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Question about New BRP (Zero Edition and 1st)

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  #21 (permalink)  
Old April 21st, 2008
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Originally Posted by badcat View Post
Another question. Are there rules for adjusting the level of lethality for weapons? If the default weapon damages are as Stormbringer 5 (my understanding right now) is there any allowance for adjusting the missile weapon damages to be more in line with Stormbringer 1, for instance?
The damage values are from SB5/Elric!, Call of Cthulhu, and RQ3 where needed to fill in the gaps. Some damage values were made generic, rather than for specific weapons (such as with firearms).

I didn't include any damage modification or "lethality" adjustment.
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  #22 (permalink)  
Old April 21st, 2008
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OK, that's what I thought. I was hoping the 'heavier' missile damages from SB1 had made the cut, plus some of the interesting options from that version of BRP such as using bucklers and target shields as missile weapons. It would make it easier to sell to a new group if they can be shown an 'official' rule. Perhaps in a future version/edition of the book? I'm guessing you are probably keeping a list of possible things to add or modify.
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Old April 21st, 2008
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Default Super Powers

Hey,

One thing I've not heard much about is Superpowers. How are they handled? Are they effects based like HERO (Blast, Armor, Flight, etc) or specific (fire bolt, skin of stone, wings)?

Are there modifiers to powers (advantages or disadvantages) that modify the cost?

What 'comic level' do the characters default to (gritty street vigilantes, X-men, Avengers, Superman)?

Cheers!
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Old April 21st, 2008
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From a quick look it's: HERO-style; Yes, modifiers; and Your Choice (various points options given). Not really my area, though.
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Old April 21st, 2008
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Originally Posted by Tywyll View Post
One thing I've not heard much about is Superpowers. How are they handled? Are they effects based like HERO (Blast, Armor, Flight, etc) or specific (fire bolt, skin of stone, wings)?
Somewhere between the two styles.

Here's a list of the superpowers:

Absorption
Adaptation
Alternate Form
Armor
Barrier
Defense
Density Control
Diminish/Enhance Characteristic
Drain
Energy Control
Energy Projection
Extra Energy
Extra Hit Points
Flight
Force Field
Intangibility
Invisibility
Leap
Protection
Regeneration
Sidekick
Size Change
Snare Projection
Stretching
Super Characteristic
Super Movement
Super Sense
Super Skill
Super Speed
Teleport
Transfer
Unarmed Combat
Weather Control

Many of these are broken into sub-powers.

Quote:
Originally Posted by Tywyll View Post
Are there modifiers to powers (advantages or disadvantages) that modify the cost?
Yes.

Quote:
Originally Posted by Tywyll View Post
What 'comic level' do the characters default to (gritty street vigilantes, X-men, Avengers, Superman)?
There are four power levels, ranging from "normal", heroic, epic, and superhuman. My feeling is that the system works best at the the normal or heroic spectrum, though the other two are playable.
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Old April 22nd, 2008
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Originally Posted by Jason Durall View Post
Somewhere between the two styles.

Here's a list of the superpowers:
Cheers!

Does 'Unarmed Combat' allow you to model such things as claws? Are there rules for supergear (a super hero with a magic hammer for example)?

Would you mind listing the names of the spells available in the magic section? I'm really curious. Thanks so much for the info, May can't get here fast enough.
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Old April 22nd, 2008
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Quote:
Originally Posted by Tywyll View Post
Does 'Unarmed Combat' allow you to model such things as claws? Are there rules for supergear (a super hero with a magic hammer for example)?
Claws? A magic hammer? I have never heard such silly ideas for a superhero game. And someone else even suggested that shields can be thrown. Phoooey!

I will post better suggestions after I have checked what made that "snikt" noise behind me
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Old April 22nd, 2008
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Quote:
Originally Posted by Tywyll View Post
Does 'Unarmed Combat' allow you to model such things as claws? Are there rules for supergear (a super hero with a magic hammer for example)?
Unarmed Combat is a bonus to martial arts.

Claws would be handled through a mutation, or though the rules for gadgets (which are admittedly rudimentary). The same for power armor, solar gems, ant-controlling helmets, and a quiver of trick arrows.
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Would you mind listing the names of the spells available in the magic section?
I don't have the book handy, but they're more-or-less identical to the ones in the Magic World supplement from Worlds of Wonder.
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  #29 (permalink)  
Old April 22nd, 2008
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Originally Posted by Jason Durall View Post
Unarmed Combat is a bonus to martial arts.

Claws would be handled through a mutation, or though the rules for gadgets (which are admittedly rudimentary). The same for power armor, solar gems, ant-controlling helmets, and a quiver of trick arrows.
That's interesting, about the Claws. Are the mutations and super powers equatable? I mean, would you use mutations for more 'physical' super heroes while using superpowers for more generic ones? Can you spend points from your super powers on specific mutations if there is something you want (like the aforementioned claws)?

Quote:
I don't have the book handy, but they're more-or-less identical to the ones in the Magic World supplement from Worlds of Wonder.
Ok, so nothing really new there then.

The sorcery system is the system of magic from 'Elric!' correct? Both with the summons and the 'fire and forget' spells?
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  #30 (permalink)  
Old April 22nd, 2008
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That's interesting, about the Claws. Are the mutations and super powers equatable? I mean, would you use mutations for more 'physical' super heroes while using superpowers for more generic ones? Can you spend points from your super powers on specific mutations if there is something you want (like the aforementioned claws)?
There are some suggestions on how to handle characters with multiple power types, but my advice is not to cross the streams, so to speak.

The system is easy enough that it would be almost no work whatsoever to recreate a specific power from a different system (like turning a psychic power into a super power).
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Originally Posted by Tywyll View Post
Ok, so nothing really new there then.
New descriptions, and some more game mechanic stuff.
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Originally Posted by Tywyll View Post
The sorcery system is the system of magic from 'Elric!' correct? Both with the summons and the 'fire and forget' spells?
The summons spells have been toned down to be less world-specific.

The spells were never fire and forget. A player chooses which spells to load in memory, and can cast each indefinitely if power points and conditions allow (conditions equaling stuff like "must be near a body of water to summon water elemental").
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