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Old Man Henerson

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Posts posted by Old Man Henerson

  1. 6 minutes ago, Atgxtg said:

    Yeah, it all depends on how powerful you want the lightsaber to be. In WEG's orginal Star Wars RPG you couldn't parry lighsabers with normal weapons becuase they would just cut through those weapons. They did the same when parrying other weapons too. So if a Wampa Ice creature too a swing at you and you parried with your lightsaber it probably lose a claw.

    Lightsabers should probably be the most powerful melee weapon that cuts through most things with few exceptions as that is how they were portrayed in the films. Though I can always include a few items and or armors that are resistant to light sabers just to mix things up with the players. (These would be rare though since, like the lightsabers, they would have to be relics of Old Terra or powerful alien technology in the setting) 

  2. 7 minutes ago, Lloyd Dupont said:

    Actually,.... Sunder is described in Mythras rulebook, combat special effect section.

    Might that be in the free Mythrass Imperative book?

    7 minutes ago, Lloyd Dupont said:

    Basically every point of damage after reduction from magic protection, is taken point for point from AP. If anything is left it damage the target.
    So basically it is very good at destroying the armor.

    Yeah, that sounds pretty accurate for a lightsaber. Thanks for the info.

  3. 6 minutes ago, Atgxtg said:

    Well lightsabers are very good at cutting through things so how about they ignore  armor on a special, including any parry armor (So either they can't be parried or the parrying weapon takes damage to hit points equal to the lightsaber damage roll). They can be parried by energy weapons (lightsabers, electro -staves, Gungan energy reienced shields, etc.)

     

    Lightsaber also tend to cauterize wounds though so no bleeding.

    P.S> Altnetately you could just have the lightsaber's damage cut through armor and parrying objected taking points off equal to the damage rolled. So if a Lightsaber got a special success and  did 10 points to a "Drone Trooper" in 8 point armor, it would cut through the armor and do 2 points to the trooper, but destroy the armor (on that location).

     

    These are all good ideas. Thanks for the suggestions. I think the first suggestion would work for specials and criticals while the second option could work great for all normal hits.

  4. 3 minutes ago, Lloyd Dupont said:

    Mythras Star Wars + Firearm, which has a lot of weapon and combatr effect, a good source of inspiration, would have Lightsaber having the cauterining trait (alway s active, this weapon CAN NOT cause bleeding) and Sunder effect (destroy a number of armor AP)

    I have the Rune Quest Star Wars conversion pdf, and I think it does mention Sundering, but there was no other information on how it worked. I will definitely look into the Mythras Firearm thing since it is free.

    • Like 1
  5. Being a topic about specials, I also have a question.

    The campaign that I want to run is very star wars themed and I am going to have players be able to use the energy sword from the BGB with the very impressive 2D10 damage. I am not sure about the special though as it is listed as Impaling. While Impaling is certainly possible, I am not sure it is the appropriate sort of special damage for something like a lightsaber. In fact, I am not sure that bleeding, knockback or any of the other special damages fit with this weapon so I am not sure what to do with it other than saying something like "You completely bisect the stormtrooper". Any thoughts?

  6. 17 hours ago, Atgxtg said:

    THe idea I was thinking of was basically that every time the PCs go somewhere more time passes for the universe than it does for them. It's a neat Sci-Fi thing but it does have the possible drawback of events outpacing the PCs, or NPCs aging out of the game faster.

    Yeah, that is mostly my concern, if it happens all the time things will get weird really fast.

    17 hours ago, Atgxtg said:

    soltakss is good folk. Yeah, than might do most of what you want.

    Now I just need to figure out if I want to transfer all the powers into psychic abilities or leave them as they are. Another thing I need to figure out is how these force powers work, for example:

    Quote

    Most of the talents have several levels of increasing power,
    which can be achieved if the user accepts an incrementing
    Difficulty Grade to The Force skill roll. Although
    this requires more Tenacity to use, the maximum penalty
    the user may attempt depends entirely on their rank;
    representing the higher levels of technique and training
    required.


    For example, a Jedi Apprentice cannot increment the power
    level of Telekinesis, being limited to moving just a few kilos.
    A Jedi Master on the other hand can attempt to move objects
    up to a hundred times heavier, suffering a difficulty grade of
    Formidable and increasing the cost to 3 points of Tenacity to
    do so.

    (Tenacity being Magic Points)

    There are some similar rules for boosting magic powers in the BGB but the difficulty grade seems to go beyond making difficult roles. Here, there are several levels of difficulty ranging from none, hard, formidable, and herculean. There is nothing in the BGB that corresponds to this very well, so I am just thinking that I will turn these into skills that you can add Power Points to like how psychic powers work.

    17 hours ago, Atgxtg said:

    It's part of the silliness that comes with being able to bring PCs back from the dead easily.

    It does seem to get rather silly considering how little of a threat that death can be in D&D. I never played so extensively so as to revive anyone from the dead, but a lot of D&D can become silly it seems, like for instance, forgetting how magic works after you use it.

    17 hours ago, Atgxtg said:

    I hope  it all works out well. 

    Me too, thanks for all the help sir!

  7. 21 hours ago, Atgxtg said:

    That works, but... you probably should build a table of travel is as you go along so that your players won't start wondering why it took 2 weeks last time but 3 weeks this time. 

    You might set up a base time (1 week, 1 day, 1 fortnight, etc), or even a base die (1d4, days, 1 d6 days, 1d4 weeks, etc.) depending on the distance and complexity of the route, and then modify the time by astrogator's success level. For instance, say a trip has a base time of 1d6 days, but the time is halves of a special success and is the minimum on a critical success.

    You could even do weird dilation FLT effects where a trip always takes one week for the passenger, but more that a week might pass for the rest of the universe. 

    Again just throwing stuff out there. 

    I did think of time dilation as being part of the back story of an important NPC, but I am not sure I will use it. It might end up being some sort of affect under special circumstances. I will probably work on a table for travel like you said though, that will be very useful.

    21 hours ago, Atgxtg said:

    Just a bit? Uh, sure. It's kinda a game theroy thing but basically "balance" encounters are specially designed not to be balanced but instead to be less than balanced., that players figure this out, it affects their expectations and behavior, and that  and that BRP is somewhat different, and they will get slaughtered with deer in headlight faces, accusing the GM of running an unblanced game and so on unless the GM breaks away from the "balanced encounters'  idea. 

