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  1. I Have purchased RoH and I'm very impressed, but I have queries on the some of the combat rules: 1. Page 112 - Area attacks, does this work? Roll damage, say 3d6, total 14, compare with armour, say 8. 'If the damage overcomes the armour rating' - as it does in this case, (14>8), then damage inflicted is full, less half the armour rating (4) so actually total damage to HP = 14-4 = 10. Ok, 'if the armour succeeds', say damage rolled is 7 vs. armour 8, 'the armour protects fully with any penetrating damage deducted from HP'. However, if the armour 'protects fully' by presumably being rated higher than the total of the damage 9as in 8>7 above), unless the weapon has a PV value there IS no penetrating damage. On page 113 it states that area effect weapons with a PV value only apply to direct hits. So, presumably if damage does not exceed armour rating and PV doesn't count, the damage in that case will always be zero (making the 'with any penetrating damage deducted from HP' statement on page 112 redundant)? 2. Grenades - do these always have a 3m blast radius? What about larger 'artillery' - blast radii for missile etc. these aren't listed. 3. The good old discussion about movement options still isn't clear to me. Are the options listed on page 107 exclusive: i.e. you can either: Change Stance (and presumably react/ attack) OR Fighting Retreat (move from contact up to score plus one attack OR one reaction) OR Move (with one attack and one reaction) OR Sprint (Dodge only, double move) Is Charge also instead of one of these exclusive moves or can it be combined with one of the above?(given that you get an attack and a double move, but forsake your reaction) At the core of the question really is, what is the maximum distance someone can cover in one turn, is it two times their move rate (from Sprint or Charge) or are they allowed to do these AND get a free move? 4. Multifire - VERY confused by this. On page 111 under 'firing bursts' it refers to 'each additional shot fired in a burst'. Given that you can fire one shot OR burst for each ROF point for a weapon, I have taken it that if you have an FA weapon with a ROF of three you can make three attacks in the round, each of which could be a burst. Where does it say how many rounds (shots?) are fired in a burst to inform the calculation for 'each additional shot fired in a burst' increasing the shooting skill by 5%? Also, when it says 'if the attack succeeds, roll to see how many shots hit the target' - roll what? If the assumption is that you can effectively empty a mag in one round, say split between three bursts, you might be adding 20 rounds to each burst, pretty much guaranteeing a doubling of your chance to hit, and then what? Am I then just making a random die roll to see how many rounds hit - say on 1d20. If I roll a 20, am I then rolling the damage 20 times? I assume not else auto weapons would be instant killers every time. The rules must have intended something else, but what? I can house rule this stuff just fine but I'd like to know what the authors actually intended here. A worked example would help! 5. Pump action shotgun. Is pumping the weapon considered a 'load' action, or something you can do as part of your attack (effectively making it a Semi-Auto weapon in rules terms)? 6. Suppressing fire - I declare suppressing fire, my opponents run into it. As written, they are hit automatically - no roll required? I'm assuming this can't be right, else it's harder to hit a target that you are aiming at (normal ranged attack) than it is to hit them with suppressing fire? 7. Panic fire - this isn't very clear. Let's say I'm surprised by gunfire and I panic. Have I read it correctly that this means all my own ranged attacks back are halved in chance until I run out of ammo? What then? How long does it last? do I get a chance to re-assess the situation and get back under control. What if I'm armoured heavily and the incoming fire is so weak as to be almost meaningless other than by Critical. Can I figure this out and check my panic? 8. Critical Hits and ignoring armour. On page 108 it says I do max damage with a crit, and double any PV value, but don't ignore armour. If my opponent attempts to dodge however (page 109), and fails, now armour IS ignored. Are these two rules in conflict? Thanks for any time you can give to answering these queries, Regards, Guy
