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Character Abilities


auyl

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I considered something similar myself, converting OQ's battle magic into feat-like abilities for Renaissance. I gave up in the end as I felt it undermined the elegance and simplicity of the skill system. If you decide to go for it, consider how increased PC effectiveness will impact on the game. Look for unintentional synergies between the abilities you've written and the stuff that's already there. Good luck!  

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You could run into problems with the characters finding little to no challenge in your scenarios if you introduce a Feats/Stunts system for extraordinary abilities. 

 

I don't think it really works for Class Abilities porting over to Profession Abilities, I think if you convert Feats then it should be quite personalised traits which is attributed to the nature of the character rather than to a particular vocation.

 

I'ld also only go down this path if you want to play a very cinematic game.

 

In which case, go ahead: for Renaissance it might be quite appropriate for playing a swashbuckling 'Three Musketeers' kind of setting - that certainly could be alot of fun!

" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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It's what we've done with the Talents for the Pirates & Dragons setting. Along with Doubloons (shinier Hero Points), they make for a more cinematic game (like wot Mankcam said!). The way we've done it is to grant a Talent every 20 Improvement Points - and you don't actually spend the IP, you are just entitled to a Talent when you hit the marker (so you have to track them) :)

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Peter Cakebread

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Purveyors of Fine Imaginings

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You could run into problems with the characters finding little to no challenge in your scenarios if you introduce a Feats/Stunts system for extraordinary abilities.

I don't think it really works for Class Abilities porting over to Profession Abilities, I think if you convert Feats then it should be quite personalised traits which is attributed to the nature of the character rather than to a particular vocation.

I'ld also only go down this path if you want to play a very cinematic game.

In which case, go ahead: for Renaissance it might be quite appropriate for playing a swashbuckling 'Three Musketeers' kind of setting - that certainly could be alot of fun!

More cinematic is what I was going for. The class features wouldn't be tied to professions but rather you would buy them and make your adventurer however you want. :)

Get all our products at our website: www.devotedpublishing.com

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You could run into problems with the characters finding little to no challenge in your scenarios if you introduce a Feats/Stunts system for extraordinary abilities.

I don't think it really works for Class Abilities porting over to Profession Abilities, I think if you convert Feats then it should be quite personalised traits which is attributed to the nature of the character rather than to a particular vocation.

I'ld also only go down this path if you want to play a very cinematic game.

In which case, go ahead: for Renaissance it might be quite appropriate for playing a swashbuckling 'Three Musketeers' kind of setting - that certainly could be alot of fun!

More cinematic is what I was going for. The class features wouldn't be tied to professions but rather you would buy them and make your adventurer however you want. :)

Get all our products at our website: www.devotedpublishing.com

Check Solace Games out on Facebook here!

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The system I put together had them tied to skills. They are abilties that enhance or change how a skill is used. Some of them enhance other aspects of the character. Their hit points, damage bonus, or recovery time.

More cinematic is what I was going for. The class features wouldn't be tied to professions but rather you would buy them and make your adventurer however you want. :)

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Lots of ways to go with this, and at the end of the day I would suggest converting Feats in accordance with a pre-existing Feats system that has already been play-tested for whichever BRP rules you are using.

 

If using BRP BGB then the Stunts from Blood Tide are the way to go. If using LEGEND, then Heroic Abilities are the way to go (probably viable for RQ6 as well). If using Open Quest then retrapping the Battle Magic spells as Feats is one of the suggestions in that book. So if you are using Renaissance then perhaps it is worth grabbing Pirates & Dragons to see how they have done the Talents there.

 

BRP can definitely do cinematic settings just as well as games like FATE or Savage Worlds once you throw in Feats/Stunts and heavy emphasis on Hero Points or a Luck mechanic. I often swap between running a default gritty BRP campaign and a light-hearted, pulpy romp of an adventure campaign, just by adding those options. It works great as the players don't need to learn a completely new system of game mechanics, allowing them to focus on the narrative aspects of roleplaying.

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" Sure it's fun, but it is also well known that a D20 roll and an AC is no match against a hefty swing of a D100% and a D20 Hit Location Table!"

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Incidentally, here are a few of the Feats and Class Features I've converted.  They require a magic point to activate, and either last for the scene or have a instant duration.  These "Edges" cost five advancement points to purchase, and require you have the relevant skill at 50% or higher.  Once you get to 100% or more in the relevant skill you can spend five more advancement points to purchase the advanced level of the edge.  I have a ton more of these.

 

Cleave
A Combat Style incorporating a edged melee Weapon 50%
Self, Instant
 
In close combat you are able to strike out at one opponent and hit a adjacent opponent with the same attack.  The character makes one attack against a first opponent, if the attack is successful make a second attack against a adjacent opponent.  This secondary attack deals damage equal to the character's damage bonus.
This edge can be taken a second time when the character reaches 100% or more in the relevant Combat Style.  When making the secondary attack the character now deals double their damage bonus. This upgrade costs five advancement points.
 

Rage

A Combat Style incorporating a Melee Weapon or Unarmed 50%

Self

 

In combat the character is able to throw himself into a mindless rage, smiting his foes with increased ferocity. While under the effects of this edge the character's Damage Bonus is increased by one step (so a 1D2 becomes a 1D4). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging.

This edge may be taken a second time when the character reaches 100% or more in their relevant skill. While under the effects of this edge the character's Damage Bonus is increased by two steps (so a 1D2 becomes a 1D6). Additionally as the character is focused solely on the offense he may not Evade or Parry while raging. This upgrade costs five advancement points.

 

Uncanny Dodge

Evade 50%

Self

 

The character is a defensive whirlwind in combat, evading his opponent's attacks with ease. While this edge is active the character gains one extra Combat Action which can only be used for Evasion attempts.

This edge can be taken a second time when the character's Evasion Skill reaches 100% or more. While this edge is active the character gains two extra Combat Actions which can only be used for Evasion attempts. This upgrade costs five advancement points.

 

Tough Guy

Resilience 50%

Self, Permanent

 

The character is able to endure punishment that would cripple a lesser man. The character adds one additional hit point to all hit locations.

This edge may be taken a second time when the character reaches 100% or more in their Resilience skill. The character now adds two additional hit points to all hit locations. This upgrade costs five advancement points.

 

Backstabber

Stealth 50%

Self, Instant

 

The character is a master of underhanded and sneaky tactics. When attacking with surprise the character increases the damage die of the weapon by one increment. So a dagger from behind will deal 1D6+1 damage rather than 1D4+1 damage.

This edge may be taken a second time when the character reaches 100% in their Stealth Skill. When attacking with surprise the character increases the damage die of the weapon by two increments. So a dagger from behind will deal 1D8+1 damage rather than 1D4+1 damage. This upgrade costs five advancement points.

 

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