     

    Now the longer explaination (sorry): 

    D&D 3E/D20 was mostly (re) built along the lines of "balanced" encounters, with balance being considered to be about one quarter of the party's relative strength, and which will reduce the party's total hit points and magical spells by about 25% . The idea being that the party will go through two or three encounters before they will need to stop and rest up to replenish their hit points and magic. After about a dozen such encounter the PCs will "earn" enough XP to level up.  That's what the Challenge Rating System did. Now things can vary a bit here and there, and Boss battles can bend this a bit, but in most cases the encounters are built with a strong bias in favor of the players. Not that this is necessarily a bad thing, but it certainly isn't balanced. It's deliberately unbalanced. It makes sense to have unbalanced encounters though, as a DM both wants to give the party challenging encounters. 

     if the encounters were truly balanced, then the PC would be expected to lose every other fight and you'd have to roll up new player characters every other week. 

    Pretty much all RPGs favor the players in this way, but they differ in the ways the favor the PCs and to what extent. Latter D20 games vary the percentages a bit, but it's a resource management model. The idea is that the party's idea is that hit points and magic spells are resources that get used up and have to be replenished before the party can continue on. The thrill and risk of combat comes from the variances of the die rolls and just how that approximately  25% of losses, exceeds 25%, and how it is distributed among PCs. For instance in the typical party of four that D&D 3E was designed around 25% could mean one dead PC.  Depending on the party's level, even  a dead PC might be hit points and spells that can be "replenished" with rest and recovery. Again it's not necessarily a bad thing, but it does affect  the players expectations and how players will judge an encounter. For instance I know D&D players who went after a dragon in BRP that they were warned about, and whose lair was marked on their map as a warning, because they believed that since the dragon was "part of the adventure" then it must be something the party could handle or else the adventure was somehow "unbalanced". The same players also don't consider a fight to be a serious encounter unless the players get reduced to half their hit points. So over time the player grew to expect balanced encounters, even the ones they initiated (it must be the GM's fault if a 1st level PC jumps off of a 20th level cliff), and viewed combat as  ts as resource attrition. It's a sprial too, as the encounter must always be increased to maintian the 25% parity thing. An encounter that was balanced for first level PCs isn;t balanced for 5th level PCs.This means that the opposition continually esclates as the campaign goes on. A group of 12th level PCs just don't run into any of those bands of 1st level bandits they used to. So NPCs are rated relative to the PCs abilities. 

     

    Now BRP is a different animal. First off, because PCs have relatively fixed hit points, and a good hit, special or critical can take down just about anybody, there is always a risk of getting taken out in any encounter. A kobold with a spear is no threat to a 16th level fight but certainly is to an highly experienced PC in BRP - just ask Rurik Runespear.  Fight are less about resource management,because serious injuries impair characters and starts a death spiral. A D&D group that has lost 50% of it's hit points "had a good fight." A  BRP group that has lost half it's hit points is probably one or two people standing with rest of the group being over their maimed or dead, both of which tend to be more of a long term impairment than in D&D. So a GM doesn't need to throw as much as the group, or inflcit the same level fo damage to have a thrilling combat encounter. Just having someone shooting at you is normally enough. And sometimes a NPC is just who is is, no matter how experienced the PCs are and if they go after them it's their own fault. 

     

    So there isn't really anything like a balanced encounter in D&D terms. That is you don't have a set percentage of party strength to work with. And that before you get into the actual PCs abilities and the talents of the players. So a GM has to learn how to gauge what is a suitable challenge for an adventure  As a general rule though, you probably want to underestimate things at first, as it easier to deal with a too easy adventure that a too difficult one. This also means that PC imrpvoment doesn't nessitate escalting the enemy, so many NPCs can be rated on an absolute scale rather than one realtive to the PCs. IN BRP the average city  guard can have 12 HP, leather armour, sword at 50% , throughout the campaign.  

    A lot of this is perception and how the GM sells an encounter or bad guy too. Players don't usually see the NPCs character sheets so they don't know is the evil bad guy has Great Axe at 135% or just 35% but acts like it 135%. This is important because you need to get the players to realize that things are different, dragons won't be downsized to suit the party, and that in general they should withdraw from a fight long before the group loses 50% of hit points.

    This was very useful. Combat does not have to be nearly as "balanced" as in D&D like you said since it is basically already balanced around your fixed hit points. I do recall however, talking to you a long time ago as you were suggesting lowering the combat percentages of enemies so the party would not get destroyed as often.

    21 hours ago, Atgxtg said:

    It's got good stuff. It's hard to say what that good stuff will be to you, as I'm not you, haven't gamed with you, and haven't interacted with you on line long enough to get an idea of your tastes.

    Well any existing Star Wars product especially earily RPGs are rersouces to a GM interested in running a Star Wars type game. Same is true for any RPG similar to what a GM wants to run, really. 

    About that, I got a PM from soltakss yesterday and he gave me the apparently legendary Star Wars conversion for RQ6. It was pretty good and had the great Force abilities I was looking for. It even had the Dark Side Points and corruption like we were talking about. Now I am wondering if I even need to buy M-Space anymore since with this and the Big Golden Book, I have about everything I need to create a campaign. M-Space's star ship and vehicle creation sections still call to me a little. I could of course wait until the potential BRP Spaceships book comes out, but I have no idea how long that will be.

    21 hours ago, Atgxtg said:

    See previous comment about game balance and players expectations. Basically 1d4 doesn't mean much to character with 60 hit points. 1d4+2 with double damage for a special and max double that bypasses  for a critical almost always means something to a PC in RQ/BRP. So a GM doesn't have to escalate the opposition constantly because the of PC improvement. This means that a GM can come up with a set of stats for Stormtroopers and keep them the same, no matter how good the PCs get. If Luke becomes a Jedi the GM doesn't have to make all the stromtroopers better to "balance" that. 

    I played in a similar situation where we told the bad guy (some sort of treant) to go ahead and kill the hostage as we could just raise them but no one was going to raise the wood from our next campfire. I got extra XP for that. 

    Yeah. Pendragon, might be one of the better example of that. It tends to rate the typical PCs in terms of average, experienced, elite, etc. with generic stats that can be used no matter how experienced the PCs (actually PK's in Pendragon) are. Yes, VIPs get custom stats, but for the most part generic stats work because that guy with a dagger is always a threat. Maybe not much of one, but even a  1% critical chance is a chance.

    LOL, that is funny with you and the treant. I do agree with you though that enemies do not have to get better or skills become useless. I like that RQ/BRP ensures that there is no such thing as a useless weapon or skill.

    21 hours ago, Atgxtg said:

    Playtest if you can. Try running the same fight but present the bad guys (same stats) as more threatening to the player in one situation and see how it changes their behavior. 

    Oh, and it okay to make mistakes, all GMs do so, all player notice but not all GMs admit to thier mistakes. It perfect okay to confess to the players that you messed up and fix something, especially starting off.

    Yeah, I will have to start playtesting here with all of this new material, thanks again for the advice, I will be sure to keep it real with my players as well.