  2. How do you balance magic-users in your campaigns? In the big gold book they are not balanced at all. You either know Magic (I'm speaking about the specific power-type) or you don't. This is not a problem if all players are assumed to know magic or if they are supposed to learn magic during play, but if one player wants to be a mage and the others don't, BRP doesn't really offer any way to justify the difference. Ok, it says that only characters with high enough Power score can learn Sorcery (the other power type), but that is boring in my opinion. Differences in Power already dictate how good you are at using magic. Other than that, the book just says certain professions are more likely than the others to know magic. I was thinking ways to make any character a potential spellcaster if the player wants to play a mage. If one knows something the others don't, it should come with a disadvantage. With the Magic system this is not a very big problem, as you have to build your spells from very low scores with your skill points, but if a player wanted to powergame he could just create a spellcaster and choose not to invest any points into his spells. He would be a terrible spellcaster, but yet he would have a slight chance to succeed and eventually he would learn, becoming better and better. I was thinking of adding a specific profession called "Magic-User". Only Magic-User would be able to cast spells and he could invest his professional skill points to magic and only to magic. Thus he would be able mage and possess some additional skills as well (personality points as well as INT x 10 skill points he could distribute freely), but still he would have severe restrictions when it comes to non-magical knowledge. This would work especially in a setting where magic is considered more or less secret knowledge and learning it would require convicted dedication (I was thinking of T├ękumel). Another system that popped into my mind was having something like OpenQuest, but with two character classes: Fighter and Magic-User. They would have different powers and using them would require spending of power points. Powers could be represented as skills. Magic-User powers would be spells, naturally. Fighter powers would be more down-to-earth in nature. Double damage, additional combat maneuvers, and such. I'm not a great fan of character classes and I don't really like experience points (BRP's learn-as-you-practice makes much more sense), but this could be a solution decent enough. Character classes, yes, but so broad that they just more or less represent characters' general attitude to magic and/or their education and background. On the downside it would distinguish player characters from regular characters, and I don't know if that is a good thing. Player characters should be the heroes of the story because they are good at what they do, not because they have rules that play in favour of them. On the other hand, one could assume that a cook has plenty of cooking powers--they just don't turn up too often in regular play. What do you think?
  3. Version 1.00


    Do you not like the Attack/Defense Matrix? Perhaps you like to customize explosions? Maybe Critical Successes and Failures take too long to calculate, or you just want to simplify the advancement mechanic a little bit. I have you covered!
  4. [Terms of Use] This Material is free to use for both home use, and monograph authors, and is my contribution to a better cyberpunk setting turnout for BRP. Naturally, no restrictions are present. If a Monograph author wishes to compensate me for this work, They are free to email me at: "Link6746" (Gmail Address). My preferred form of compensation is a free physical copy of the monograph in question. [The Basic Stats and Terms of Cybernetics] Inhumanity: Each implant adds 1 to 4 ranks of this to the character. If it exceeds POW, add 5% per additional point to Psychosis. If the campaign is using Sanity rules, each 5% in Psychosis gained reduces SAN by 1/1d4+1 Restriction Level: Restriction Level is pretty much a measure of legality. As an implant or prosthetic's RL gets higher, more qualifications are required to possess it legally. These Qualifications are kept indefinitely once earned, but may be taken away based on the character's actions and standing. Psychosis: Checked whenever the character is in situations of extreme stress. If a "Success" is rolled, then the character goes psychotic and control is surrendered to the GM. Imbalance: Increases each time cybernetics are added. If this gets to 50%, all magic checks are difficult. at 100%, all magic checks are impossible to do at all. Increases by 5, 10, 15, or 20% with each implant, prosthesis, or artificial transplant. CON: Dictates total Organ or other Miscellaneous implants/Transplants of an artificial nature that can be received. Jolts: Electricity, the power point system for Cybernetics. Can be used to power Energy Weapons either from batteries on the energy