar system generation section (well worth it if you plan on creating your own space sectors). I am well pleased with the game. The system it uses is also near enough to standard BRP rules that supplements for other BRP games can be used with it. What more could you ask for ?
  4. After more annoying uncooperation from my scanner I have managed to thrash the recalcitrant beast into submission, so here it is: Weapons and Armour Some weapons are made out of steel, especially those that are recovered from ancient ruins. These are very rare and are treated just like the iron weapons in RQ. They have half again as many hit points and are only damaged on critical hits when they are used for parrying. They do not prevent the use of psionics or spell magic. The majority of weapons that are used are constructed of wood, bone and obsidian, and as a result there is a preponderance of impaling weapons of one sort or another. Wood This can be used for clubs and for impaling weapons. They are not very hard although it is resilient. They are treated as normal bronze weapons, but do Ipt less damage. (Weapons that are normally entirely wood, such as a quarterstaff are unaffected, of course!). A wooden version of slashing weapons can be used, but they have -15% to hit and -2 on the damage they inflict, and they cannot slash. Bone Bone can keep a cutting edge, and is hard, so it can be used for cutting and impaling weapons as well as clubs. It is not very resilient, so it is often lashed on to wooden hafts to form picks, scythes, spearheads and polearms. A bone weapon will have half the hit points that a weapon normally has. It is lighter and not as sharp as metal, so it does Ipt less damage as a slashing weapon and cannot slash. It does full damage as a club or impaling weapon. On any cutting blow which does maximum damage the bone weapon has a 10% chance of shattering. A sought after material for weapons, it is very hard and can maintain a sharp edge superior to any of the other weapon materials. It will do normal damage if used as a club, impaling or slashing weapons, and it may slash or impale. Still somewhat brittle, it has 50% of the hit points of a bronze weapon, but it does not accumulate damage. If the hit points are exceed it breaks, otherwise it is unaffected. Spears and polearms have wooden hafts and so use the normal rules in those cases. New Weapons Weapon Damage SR Length STR DEX base hp Chatkcha ld6+2 2 30' 9 15 10% 5 Impaler 1d8 2 4' - - 20% 12 Gythka 1dlO 3 6' 7 15 15% 20 Quabone 1d4 2 3' - - 25% 12 Wrist Razor 1d6+l 1 6" - - 25% 5 Studded armour 1d3 4 0' - - 10% Twin axe 1d4+l*2 2 3' 9 - 15% 12 Yanga 1d8+l 3 4' 9 14 5% 15 doubledagger 1d4+2 1 6" - 12 25% 10 small shield 1d6 2 0' - - 20% 20 medium shield 1d3 4 0' - - 10% 30 Chatkcha: A thri-kreen throwing weapon that is analogous to a boomerang, common amoung the steppe tribes. It is a crystal wedge that has a base range of 30', and if it misses the target it returns to the throwers hand. The chatkcha can impale. Impaler: Developed for arena combat, it has a single shaft with a pair of blades splitting to each side to form a pickaxe shape. It is an impaling weapon. Gythka: The thri-kreen polearm has a thick staff like a quarterstaff, and wicked blades at both ends. It can be used at even the closest range like a quarterstaff. It can be used to slash or to impale. With blades at both ends the fighter may use it for 2 attacks or 2 parries as if he was holding a separate weapon in each hand. Quabone: Four shanks of bone lashed together to form a radially symmetrical rod. Armour Armour is often available in half pieces, and when scavenged from fallen foes or comrades only half pieces are available. The effect of this is that when an armoured location is struck there is a 50% chance that the armour protects, and a 50% that it wasn't protecting the precise part of the location that was struck. Armourer skill can be used to fashion armour from the appropriate raw materials, or to add studding to existing armour. Leather armour is 1pt or 2pt armour as normal. It may be studded with bone in order to improve it to 3pt armour. 1pt leather may be combined with other armours. Kank chitin is used to provide 4 pt armour, but is very difficult to work, and normally has to be custom made by those willing to endure the vile smell while they are preparing it! High ranking elves often have kank chitin breastplates. Mellikot hide is used to provide 6 pt armour. It is expensive, but possible to buy since mellikot are semi-domesticated. Braxat hide is used to provide 8 pt armour. This is quite rare, since the braxat are large, intelligent and powerful, and are more likely to make a meal of their hunters than they are to be captured! Copyright © Neville White 1990-1998 Some of the above section is missing, but its better than nothing I suppose!:ohwell:
  5. More Athasian rules will be forthcoming, notably armour and weapons.I don't have the magic/psionics rules though. Wish me luck with my annoyingly uncooperative scanner!:eek:
  6. After much messing about finding the pages and scanning them here is the first part: Races Dwarf STR 3d6+3 CON 3d6+6 SIZ 2d6+6 (mass) INT 2d6+6 POW 2d6+6 DEX 3d6 CHA 2d6 move 6 Dwarves are short but very powerful. Their size represents their mass, commonly reaching 2001bs in weight. They have a -1' penalty on weapon reach. A dwarf lives to commit his life to each task, called a focus; it is the current focus that determines his life, his friends and his enemies. When performing tasks directly related to the focus he gets +5% on all resistance rolls and +10% to all skill rolls. A focus must be a feat requiring at least a week to complete. Stoic singlemindedness is the phrase which most aptly summarises the Athasian Dwarf. Elf STR 2d6 CON 2d6+6 SIZ 2d6+6 (height) INT 3d6+3 POW 3d6 DEX 3d6+6 CHA 2d6+6 move 10 Elves are unrelated to Aldryami. Their size does not take into account their great height and leaness, typically standing 6.5 - 7.5 ft high. They thus have a +2' advantage on weapon reach. Elves can run at five times their normal movement rate, with great loping strides. They are naturally skilled in the use of bone and wood swords, gaining an extra +10% to the base chance with these weapons. They also have an extra +20% on their hide in shadows and move silent base chance. Elves find it very hard to trust any creature that is not a member of their tribe. They often fabricate tests of trust, to see how worthy of friendships their companions are. These may even reach life threatening proportions in some cases! Half-Elf STR 3d6 CON 2d6+6 SIZ 2d6+6 INT 2d6+6 POW 2d6+6 DEX 3d6+3 CHA 2d6+6 move 10 The half-elf is a child of mixed parentage, and finds it hard to be accepted by either parental race. They tend to be slightly taller than humans, and with more deeply chiseled features, although they can normally pass as human without too much difficulty. They do not form communities of their own, and so typically remain outsiders for their whole lives. They do start with a survival skill of their choice at a score of INT * 5%. They have a unique skill, Befriend Pet. This oratory skill starts at 25% and can be used to make a faithful pet of any local animal of up to man - sized. The pet must be gained while it is young, but it will then follow the half elf and will obey simple commands. Remember at all times that the half elfs pride themselves on their self-reliance. They do crave acceptance, however, and will take part in any social or cultural rituals if at all possible (especially competitive ones). STR 4d6+12 CON 3d6+6 SIZ 4d6+12 INT 2d6 POW 2d6 DEX 2d6+6 CHA 2d6 move 12 The half giant race was formed by magic many centuries ago. They are enormous individuals, 10' or more tall, with features that are human but exaggerated They have a +3' advantage to weapon length. Although huge and powerful, the half-giants suffer from a lack of wits. They are never the less interested in communication, and they are very curious. They are normally found imitating either charismatic people or a group that they live nearby. Even in groups they adopt the culture of the nearest other race to themselves. They can switch their attitudes very quickly, taking on new values to suit new situations. All personal items (food, clothing, weapons) cost double for the half giant, and they require four times as much water as other races. Halfling STR 2d6 CON 3d6 SIZ 2d6 INT 2d6+6 POW 3d6+6 DEX 3d6+6 CHA 3d6 move 6 The halflings are a feral race, standing no more than 3.5' tall. As such they have a - 2' penalty on weapon reach. They are proportioned like humans but have the faces of wise and beautiful children. They have a great racial unity, and always treat each other well - but their communication depends a lot upon their common culture. Halflings find it difficult to communicate with others that do not have their background. They do not care for war or money or power in the normal sense. They consider the inward thrown and sling weapons, and +20% on all attempts to resist poison. They also have +30% to their initial score for hiding in shadows and moving silently. Often bewildered by the cultures and values of the other races, they remain open minded and curious. Human STR 2d6 + 6 CON 2d6 + 6 SIZ 2d6 + 6 INT 2d6 + 6 POW 2d6 + 6 DEX 2d6 + 6 CHA 2d6 + 6 move 10 The human is little changed, except that all attributes are rolled on 2d6+6 because Athas breeds survivors. The average male stands 6 - 6.5' tall and the female is 5.5 - 6' tall. Many humans have marked alterations to their appearance - skin or hair colouring, distinctive features (pointed ears, hooked nose etc.) Mul STR 3d6+6 CON 3d6+3 SIZ 3d6+6 INT 3d6 POW 2d6+6 DEX 2d6+6 CHA 2d6 move 10 The mul is a tough, sterile cross-breed of human and dwarf. They have a dwarfs muscles and endurance stretched over a human sized frame. They are normally the products of the slave pits, bred for gladatorial combat. They are hairless and have stern facial features. They able to work harder and longer than most other races, and can continue heavy labour for 24 + CON hrs before needing a rest. Lighter exertion is proportionally easier for them. The rigors of their upbringing in bondage tends to make the muls sullen and difficult to befriend. Thri-kreen STR 2d6 CON 2d6+6 SIZ 3d6+12 INT 3d6 POW 3d6+3 DEX 3d6+6 CHA 2d6 move 12 The most alien of the races, the Thri-kreen are insect people, often known as the mantis warriors. They have six limbs and a tough sandy yellow exoskeleton. They walk, run and jump on very powerful hind limbs while their four arms are used for manual work. 7' tall and 11' long, they have a +1.5' weapon length advantage. They do not need sleep, and can remain active through the day and night. Their carapace gives them 5pts armour all over. For weapons they normally use the Gythka and the Chatkcha, both of which originated with them. They can use any two arms at once in combat for attack and parry purposes - the other arms distract and give the Thri-kreen a 10% defence (even if it would not normally qualify for it). They have jumping skill at DEX * 5% and can leap 50' along or 30' vertically. They have astounding reactions, and can use this to develop a dodge missiles (manipulation) skill. Thrown missiles are dodged by using the skill, propelled missiles require an impale success. The Thri-Kreen are obsessed with the hunt and with feeding. They will also obsessively protect their clutch or pack (which includes whoever he is travelling with at the time). Copyright © Neville White 1990-1998