  8. On 6/20/2023 at 8:43 AM, Atgxtg said:

    I think Dark Side points do/are the same thing. Being filled with negative KI = turning to the dark side. The Points are just a way of expressing that in game terms.

    I suppose that you are right, Dark Side Points are already negative KI, so there is no need to make multiple point systems like that.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    A week isn't a long timei in BRP. You generally make improvement rolls on a weekly basis.  The idea was that adventure would go have an adventure make improvement rolls, heal up, and then go on another adventure. So it might take a couple of years of game time to master a skill. 

    I still have to get used to how long that can take, but I think it will be okay, most of the games I have run so far have probably been closer to one shots and the only real game of BRP that I ran for awhile was a pretty fast passed adventure as well.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    Yeah, that would be convient. Have an adventure; board your ship; and spend a week in hyperspace training. Speaking of ships, were you going to have a fixed time of a week like in Traveller, or would the distance and complexity of the route matter? Also, just a heads up but Star Wars ships travel much faster than that.

    I was probably going to wing it and just decide what the jump distance was for each world they went too, no jump would be the same unless the players went back to the same world from the same jump point. As for Star Wars ships, the setting is more inspired by Star Wars than directly copying it, so ship travel will be vastly different than in the movies and games.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    I think it depends on what allegiance does in game, or if there is another way that provides those things that you like better.. 

    I will definitely have to review everything that has been said in this forum before I finalize my mechanics. I have a lot of material to work with now thanks the help of you and the others. My original idea was that the dark side points/allegiance would do their own thing like we discussed while the "Light Side" allegiance would give you benefits like increased skill points and/or HP so that you would be more likely to succeed, kind of like the Ki points.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    That is the classic Star Wars RPG problem.If Force Users are so OP then how do non-Force users deal with them and/or stay relevant to the campaign? Well, there is no solid answer to that, but some of what's been tried with vaying degrees of success:

    • Learning Curve: Basically Force Users start off really weak and slowly mature into powerhouses. This is how D6 Star Wars did it, and similar to old OD&D/AD&D handled magic-users. Really weak at first, then they get decent, then they become overpowering if given the chance to act first. This tends to work out poorly at the begging and end, but great when you are in the sweet spot. It's also how Ki powers will tend to work as written. 
    • Other Activities: THis is the George Lucas approach. Basically the Force Users duel amonst themselves while thier allies fight the minions of the evil Force Users. Works great as long as everybody stays in their own lane. 

    These are good suggestions that I will have to think about. Of course, being BRP, this problem is somewhat negated as critical hits are still definitely a danger to all characters. BRP actually does a great job of keeping everything grounded in that regard. That and player creativity is always a wild card.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    Oh, this might sound surprising but game balance isn't really a thing, at least not how it is in D&D. GMs in BRP generally don't make encounters (un)"balanced" at 25% of the party's strength.

    Would you mind explaining this a bit please. Are you saying that I should only send enemies that are 25% of the party's strength?

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    Well, you might not wan't all of the variopus ideas and options in play at the same time, and might want to cull some stuff.  Or you might want a few more perks for the Jedi. Some suggestions:

    Regular Mediation might increase the rate that the Jedi recover MP. Maybe DSP's subtract from this as someone who is angry will have a harder time peacefully meditating?   

    That is definitly a good idea. I was thinking I would purchase M-Space in a few days and I know from you and others that they have some meditation powers that I was going to look at and see what they did and if they could be adapted like this. DSP subtracting from MP regeneration is great too!

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    In some other Star Wars RPGs have Force Points which are very powerful, but don't always come back. Points spend defesnively do, but those spend for evil aggressive tasks are lost, which is turn makes such characters call on the dark side for points. . If you were to reduce the rate that MP are restored for dark siders , yit might even things out with the Jedi. For instance they could regenerate MP based on their "Sanity" (maybe rename that balance or harmony?) rather than their POW.

    So if Darth Meaning has POW 18 but Sanity 30 and 60 Dark Side Points, he'd only recover MP as if his POW were 6 (30/5) instead of 18, or one third the normal rate..

    These are some pretty good ideas too. I will have to think on all of these as this makes a great way to be attracted to the dark side.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    Yeah, that's common when you swtich game systems. The unlearn what you have learned thing applies to GMs even more than with players. Playtest an ambush in BRP to see how greatly it differernt from D&D.

    Yes, just as long as you don't overdo it and wipe them out. Remeber what I wrote above about game balance, well the sneaking thing is, since characters in BRP have fixed hit points, are more fragile than in D&D, and are always at risk of getting killed by any attack, the GM doesn't need to run comment opponents to make the players feel challenged. In D&D if you have 80 hit points, you won't worry too much about some 1 hit die goon shooting at you with a blaster that does 2d8. If he hits, he hits, 2d8 damage, even if a critical won't take you out of the fight.

    Yeah, it is definitely a challenge to unlearn what little D&D I have experienced. I do like that that fixed HP does keep the payers from growing overconfident and being completely unafraid of combat. I literally remember a D&D story where someone was holding a Player or NPC hostage at knife point and all the players realized that it was pointless since a dagger only did 1d4 of damage.

    Quote

    But in BRP, when you got 16 Hit Points, some green stromtrooper with blaster 20% that does 2d8 damage will probably drop you with one hit. He doesn't actually have to hit to make the players feel threatened about being hit. And that is what a GM needs to know to pull this stuff off. You just need players to understand that one shot can drop them.

    LOL, this is a stormtrooper we are talking about, so he probably has -50% to hit anything. Getting to the point though I think the fixed HP and lethal weapons almost keeps the game grounded and story driven rather than becoming a hack & slash game. If everything can kill you, the players have to use more tactics and mabey even avoid combat and use other skills to get to their objective.

    On 6/20/2023 at 8:43 AM, Atgxtg said:

    That's what forums are for, sharing ideas and such. I probably swamped you with too much, considering that you are new to BRP. Good Luck and may the dice be with you. . 

    Thanks a lot to you and everyone else who posted here. Don't worry about information overload, I would be pretty lost with out this information. I will probably copy everything here and sift through it later. I am starting to get a pretty good idea about what I want to do in this game now.

  9. 22 hours ago, Atgxtg said:

    Hope you get something good out of it.

    I most certainly will!

    22 hours ago, Atgxtg said:

    Yeah and consider that in Eastern philosophy spiritual health is just as important as physical health, so some of the psychic abilities/magical powers could come from spiritual skills. There is probably a spiritual skill that helps with recovering magic (Force?) points.

    It also might helpt to explain Dark Side powers and why they are shunned. You kinda wonder what sort of skill would lead to Force Lightning. You can see how it is some perversion of the norm.

