
Originally Posted by
doomedpc
The connections rule is about creating a bond between the adventuring party - Adventurers get a +10 skill bonus during character creation for coming up with a connection with each other. So it might be as simple as a bonus to a fighting ability for two Adventurers from the same family who sparred together as children. Or it might be more subtle - perhaps a wealthy Lord, away from home, was found injured after a riding accident by a lowly Cottager. The Cottager Adventurer might be given a bonus on a healing related skill (having successfully nursed the Lord back to full health), or maybe the Cottager becomes a friend of the Lord and has an increase in their Influence to reflect this. The noble might have picked up some of the Cottagers skills while recovering too (perhaps learning how the Cottager farms her land or learning a little Survival from her). The idea is that, as well as getting a bit of a skill boost, Adventurers from different Professions, Factions and Social Classes have individual reasons to get on and adventure together. In our own games we encourage all of the party to have one connection to each other member of the group, which means even if their characters get annoyed with each other over politics and religion they don't tend to actually attempt to murder each other. Often.
Fighting Styles just means the skill applies to the style rather than the individual weapon.
I am not aware of a conversion kit. Obviously our present license is with MRQII so that is what we are writing to, but the basic mechanics are pretty much the same as BRP.
I really hope you enjoy the rulebook and adventure - we really did have a blast putting them together. Presently we are working on the fourth C&C release, No Man's Land (we have one frenetic schedule for the next year or so) - wonderfully grim stuff, I hope.
Peter Cakebread