  7. What supplement for a BRP game do you use most often?
  8. If memory serves Neville White did a Runequest conversion for Dark Sun. There wasn't a staggering amount of conversion rules though, only stats for various races, weapons and a few notes on magic. I've just tried to find it on the net but the link is down. I may have some of the articles printed out and knocking about under the mound of notes and supplements I've accumulated over the years:shocked:. I'll have a search to find the stuff if anyone is interested.
  9. I'd be inclined to agree that mecha games are on the cusp between wargames and roleplaying. However if you keep your mecha small, more like powered armour I think that you could keep the scenarios to a more human level. You might want to check out Cthulhu Tech to see the background. It appears suitable for mecha and human scale scenarios, but it doesn't use the BRP rules.Which I consider a cardinal sin!
  10. OK give me a few months and a couple of hundred sanity rolls! Oh, and factor in some time for the DBRP rulesbook to reach the shores of Albion.
  11. If that really is your picture you don't look old enough to have seven grandkids.
  12. hdrider67 have you seen this? Traveller/BRP Rules It is a conversion of traveller to the BRP rules, with a skill list and alien races. As for cybernetics for BRP see: Fallen Future: Cyberthulhu Gaming There is a BRP derived Traveller clone called Worlds Beyond that has a set of starship construction rules in it, Chaosium has one left for sale. The yahoo group brpsystem@yahoogroups.com has a file of Traveller weapons (Striker weapons.pdf) in their files section. There is also a file on modern weapons with some Traveller weapons in it. I hope that helps you in your quest. Conrad:)
  13. Would it be a fool's errand to convert the Cthulhu Tech game to BRP? I'm at ease with the BRP system and I have Call of Cthulhu rpg. I'd like to run a BRP game where big mythos monsters fight with funky mechs. If the new DBRP book has some form of stats for giant robots/ mechs would it be easy to use these as the basis for converting CT type mecha to BRP rules? The Secrets of Japan book for CoC has stats for biosuit mechs that look similar to the Tagers from CT, so that particular type of mech will be easily converted to the BRP rules. But bigger mecha?
  14. The new book looks very professional, that is if these images bear any resemblance to the final product.A pity that one of the pictures is blurred. I'd have liked to have seen how the mecha stats are handled. I seem to be losing my POW versus these images roll to try to resist buying it!
  15. In the space hazards and spot rules sections is there anything that I could use in a space opera game?
  16. It is about time that we had a BRP game with starship design and combat rules in it. This has been a major failing of BRP SF games such as Ringworld or Future World. Cthulhu Rising starts to get to grips with the problem, but fails to give us a set of starship design rules.
  17. This is good news, there are a few more rules that can be used for space opera games.
  18. Anyone reading your replies in this thread can tell that there is a lack of starship construction rules in the new book. I would love for someone to resurrect the Worlds Beyond starship rules for a future BRP supplement. However I don't expect this new BRP rulebook to include such a thing. A separate and more specific supplement for space adventures, or detailing a certain space opera background would be the right place for such rules. EDIT With the new BRP rulesbook you can run starship combat. There are some stats for space vehicles like a starfighter, transport and cargo ship plus certain weapons ( missile and energy turrets) have enough range for space combat.
  19. The more I read about this new BRP book the more I'm convinced it will be worth buying. Even though I have a truckload of Chaosium rpgs already I don't have Elfquest and I like the idea of small psychic powers or knacks.:thumb:
  20. Jason, can you please tell me about the psionics rules in the new BRP book. Hopefully I'm getting a certain BRP based space opera game soon, and would like to tack a decent set of psionics rules onto it.
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