    Eastern medicine is vastly superior when it comes to healing and maintaining the body. I think we in the West get to hung up on the philosophical problems when a lot of Eastern ideas are more focused on observing and caring for mans body holistically. The Force being derived from that sort of thought, a mixture of BGB psychic powers, super powers, magic, and Ki abilities would probably best represent the spiritual nature of these powers and the Energy Field (for lack of a cooler name) that fills the setting of my game. I also believe like you said that this does explain the dark side abilities like Force Lighting as being so malignant and corrupting thanks to their torturous and destructive nature. That of course, has not stopped people form thinking that they can be "balanced" in light and dark and use wicked powers of Force Lighting for good, which is precisely what I hope to avoid with this tread.

    Quote

    You kinda wonder what sort of skill would lead to Force Lightning. You can see how it is some perversion of the norm.

    Perhaps we should add some sort of "Dark/Corrupted Ki" skill to use dark side abilities like Force Lightning. Or might also be better just to stick with some sort of Dark Side Points and allegiance like we discussed earlier in the thread. Or it could be another lightsaber form like you were saying.

    22 hours ago, Atgxtg said:

    You could but the time to get a power, basically one week is fine in RQ/BRP terms. 

    THat it takes a long time to increase Ki skills is due to thier being very powerful, as their primary benefit is the greatly increased chance of a critical success. Someone with Lighsaber 120% and Lightsaber Ki 65% will critical 65% of the time when they spend a MP. 

    I think I am still in D&D mode and get antsy when I think of long periods of time. Of course, I was thinking that traveling warp speed between the stars would take a week or to of time depending on the distance, so there is plenty of time to do such training while flying between the stars.

    22 hours ago, Atgxtg said:

    I dunno. I mean Luke and Leia did a bunch of nice stuff but their force powers didn't awaken until they were exposed to Force use.

    Doubly so since Ki abilities  requires MPs to activate. 

    Separating allegiance from powers (at least in the beginning) might be a better implementation. We may even just remove allegiance altogether and make the Dark Side just a sanity type pool that gives you power but messes you up in the process while being "Light Side" means just getting the abilities straight but without any debilitating side effects or taking your character away.

    22 hours ago, Atgxtg said:

    It fits the Samuai Kensai and Ninja stories.. Basically in those stories you have one master swordsman or ninja who does incredible things.

    It all does fit the Samurai/Ninja stories, and it also fits the lethality of lightsaber combat as well. Now my only problem is giving non-psychic a way to be relevant, other than giving them copious amounts of power armor and weapons or cybernetics ala Starship Troopers or Metroid.

    22 hours ago, Atgxtg said:

    LOL! You should look at the old D6 Star Wars RPG some time. In that game characters got Force Points that they could spend to double all their abilities for a round. It is kinda a problem when one side in a duel spends a force point and the other doesn't. You pretty get the scene where the Jedi try to arrest Chancellor Palpatine.

    But keep in mind that a character only gets a critical if they roll one natural or spend a MP and roll under their ki skill, which starts off at their critical chance and goes up slowly. 

    That is rather overpowered lol. Spending MP and starting out with low critical chances should be a way to keep everything balanced.

    Quote

    Doubly so since Ki abilities  requires MPs to activate. 

    Another thought I just realized however, is that if dark side characters can just use their DSP to either re-roll near misses or get MP to power their Ki skill, Dark Siders would truly become over powered. Perhaps Jedi type characters could use something like a Battle Meditation to even the odds?

    22 hours ago, Atgxtg said:

    That's good. I find it makes it a lot easier for players to pick up a game if they haven't been indoctrinated into D&D thinking. I don't know why but it is the only RPG that players tend to drag in with them. 

    It is weird because I do feel that pull that wants me to think D&D in this game and just fight it out instead of seeking advantage wherever I can. As a GM I also have to make sure that the players do not go into those sorts of battles, although it is easier to let the players be tactical rather than be tactical myself.

    23 hours ago, Atgxtg said:

    Until a player gets really experienced the ki chance won't be much higher than the critical chance anyway. You could tone this down by:

    • Separating the ki roll and it's success level from the skill roll and it success level - but then you'd need to give some benefit from the ki roll. Lightsaber Forms could help here. 
    • Use RQ style parries instead of BRP combat matrix. Basically in RQ if you made your parry roll you at least parried the attack becuase you got to use your parrying weapon's armor points to reduce the damage, even from a crtical attack. Now a normal Sword had 10 AP in RQ3 a Katana 14 AP, and a lightsaber can probably stop a lot more than that. At least twice as much (28 points), which sould stop most crticals (Future world had energy sword do 2D10, and M_SPACE has a Force Sword doing 2d8). So a crtical hit won't mean as much against someone with a lightsaber anyway.
    • Oh, and since lightsabers can stop so much you might want to change it from seeing if the lightsaber can stop to damage to seeing if the Jedi can hold onto his weapon or if the force of the attack knocks it out of his hand. You could use a STR roll, skill roll, an opposed roll, or even the resistance table (STR+DEX vs damage?) 

    These rules sound wonderful and put some more balance to the game Thanks alot!

  10. 20 hours ago, Mugen said:

    @Old Man Henersonan average fighter with a broadsword deals 1d8+1d2 damage in Mythras, versus 1d8+1+1d4 in BRP.

    But it's hard to compare when Mythras characters don't have general Hit Points.

     

    19 hours ago, Ian Absentia said:

    And hard to compare where a Mythras Special Effect may affect the results of a combat exchange in a way that differs from simple Hit Point attrition.  In Mythras there are more explicit ways to win a fight than simply reducing an opponent's HPs to zero.

    !i!

    I was planning on using the Big Golden Book and M-Space together for the game so I can always just use BGB rules and weapons if I need to do so. I am not too worried about any big differences.

    • Like 2
  11. 21 hours ago, Atgxtg said:

    Okay, I found the boxed set, here we go (quick paraphrase and condense):

    Wow, that is all cool material! Thanks for retrieving it all! I will see what of it I can adapt to the setting.

    21 hours ago, Atgxtg said:

    Now I think it's pretty obvious how Jedi seems to draw upon this sort of thing. Most Jedi powers work a lot like modernized versions of Ki powers. Even the different lightsaber forms could be adapted to BRP by given each it own unique Ki abilities (Form I could get a sweep attack adapted from the attacks by giant sized creatures, Form II could get a riposte attack on a successful parry, Form III could parry for nearby allies, Form IV could have acrobatic spinning attack that would count as attacking on the move without losing the defense, Form V could redirect blaster bolts instead of just parrying them, and so on).