weapons, or by connecting directly to a cybernetic part. Jolts are used to Abstract the system of powering or using powers from Cybernetics. Platform: The device that connects the Wetware (Body) to the Cybernetic Hardware that the character employs. A Platform goes into a prexisting limb and connects to the Prime Platform- A Neural Device, or Deck- to allow control over cybernetic components. Neural Device: The prime platform. This allows you to use other cybernetics. Also called a Deck. Does not come with any modem type or method to connect to external devices by itself, requiring a slot to be taken for these extensions. Program: This provides a bonus to a certain skill when it's active. This bonus may be Direct (One Catagory towards Easy for a Mental Skill) or Simple (5/10/15%) Prosthesis: An artificial limb, or even Body, that by default has more Platforms than the original part is capable of, and may have other features. Implant: A non-limb or non-body replacing device that goes inside the body or limb of choice. Slots: The Total Number of Implants Allowed for a Given Limb, or Miscellaneous implants. Type: A Cybernetic component is considered to be a Battery (Jolt Maximum increase), a Generator (Reduce a stat by 1 or more, Return 1 Jolt in a given period of time) grant a Bonus (To Stats, Skills, or Armor), Be a Weapon (Treated like the weapon it's based on), or grant a Power (From any of the Power Types, with minor modification if necessary) or Ability (A trait, such as being able to enter digital networks, devices, and programs digitally). Cost: Bonus Type Cybernetics sometimes have a cost, which is taken every day they are active. Weapon Type Cybernetics Either have a Use Cost, or are treated like Bonus Type Cybernetics. Power Type Cybernetics cost the same number of Jolts as the power would take in Power Points. Battery, Generator, and Ability type Cybernetics do not take Jolts to Operate. [system] Implanting: First, Slots must be checked to ensure that the body can handle the implant. Then, a platform must be implanted or chosen for the implant. Following this, the proper amount of Imbalance and Inhumanity is incurred if necessary, and the implant is ready to use. Cyberdocs: A Neural Device and most other implants, prosthetic, and other cybernetic or biotechnology items requires a doctor to have them added to a character. A machine can be used as a proxy for this, but the most skilled of doctors are better than any machine simply because they can think creatively in terms of how to implant or replace something without harming the body. Prosthetics: Adding a Prosthetic is simple: A limb is lopped off, and a Platform placed where the limb connects. The limb is then replaced with the Prosthetic, Inhumanity and Imbalance is incurred if appropriate, and the Prosthesis is ready to use (and may or may not provide a bonus when using that limb). Inhumanity Index: Each implant has an index rating of 1 to 4. This is how much Inhumanity is added with the implant. If the character gains Inhumanity above POW, they gain 5% Psychosis for each point of Inhumanity above POW. In campaigns using the sanity option, SAN damage of 1/1d4+1 is also incurred. Implant Slots: By default, a fully human character with no prosthetics has 2 slots on each leg, 2 on each arm, 4 in the Head, And 4 spread through the Torso and Pelvis, as well as a number of Misc slots equal to their CON. Neural Devices and Platforms are implants, but do not take an Implant Slot. Limb Slots: One Per Limb of the same type as that limb, by Default. Additional Limbs come at a penalty of 1d4 DEX per limb, the GM can however rule that a specific limb costs the character a specific amount of DEX. Programs: Programs Take no slots to use, but requires a Neural Device of some sort, and reduces INT by 1 and IDEA by 5% for each MB of program loaded. 3 INT must always remain in order to act as desired, and 1 INT must remain for the character to remain able to function at all. The total number of Programs that can be put on a character's Deck is equal to INT*2 due to having to sandbox each of them. Jolts: These are used like Power Points, but are counted separately and can only be used with Cybernetics. Imbalance: Subtract directly from any Magic or Sorcery based skill rolls if present. Only matters in campaigns with both Cybernetics and Magic. Batteries: Each Rechargable Battery Implant adds 2 (Small Capacity), 4 (Medium Capacity), 6 (Large Capacity), 8 (High Capacity), or 10 (Extra Capacity) to the maximum Jolts a character has for Cybernetic Use. Batteries that are not Implants can be used to charge Battery Implants (1d6+1, or 2d6+2). This charging happens over 2 rounds (half the power is restored on the first round, the other half on the second- If the total be restored is Odd, add 1 to it before division). Recharging Batteries: A Generator recharges Jolts slowly (1d3 to 2d6 + 1 to 2 Efficiency Modifier per Day/Hour/30 Minutes), while a Power Socket restores an amount (1d3 to 2d6 per round, with a +/- 1-2 Wiring quality modifier) of Jolts Restriction/Qualification Level: Restriction Level is the amount of qualification required to legally possess and use a given piece of cyberware. Qualification level is used to determine what RL the character can legally use. If a campaign setting has more stringent restrictions on cybernetics, then move up RL by 1. 