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Found 5 results

  1. No statistic has been as ill defined from the very beginning of role playing as the Charisma stat. I think this is true for most games. In some ways I imagine it derived from "leadership" scores that many units or generals have in table top war games. I do not know this for sure of course, but I surmise this was the case. No one seemed to use it correctly and at least early on among the games I played it lacked real emphasis in design. When I began playing Runequest and found that the role playing stat had been replaced with an appearance stat and now I could role play however I wanted, I was quite pleased. It held a great deal of appeal to me. To say that many years later when I noted CHA creeping into d100 games, I was a bit baffled.Why was this happening? Why were designers making this choice for a stat no one cared about before anyway. Was it the sudden use in d20 games, which revived CHA as a meaningful stat? Despite my confusion, I was forced to reconsider some kind of stat that encompassed an element of personality and decided that personality was just what I was looking for. In Q21, PER / Personality is an important stat. It is a measure of force of personality and presence of the character. How the character chooses to use this depends on what skills that they choose.Those skills are listed under Communication skills. But what about appearance? On the one hand no one can help the face they are born with and we have to make the most of it. Often a strong personality overcomes societal preferences, but is there something useful in having an actual appearance stat? I do not want to put in a stat to just have one and I want to not be on the fence about it.Right now Q21 does not have any appearance stat and I am not inclined to add it in, even though I have a great deal of nostalgia for it.
  2. I made these statblocks while adapting the adventure "The Ancient City" from the Wheel of Time D20 campaign Prophecies of the Dragon for use in my RQG game. Figured since I spent the time writing them up, I may as well share them, in case anyone needs some quick stats apart from what's in the Bestiary. The file's also got the McGuffin artifact the adventurers are looking for, the Artifice of Brassion (written up in the Plunder format), as well as a high-powered Lunar priestess, Kryalyn, and her initiate companion Llana (both formerly of the Aes Sedai, in WoT). It should be noted that the Artifice isn't exactly intended for player use. But, if they manage to figure it out, good on 'em, I say. In the source material, it's used to "gentle" a male channeler. I.e., stop magician from being magic. broo warband.doc
  3. Martin Helsdon did a very great job in Google plus, by gathering many common creatures in Pamaltela (And Genertela) But I can hardly find any stats in the existing books (but I don't have them all). Here is the list Amebelodon shovel-tuskers, Anaconda, Andrewsarchus, Arctodus, Arsinoitherium, Baluchithere, Bat, Crocodile, Eland, field elephant, Fire Wren, Fish Eagle, Frog, Giant Sloth, Gigantopithecus, Glyptodon, Gomphotheres, Green Heron, Hippopotamus, Homotherium, Jaguar, Lion, Milk Antelope, Rhinoceros (two), Sea going crocodiles, Sky bulls, Sivatherium, Stegodon, Sun Fish People, Tiger, Titanothere, Trihorn rhinoceros, Vulture, Warthog, Wildebeest Thanks
  4. Something i am working on, tinkering with for Duke Nukem RPG I currently have no gaming group, i like to hear opinions! Thanks in advance I wanted basic starting skills directly related to characteristics! Everything as far as my rules mods will be optional, use what you like skip what you don't like. Duke Nukem RPG stats CHAR BASIC STARTING SKILLS (not skill modifier) STR Experience( INT+POW) CON -- Action(avg of STR+DEX)+EXP represents skills like climb, jump, swim, etc. SIZ -- Combat(avg of STR+DEX)+EXP represents skills like attack parry, dodge INT -- Knowledge( INT+POW) POW -- Perception(CON+EXP) represents skills like spot, listen, scent etc. DEX -- Persuasion(avg of CHA+APP)+EXP represents skills like fast talk, bargain etc. CHA -- Stealth(DEX+EXP) represents skills like hide, sneak, ambush, etc. APP -- Psionics(EXP) does not guarantee psionic ability, it simply represent the skill % if one had psionics Move Rate avg of Dex+str( siz may effect it.) Damage Bonus | Actions/Round (APR) | Heal Rate(weekly) Average of Damage | DEX Actions/ | CON+ Heal STR+SIZ Modifier | SCORE Round | SCORE Rate 01 to 04 –1D6 | 01 to 04 1/2 | 01 to 04 1/2 weeks 05 to 08 –1D4 | 05 to 08 1/1 | 05 to 08 1/week 09 to 12 None | 09 to 12 2/1 | 09 to 12 1D2/week 13 to 16 +1D4 | 13 to 16 3/1 | 13 to 16 1D4/week 17 to 20 +1D6 | 17 to 20 4/1 | 17 to 20 1D6/week 21 to 28 +2D6 | 21 to 28 5/1 | 21 to 28 2D6/week 29 to 36 +3D6 | 29 to 36 6/1* | 29 to 36 3D6/week 37 to 44 +4D6 | 37 to 44 7/1* | 37 to 44 4D6/week 45 to 52 +5D6 | 45 to 52 8/1* | 45 to 52 5D6/week 53 to 60 +6D6 | 53 to 60 9/1* | 53 to 60 6D6/week 61 to 68 +7D6 | 61 to 68 10/1* | 61 to 68 7D6/week 69 to 76 +8D6 | 69 to 76 11/1* | 69 to 76 8D6/week 77 to 84 +9D6 | 77 to 84 12/1* | 77 to 84 9D6/weel Each +8 +1d6 | Each +8 +1/1* | Each +8 +1D6/week note actions/round(APR) is number of actions per 12 second combat round. *......Only Gods, Mutants, Magic creatures can have a APR above 6/1! Max APR is 6 for normal humans even with modifiers listed below Damage Bonus modifiers | Actions/Round (APR) modifiers table Situation Modifier | Situation Modifier underwater** ½ of normal | wounded -1 thrown ½ of normal | major Wound ½ of normal wounded -1 point | drunk, drugged, dazed ½ of normal major wound ½ of normal | Stunned,restrained ½ of normal drunk,drugged ½ of normal | under water ½ of normal Stun,restrained ½ of normal | very light weapon x2 of normal low gravity@ x2 of normal | low gravity@ x2 of normal heavy gravity@ ½ of normal | heavy gravity@ ½ of normal minimum APR is 1/2rounds **....melee weapoms do ½ of normal damage under water. @...assumes character is not accustomed to this gravity. The game is mostly done, i have stats for most of the creatures from Duke Nukem 3D, Duke Nukem Forever, will also have stats for DN I and II I have weapons, equipment, time line and much more. I will have also standard BRP stats for those who don't like my modification of BRP. It will be free right now mainly working on some original fan art and basic writes ups! let me know what you think! Thanks in advance Also working on POTA, Doom, wolfstien rpg for BRP system. I am thinking of doing Logan's Run for BRP system.
  5. I am going to be running a Western/Fantasy 1-shot at GASPCON in Pittsburgh this year (2012) in November. I found a fun adventure called Devil Gut Rock in the latest One Page Dungeon download. Basically it will be some dungeon crawling cowboys. Campaign Wiki DungeonMaps: One Page Dungeon Contest 2012 I was just curious, the Malfunction stats all say 00 in the BRP book. If I am running a true western setting I'm guessing these guns would malfunction a lot more. So... what would you guys think these Malfunction rates would be for the following guns? Revolver Heavy (Colt .45) Revolver Medium (.38) Revolver Light (.32) Pistol Derringer Rifle Bolt Action Rifle Lever Action Shotgun Double-Barreled Also, has there ever been any official BRP stats for the Lever Action Rifle? Maybe in the errata somewhere? I didn't see it in the big chart O' weapons. Thanks.
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