    Even Jedi hand crafting their own lightsaber and empowering it with the Force matches up fairly well with craft ki. There is no running skill in RQ3 but one could be added and Run Ki could grant a Boost Of Speed. Likewise there is no Persuade Ki, but Mind Trick could be added. Force Push could be a adaptation of Throw Ki. Instinctive Astrogation would be tied to an Astrogation skill. Most Force Powers have obvious ties to a normal skill, and some analogue. If I were to use Ki skills in a Star Wars-esque BRP game I'd probably do up a list of powers and a list of skills and match them up, then come up with KI powers for the skills that were overlooked. In fact now that I wrote posted this stuff here I think it fits the Force even better than I originally thought. 

    The 90% requirement is similar to Rune Lords in RQ. I suppose a GM might lower or remove it for a Star Wars game, but might need to put other restrictions on it, increase the 50 hour training time to acquire a ki skill for those with base skills below 90% (say 50 hours per point of fumble chance),or require a base skill roll to see if the training worked (which wouldn't be much of problem for a master with 90%, but might take several tries and several weeks or months for a padawan with 40%) . 

    Anywhere there is is.

    A lot of the Ki stuff does map pretty well to Jedi abilities. A few psychic powers might fit better in places, but for the most part these work swimmingly. If we wanted to cut down on training times, we could make some of these abilities alignment score rewards too. It will be hard enough to resist taking on DSP to achieve some of these levels anyway. My only potential concern is that some of these abilities (like always landing critical hits) might be overpowered. Presumably, the dark siders would have some level of comparable power to match our heroes, but it might be easy to cut through everyone if they are always criting their attacks.

    On 6/16/2023 at 8:50 AM, Atgxtg said:

    I'll dig it up. It can be very dead;y, as the setting models the cinematic Samurai genre, so it's even more lethal than standard RQ/BRP. It might not be bad for Jedi as ligthsaber combat had Kendo roots. 

    I can see now how this game would be more deadly than BRP now. You must have quite a few extra character sheets on hand while playing this.

    On 6/16/2023 at 8:50 AM, Atgxtg said:

    I haven't played" too much" BRP either.😊

    But I have played some and run more than I've played and, yeah it's differernt from D&D. Combat is for keeps and thus taken a bit more seriously, and yes adventures tend to be more story driven and focused.

    In my experience the biggest hurdle I've seen with people coming over to BRP isn't with BRP specifically, but with the assumptions they bring with them from other games, notable D&D. "You must unlean what you have learned" is a real thing here. New players just accept things for what they are while experienced D&Ders assume things are supposed to work out the way they do in D&D and that the game is somehow wrong when they don't.

    You definitely have to unlearn what you have learned to play BRP as a D&D player. The fortunate thing for me is that, other than a few times with some friends playing 5E D&D, I mostly played with an old copy of AD&D or a homebrew system my sister made up that was percentile based. Half the reason I got BRP in the firs place was that it's character stats were very similar to AD&D's unlike many of the other generic systems that I had looked at. The similarities and easy percentile system has made getting acquainted with BRP much more enjoyable, especially now that I am finally starting to understand the rules.

  12. 11 hours ago, Atgxtg said:

    I think what happens is that instead of seeing the Eastern Ying-Yang harmony in balance thing that it was based on, they see a more Eternal Champion/D&D thing with both sides being extremes with balance in the middle -probably because that was was they were familiar with. 

    Yeah, it is easy to have that assumption. Reading into what inspired Lucas when creating the Force yields some interesting insights into how the Force really works, especially when you learn how Eastern Medicine defines balance as being whole and healthy while anything that makes you sick is seen as imbalance, i.e. balance is not being equally well and sick. The particular sect of Buddhism that Lucas used for inspiration had that same view of balance when it came to evil within the universe as well, evil being a cancer or imbalance that would have to be removed before the universe could once again be in balance; a view not too dissimilar to the Christian view of evil and which probably resonated with the original audience when the movies first came out.

    12 hours ago, Atgxtg said:

    It was entertaining but frustrating. He brought a lot of baggage to the table based on past D&D experience that didn't apply in D6. That happens quite a bit. I used to tell him that no matter how good he got he'd never be a star destroyer, because he would look at most opposition and challenged as being a matter of needing more experience. He didn't grasp the concept that a character is never going to be able to deal or (or take) the sort of damage that  say, an AT-AT could.  But in D&D a PC could get the same AC, hit points and damage as anything else, with enough levels, magic and so on. There was one adventure where the group nearly got captured/killed by Ventress because he wanted to finish looting the dungeon (actually a Sith outpost) despite the separatists looking for the place and being a few hours behind the PCs. He only left because the Clone Trooper commander who was with him told him flat out that there was nothing the Clones could do against Ventress. As it was she shot his ship three times before he made the jump to lightspeed.

    I have not played too much of BRP yet, but reading through the rule book, I can also see the power levels of this game are way less than in D&D. The raised lethality however does seem to promote more tactical thinking and, in my opinion, ironically makes the game much more story driven when you don't have to constantly be looting dungeons for levels.

    12 hours ago, Atgxtg said:

    Probably Ebay. The thing has been out of print for years. I can look up rules for you if you like. Basically what it did was allow the critical chance to be raised separately from the main skill. Thus masters of a skill could use iit to perform an action perfectly. There might have been an option of spending POW points to boost it too. It would make characters very powerful. 

    Thanks for the offer! I would like hearing more about the rules if you have the time. I do think though from what you have told me about ki rules so far that the BGB probably has everything I need to make sufficient Jedi type characters for the game. I guess you could also give force sensitive characters skills over 100% to represent a similar level of training like the Galactic Knight character in the back of the BGB.

  13. 21 minutes ago, clarence said:

    M-SPACE follows Mythras regarding damage, Hit Points and Hit Locations. But the book also includes a simplified version of combat, dropping Hit Locations and using only 11 Special Effects. So, it’s quite easy to dial in the amount of crunch you need - from full Mythras, over Mythras Imperative, to M-SPACE’s simplified version. And there’s even a variant using Extended Conflicts to keep it really rules-lite.

    Thank you sir, that is just what I needed to hear!

    22 minutes ago, clarence said:

    As for damage, I was under the impression that Mythras has lower weapon damage in general, to compensate for Hit Locations. But I could be wrong. 

    I thought I had read it somewhere on these forums earlier, I might have it backwards though so I do not really know. It does not particularly matter though since I am planning on using M-Space in tandem with my Big Golden Book for running other things like a sanity/dark side corruption meter.

    As an unrelated question, does M-Space's weapon list include something light a lightsaber?

    • Like 1
  14. I think I am pretty sold on getting M-Space now, (unless BRP Spaceships comes out soon) but I have a few more questions. I have heard that the weapon damage and health stats in M-Space are higher than in the Big Golden Book, I have also seen that M-Space uses hit locations. So I was wondering if would it be very difficult to convert between the two damage systems and/or hit locations and total hit points?