0: Unrestricted 1: License 2: Security 3: Military 4: Black Ops/Research 5: Black Market (Minor Infraction if Caught with) 6: Black Market (Moderate infraction if Caught with) 7: Black Market (Severe infraction if caught with) [Playstyles]: Playstyles allow one or more twists upon Cybernetics. Arcane Balance: In campaigns with Magic and Cybernetics existing side by side, Balance enforces the rule that a person with machine parts is less likely to think in terms that allow magic to be used by them, and is more likely to be confused by magic. The Arcane Balance playstyle represents this. each implant has a 5%, 10%, or 15% addition to imbalance, which at 50% makes Magic difficult and at 100% negates the ability to use magic at all. Can be further customized to count above 100% imbalance, where 200% imbalance causes death. Inhumanity: In campaigns with a focus on the mind warping effects of Cybernetics, Inhumanity is used to represent the potential of Cybernetics to drive a person insane. A character's POW limits the amount of implants they can get without gaining in Psychosis (5% per point of Inhumanity above POW). If the campaign is also using Sanity, then after this limit is reached, 1d4+1 SAN damage is taken. Following this, each further implant causes 1 SAN damage so long as it continues to raise Psychosis. Psychosis can be lowered either by removing implants and prosthesis, or by raising POW, but the damage to Sanity that results from it's gain is everlasting. However, Psychosis has one major flaw it brings to a character afflicted with it: In stress filled situations, the character goes psychotic and control is surrendered to the GM until a POW*5 check is succeeded (Roll every 5 rounds) if the player rolls under the Psychosis %. Glitches: Not all cybernetics are compatible. Sometimes they have glitches in programming that cause minor quirks in behavior, cessation of function, security flaws, or other problems. Whenever you add an implant or replace a part of your body, Roll D% and compare it to the percentage listed with the implant or prosthesis for flaws, adding 5% per implant already possessed. If you roll under this %, you gain the listed flaw. For some implants, this may be as serious as character death- In this case, roll a Stamina check, with success negating the death and causing you to lose the implant's function instead. Flaw frequency and quirk frequency is dependant on the brand and quality of the device. [stock Implant List] Mental Amplifier: Slot Head, Index Rating 3 (+1 if Beta), Type Ability (Psionic Access), Jolt Cost 1 per 1/2 hour, Glitch Stupor, 10% Imbalance. Implanted Weapon: Slot Arm, Index Rating 1 (+1 if connected to a targeting system), Type Weapon, Jolt Cost Negligable, Glitch Weapon-Popup/Popout. 10% Imbalance Targeting System: Slot Head, Index Rating 2 (+1 if Beta), Type Bonus (Targeted Attacks), Jolt Cost Negligable, Glitch Frenzy. 15% Imbalance Dermal Weave: Slot Body, Index Rating 1, Type Bonus (Armor +1, stackable without penalty), Glitch none. 5% Imbalance Modem: Slot Head, Index Rating 3 (+1 if wireless), Type Bonus/Access (Hacking/Programming), Jolt Cost 1/entry to cyberspace, Glitch Driver Malfunction (Death), 25% Imbalance Enhanced Vision Module: Slot Head, Index Rating 3, Type Ability (Night/Thermal vision), Jolt cost 1/10 rounds, Glitch light adversion, 15% Imbalance Adrenal Controller: Slot head, Index rating 2, Type Ability, Jolt cost negligable, glitch Addiction, 5% imbalance. Effect below. *for 4 rounds, movement does not hinder actions unless moving your full move speed, and any strength, constitution or agility based rolls are considered one step easier. At the end of the first round, make an easy stamina check. failing this, the effect ends early. succeeding this, the next round the effect becomes more difficult to maintain by one step. This process continues until the fourth round, at the end of which the effect is impossible to maintain any longer, and safeguards turn it off. [stock Implant Platforms] Grade