    • Like 1
  15. On 6/11/2023 at 11:23 AM, Atgxtg said:

    Not really. I did tempt them, but It was more a case of the players failing to grasp the setting, and creating flawed characters who were destined to fail. 

    One player decided to make a force sensitive pirate, despite being warned about it (being force sensitive makes you more at risk to the dark side, and pirates tend to engage in somewhat suspect behavior). Then the player got all caught up in the tech and hardware. Said group were D&D players and were always intimated by the Empire having them outmanned and outgunned  (just like in the movies). Group died by fighting when surrounded (they should have surrendered and escaped later), but said player admitted that the NPC Darksider would have turned him by offering him his own Star Destroyer to command.

    It is surprising how many people do not seem to get the nature of the Force and the Dark Side, hence why we have seen the "gameification" of the Force in all the Star Wars video games. No one really seems to understands it and then you get things like "Gray Jedi" that just want to use dark side powers while still being good.

    On 6/11/2023 at 11:23 AM, Atgxtg said:

    Second failure was even stranger. We were playing in the Clone Wars and said player wrote up a force sensitive character, and was surprised when Yoda refered to have him trained as a Jedi, for much the same reasons as why Anakin was denied training, plus this guy was 20 years old. Player was told out of character that much like in the films events would happen to would lead to the character being trained down the road. But the player still wanted to bear a grudge against Yoda and the Jedi. Not a good start for a potential Jedi PC. Later of the PC found a lightsaber off of a dead Jedi, got incredible possessive about it despite it not really belonging to him, and then wanted murderous vengeance on the NPC villian who took it from him, despite being warned about how it could lead to the Dark Side, leading to the player becoming even more resentful of Yoda and the Jedi. Basically he was like Anakin on steroids. All very puzzling as everyone at the table, including said player, had seen the prequels. Palpatine was actually using the PC as a pawn to undermine the Jedi. He'd tell the PC how he agreed with his suspicious of the Jedi and that he'd do more if only he had a good right hand man he could trust. One of the other players choked on his soda when I dropped the "If only I had someone I could trust to act as my hand." line. Then Papatine send the PC out on a mission, and if he did good, praise him publialy over the Jedi, and if he did bad, well he had a lightsaber so the  Jedi must have failed.

    The group broke up due to work schedules, but it was a toss up as to who was going to turn him to the Dark Side. Dooku could do it by offering him revenge of the NPC who "stole hs lighsaber" while explaining  how the situation was all a misunderstanding and not of this was what he wanted, etc.etc. Palpatine could have done it by humoring the PC and slowly making him into the Emperor's Hand, which was the way things were headed. The PC never admitted to (or even thought) that he had ever done anything wrong and so everything was always someone else's fault and he never addressed any of his shortcomings. Most of the other players thought the player was trying to go dark.

    It's like poetry, it rhymes by thetechromancer on DeviantArt

    Wow, just wow. That guy was completely and unironically replaying Revenge of The Sith. On the one hand, it would have been interesting to see where the story would have went, but on the other hand, your description of that guy makes it sound like this game would have ended up on r/rpg horror stories. How did the other players interact with him?

    On 6/11/2023 at 11:23 AM, Atgxtg said:

    Well one of the biggest benefits is Self Control. Darksider's are always ruled by their passions and tend to do things that might not be for the best. Kinda like the kid who eats a big bag of candy in one sitting. He wanted to do it at the time, but he probably regents it later on when he doesn't feel so good. So a lot of the benefit of the light side would be mastery over emotion and impulses. 

    You might even want to consider Ki Skills. That was a thing in the old RQ Land of the Ninja supplement. Basically it represents the perfection of mind and body and turns the critical chance with a specific skill  into it's own skill. But then there are force abilties that might boost skills. 

    Yeah, this is what I was thinking. The allegiance system in the Big Golden Book has suggestions for one bonus that add temporary skill and HP boosts that I thought would make some good Force bonuses. It would be a hard path and one where you would have to refuse some dark side points, but it will ultimately be more powerful. Where might I find Ki Skills and the RQ Land of the Ninja supplement?

  16. 23 hours ago, Atgxtg said:

    Yes, and Yes. For example, Let's say there was some sort of Combat Sense power that helped provide situational awareness during a conflict, and that it cost 2 POW to activate. My idea would be that the character could keep the power up indefinitely (at least as long as they remained conscious), but that since they were constantly using POW they wouldn't regain any until they dropped the power - which they could do at will, or would happen automatically when they went to sleep.

    Now consider the *sigh* that we see most force users do after a fight in Star Wars. That could be them dropping all the force enhancements they had up for the fight. 

    What's fun about this is that is is self regulating and punishes players for being greedy with the Force. Someone wants to run around all day with boosted DEX and STR, sure, but no POW recovery. Oh, run into a foe and need some POW points becuase you had DEX and STR boosted, no problem the Dark Side will give you some POW points absolutely free, and just to show you how nice it is, it will toss in the same number of Dark Side Points at no extra cost.

    Okay, I see what you mean here. It makes sense based on the Star Wars cannon itself, and it is a clever and a good way to tempt people to the Dark Side or to be more mindful of their power use.

    23 hours ago, Atgxtg said:

    Oh, I might have failed to mention that when I ran Star Wars I was pretty good at temping players with the Dark Side. 

    I can see that you were good at it. Did you manage to get any of your players to fall?

    Now the only thing that remains for this game is to figure out the benefits of the Force/Light Side, which unlike the Dark Side, should be slow and difficult, but a ultimately more rewarding path than giving into the temptations of the Dark Side.

  17. 14 hours ago, Atgxtg said:

    The way it worked in old Strombringer was that you earned Elan points by doing things that please your patron deity, and you could roll against that on % dice to call in some sort of DI, but doing so cost something like half your Elan score. The idea being that while your patron dieity might show up to help you when you ask, you couldn't call them every five minutes. 

    In your campaign you could start this off like SAN (POWx5%) allowed for characters who are strong in the force.

    Is the POWx5 thing for your starting allegiance score? The only potential problem I see is that if you use your powers a lot, your allegiance will constantly be in flux, and thus, you would never be able to achieve apotheosis.

    14 hours ago, Atgxtg said:

    You might even allow someone to get some extra points by taking some Dark Side Points at the same time. Maybe even allow them to do so after rolling the dice. That way a PC who fails by say 2% is going to be sorely tempted to take " a piddling 2 DSPs" in order to get their favor from the Dark Side.  

    If you don't want to use Alliengance/Elan you could simply allow the Dark Side to offer characters "free" Fate Points/Power Points whenever they take a Dark Side Points. But then you might want to have the Light Side reward characters who do things in harmoy with the universe with a faster Power Point recovery rate.