R(estricted) Cybernetics Platform: Adds 4 Head slots, 10 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 2 Grade M(ilitary) Cybernetics Platform: Adds 3 Head Slots, 8 Jolt Capacity Rechargable Battery. Inhumanity index rating of 1 Grade N(etrunner) Cybernetics Platform: Adds 2 Head slots, 6 Jolt Capacity Rechargable Battery. Inhumanity Index rating of 1 Grade C(ivilian) Cybernetics Platform: Adds 1 Head slot, 4 Jolt Capacity Rechargable Battery. Inhumanity Index Rating of 0. Prosthetic Cyber-Arm: Adds 1 Arm implant slot for that arm, by means of replacing it. Allows replacement of lost arms. Prosthetic Cyber-Leg: Adds 1 leg implant slot for that leg, by means of replacing it. Allows replacement of lost legs. Prosthetic Vat-Grown Cyberized Body: Adds 2 Arm, 2 Leg, and 4 body slots, in addition to a number of head slots and Jolt Capacity dependant on cybernetics platform included. *This CAN change character appearence and gender. [Acknowledgements] Enpeze: Inhumanity Playstyle's Core mechanic (SAN notwithstanding) Link6746: Collection of different types of implants, implanting system. Example starter implants
  5. Hi Guys, I wish to pick peoples brains over the movement rules & use of miniatures in OpenQuest. Given there is version 2 working its way out it might be an odd time to query the old rules, but I am currently using OpenQuest to run a game in the Cthulhu Rising setting and in the process of writing a conversion for a Western setting. I have a preference for using miniatures and floor-plans in encounters and found the core movement rules a little excessive in the amount of movement (15m) that was allowed in a 5 second combat round with no penalty to actions. I have also felt that having everyone on the exact same movement rate was a bit of an oversimplification. What are others experiences of this rule and do you use miniatures? I imagine these may not be an issue in a more narrative style of play were distances might be more abstract. I have been experimenting with having characters movement rates being a derived attribute currently based on DEX (1m/3) and Athletics (1m/20) (and a penalty if SIZ is greater than STR) so that movement speeds reflect physical differences. Most characters come out with a movement of 5 to 8. Then allowing each rounds action a move of; half with no penalty to tests, full with a -25 to tests or run up to double movement. I am conscious that one of the main charms of OQ is keeping things simple, but so far I have found this modification to add an extra dimension to characters & combat without slowing it down.
  6. I'm working my way through the Basic Roleplaying rulebook, and I have some questions. I just finished reading the chapters on "System" and "Combat," and some things struck me as very odd. First, if I understand the initiative system correctly, it seems that characters can only either move or attack, not both. Furthermore, if they choose to move, they act at a later time in the combat round due to their DEX rank being lowered. This seems like it could really take some effort to track such dynamic DEX ranks, especially if more than one character is taking DEX modified actions. Furthermore, it seems odd they couldn't move and take an action since the combat rounds actually represent a larger amount of time (12 seconds) than in most other RPGs. Secondly, from what I've read, it seems that the only time a character can take multiple actions in a round is if the GM has either implemented the optional rule that allows skill points to rise above 100%, or if his character is using a firearm with a rate of fire. Moreover, in those special cases, the added action will occur at a later point in the round due to a lowered DEX rank. Again, isn't this kind of dynamic initiative difficult to track during play? I've always found initiative to be somewhat cumbersome even when it's static in games such as Pathfinder and Savage Worlds. Lastly, I don't understand the function of the "Statement" phase in the combat round. I don't see what benefit this grants, and it seems to me that it would interrupt the flow of the encounter terribly.
  7. I have a plot that requires the PC's to chose one of three factions, and twice in the story, there will be major battles between the factions and their respective armies, and these will have been improved, or sabotaged, by the PC's to further their factions gain. One army is mainly just gunslingers and tanks, one is naturistic and animalistic mutant-druids, and one is sorcerers and necromancers, so it has to be compitable with the system for powers, in particular Mutations, sorcery, and magic. Any ideas?
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