    I was originally leaning towards giving out free points for taking Dark Side Points, but rerolling for a few DPS is also pretty cool. Perhaps doing both would be good where taking that reroll/extra power points gives you more Dark Side Points in your allegiance score to draw upon later while also pushing your Dark Side Score closer to your WILL/SAN score.

    14 hours ago, Atgxtg said:

    Oh, and another weird idea is that you could allow someone to keep a power up beyond the normal duration, but while the do so they do not regenerate Power Points. That wouldn't be a big deal for one or two minor powers but could become a problem if someone used a lot of POW points and now has to keep some power up.

    I am not sure what you mean. Are you saying that they could keep their powers running longer but not regain any Power Points while they do so? Would they be able to cancel their powers?

  18. 4 hours ago, Atgxtg said:

    Yeah, it depends on what sources the OP wants to use and what take he wants to have on it- after all it is his homebrew, so even if something was positively "X" in Star Wars, it doesn't have to be "X" in his campaign.

    Yeah, as far as the force is concerned I am a George Lucas purist. The setting I am working on is going to somewhat similar to Star Wars, but set in the future of our galaxy instead where the players will live in the fractured husk of Humanity's great empire among the other races that have moved in. The plan so far for the setting is that psychics will utilize their latent powers to interact with the sort of unconscious thoughts and energies of all created things that together up a sort of energy field that permeates the universe and touches upon the edge of the Divine realm of the Creator. This field provides increased skill boosts drawing upon knowledge of all creatures to those who are in harmony with this psychic field. The psychic field also provides limited precognition describing what others are thinking and are about to do (I.E. telling you when someone is going to shoot you with a blaster so you can deflect it with you lightsaber or dodge) and the ability to increase healing rates (but not regenerate limbs) and increase strength and endurance (temporarily increasing Character rolls and HP).

    The dark side comes in as "The Voices" which are the negative thoughts and energies polluting and corrupting the psychic field along with the dark spiritual enemies of the Creator that are constantly offering the promises of power and indulgence to those who are not constantly tuning them out. The corrupting power of the "dark side" comes from twisting the psychic field to your own destructive whims and using it to increase your own power points  and the potency of your psychic skills rapidly, often (though not always) at the cost of your physically characteristics.

    Quote

    If he is using PP in his game. Remeber PPS are an optional rule. That's my point. Lots of ways to handle stuff. For instance the allegiance system from Elric/Stormbinger had an Elan roll that could be used like Divine Intervention and that could work with the Force. But that would also mean that those who call in favors from the Force that way would lose Elan/Allegiance points and thus become more vulnerable to the other side. 

    I was planning on using power points, but this method is also intriguing. Perhaps I will use both.

  19. 10 minutes ago, Atgxtg said:

    What are going to be the effects of corruption? Could a player lose a character like in old D6 Star Wars? Or do they play as an evil character? Just how to do the Dark Side rules will depend heavily on that. If a player could lose thier character then you will need to play up the temptation/reward aspect of the dark side and the self control and will to resist. If they just play an evil character, then the corruption thing isn't such a big deal as they player can just continue on with their character.

    Not that I have played Call of Cthulhu, but I was thinking that succumbing to the dark side/corruption/voices would be like the sanity system since it could capture the sense of spiraling into villainy in a way that the players could not ignore without consequence like in many of the Star Wars videogames. When a psychic becomes fully corrupt, the character would become an evil NPC. The dark side/voices is something that should not be played with lightly and it will consume those who use it.

    47 minutes ago, Atgxtg said:

    As a thought:

    You could treat SAN as Willpower and when a characters fails a test they gain Dark Side points rather than reducing SAN. 

    • If a character calls on the Dark Side they get a bonus to their PSI/FORCE USE roll based on their total dark side points (say +5% per 10 DSPs or some such) but they also gain more DSP by doing so.
    • Said DSP bonus would also apply as a modifier to relevant Passion rolls. For example,. if someone has 20 DSPs they  would shift their Vengeful/Forgiving traits by +10/-10%
    • Characters could get a Willpower roll to try an override their emotions, with the difficulty based on the situation. Forgiving someone who ate the last piece of pizza is easier than forgiving someone who murdered your family.
    • When the DSP total exceeds the character's WILL (i.e. SAN) score they have been seduced by the Dark Side.
    • Character who remain true to the Jedi Code could meditate away DSPs over time (say 1 DSP per Success Level). This would help to explain why Jedi meditate so much.

    I like these ideas, especially the passion rolls and meditation ideas, meditation could be made into a psychic power/skill. Would gathering Dark Side Points add those points to your Dark side allegiance or would it count up backwards on the sanity meter until it reached and overcame your max WILL/SAN score?

  20. 4 hours ago, clarence said:

    Yes, it’s not a bad idea! I actually dug out one of the four existing print copies of BRP Space last week. As you say, most of the work has already been done. I will look into it a bit more before making a decision.

    I for one would be most interested if BRP Space came out.

    1 hour ago, Atgxtg said:

    I still got my BRP STARSHIP PDF . You already did most of the heavy lifting 7 years ago (Eeek!), and might as well benefit from that now that BRP is going OGL.

    Is there by chance a PDF still in circulation on this site?

    • Like 1
  21. On 6/5/2023 at 11:31 AM, Atgxtg said:

    I'd say at least a third. I'm sort of walking a tighrope here, as while I have the book, know what is inside it, and what I'd find useful about it, I don't really know what would be useful to you.  So it's quite possible that something I like about it you wouldn't care about and vice versa. To me it's biggest plus is the spacecraft stuff because it is one of very few BRP related games that cover that. 

    The psionics are covered in 8 pages, and are broken down into Se4nse, Mind and MAtter Categories. Each power has a short, decription, of a few sentences, The powers list breaks down as follows:

    Sense

    • Avoid Harm
    • Intuition
    • Mediation
    • Battle Meditiation
    • Pyschometry
    • Detect
    • Farsight

    Mind

    • Friendship
    • Mental Defense
    • Empathy
    • Scream
    • Read Mind
    • Affect Mind
    • Mask Mind
    • Speed Mind
    • Amnesia
    • Control Mind
    • Fear
    • Telepathy

     

    Matter

    • Healing
    • Find
    • Move Object
    • Illusion
    • Push
    • Leap
    • Reflexes
    • Stun
    • Martial Flow
    • Agility
    • Haste
    • Life Giver
    •  

     

    Glad to help; hope that I did.

    Maybe. It depends on what you want to do, and what resources you already have available to you. As a plus the spacecraft rules for many RPGs sort of stands alone from the regular RPG rules for characters and could be ported over to BRP> I've got a lot of RPGs though so if I want to play mix 'n match I got a lot to work with. If I wanted to do Star Wars in BRP I'd probably just covert d6 Star Wars to BRP. 

     

    But it really comes down to what you got to work with and what your preferences are. 

    Thanks for the additional info on psionic powers, I will have to think hard, on weather to purchase the books or just roll with what I have got. The setting was mostly original, but I was attempting to add a Force like psychic system as well, and maybe have some cool space ships as well.

    • Like 1
  22. On 6/5/2023 at 11:33 PM, Mugen said:

    Well, if you were in a Star Wars campaign, you could simply use the Jedi Code :

    And the Code of the Sith :

    If I look at Pendragon's traits, I think I would focus on the following ones, even if they don't match the above :

    I found old discussions on rpg.net, which could help.

    https://forum.rpg.net/index.php?threads/pendragon-show-me-your-middle-earth-or-star-wars-hacks-aka-trait-and-passion-hack.562452/

    https://forum.rpg.net/index.php?threads/pendragon-traits-in-star-wars.181671/

    Thanks for the ideas and the forum posts, They will be most helpful.

    • Like 1
  23. 1 hour ago, Greville said:

    I've used Allegiance rules to determine magical corruption before. This could easily be tweaked to show Dark Side influence, especially as you say 'There is The Force and the Dark Side.

    https://grevsspace.wordpress.com/2021/07/28/when-they-turn-bad/

    The TL/DR version is that you get corruption points for doing bad stuff/using evil powers, and the more corruption points you have the harder it is to resist the corruption. There are benefits as well, but if you use those abilities you get more corruption points. It becomes a vicious cycle as someone descends more and more into evil.

    There are also examples of how to reduce the allegiance to the dark side and ways back to the light. This would need to be included as Star Wars has plenty of examples of people who fell and then returned from the Dark Side.

    I read a thread on this site where you had some of the same ideas as in your blog, this however is much more detailed and useful, thanks for the help. I will still have to figure out some specific benefits for both the "Force" allegiance and the "Dark Side" allegiance that fit my setting but this is a great start and is close to what I had in mind to begin with even down to the mechanics of redemption. Thanks a lot! :)

    • Like 1
  24. 7 hours ago, Questbird said:

    I think you could use Allegiance to the Dark Side a bit like Chaos allegiance points in Magic World or Elric! The points can be used to actually power impressive psionic feats, maybe much more so or more quickly than an equivalent 'Light Side' power. But using these points also gives you more of them by giving you allegiance checks to the Dark Side. It's addictive (like being a Sorcerer allied to Chaos in Elric!) "Quicker, easier, more seductive". And once you get above a certain threshold of Dark Side points it becomes harder to avoid using them, or maybe you attract the company or attention of other Dark Side practicioners or forces. So in that way it works a bit like allegiance, where using the points is voluntary, and a bit like Sanity/corruption, where you gain points whether you like it or not. My point is that you make these things very tempting to use by giving them real game effects, but with long-term negative side effects or even (as with Sanity in Call of Cthulhu) the prospect of losing control of the character altogether.

    This works brilliantly! The dark side of psionics will offer easier yet more addictive and long term destructive powers and abilities up front while the "Light Side" will offer difficult but more powerful abilities later on like high skill buffs and defensive/regenerative abilities.

    16 hours ago, g33k said:

    BRP:UGE pp. 214-216.  As noted, you have various Passions, based upon your background, upbringing, family, culture, training, etc.  They are treated much like a Skill, with a d% score.

    Love(sweetheart), Love(Family), Love(hometown), Hate(Ratlings), Revere(Deity), Loyalty(Warleader), Fear(Dragons), Hate(Hatfield/McCoy), etc etc etc.  Simple "Honor" is often a Passion.  Generally, 3-5 Passions per character.  Note that a person may have conflicting Passions; in fact, a GM will often seek ways to bring your Passions into conflict.

    Players can use their Passions to "Augment" a skill -- a successful Love(Family) roll might boost combat-% when a family-member is at risk, or boost a CON-roll to keep running for a healer, when you feel the need to stop & puke.  Very-strong Passions (over 80%) can be used by the GM -- "You need to FAIL your Passion-roll to turn your back on your sister, here!"  Any time a Passion makes a difference in your success-level, you gain an XP-check in the Passion.

    ===

    In my half-baked idea, various Passion-linked emotions might lure PC's to Dark-side actions; if they use the Force at the urging of Hate, Fear, etc... give them an XP-check in a "Dark Force" Passion, which in turn can Augment any Force-roll they use... but, again, if using any negative Passion (including "Dark Force") -- the Dark Side goes up.

    And at 80%, they need to FAIL a roll, if the "Sith-y" solution is just... easier.  Tempting, the Dark Side is... quicker... easier.

    Forever will it dominate your destiny.
     

    I do love passions affecting your abilities, it would fit into my Star Wars like campaign vary well, although I am not sure how it could work with the sanity/corruption concept unless we combine it will allegiance.

    12 hours ago, Mugen said:

    Passions could play two different roles with Dark Side powers.

    First, they could be used to activate the "Dark Side" of any Psi power.

    Second, they could put a limit to the maximum amount of "Dark Side Sanity" one can have, just like Cthulhu Mythos skill does in CoC.

    Also, I think it's obvious POW should not be used to determine the "DSS" original value. I think Personnality Traits could work for this, for instance by using the sum of some of those (or average if using percentiles). You could even only use the traits related with Dark Side.

    This is great, but I am not sure how we would create "Dark Side Sanity" with out the POW X5 value. What sort of personality traits would you use?

  25. 13 hours ago, Atgxtg said:

    At least if you want to have spacecraft in those campaigns and those campaigns are in BRP or a related system. The game does have stuff in it that would be useful to a GM running a Sci-Fi campaign, and Mythras is pretty compatible with BRP. Probably a third of the book will be redundant or unnecessary in BRP, but there are bits here and there that might prove useful. 

    Oh yeah, M-SPACE has Psionics. I forgot that. Actually if you are looking for Star Wars type powers it might be worth it. The powers listed are somewhat similar to the Jedi powers.  It is only 8 pages, but it does have a Star War's fell to it. In fact, I know that the creator had Star Wars in mind when he wrote M-SPACE.

    Or even adapt powers from a Star Wars RPG. The old West End Games Star Wars system originated out of the game system Chaosium created for West End's Ghostbuster's RPG. It kinda depends on just what you want and how much of a shortcut do you want (or need) to take. 

    Yeah, I will probably look into this game then. If only a third would be redundant and it has plenty of psionic powers Thanks for the advice. Alternatively though, I did snag the free version of Stars Without Number and it seems to have some interesting ship design process, yet, as you said, It might just be better to look into something more BRP like.

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