It looks great!
Consider you have already a customer!!
Will it be in pdf or printed?
It looks great!
Consider you have already a customer!!
Will it be in pdf or printed?
I talk to planets, baby.
Both, where aiming for an October/November release.
Toddle pip!
;O) Newt
The man behind D101 Games, putting out the Free OGL OpenQuest, D100 gaming made simple & OGL.
Hearts in Glorantha issue 1 & 2 &3 now out!
In those cold nordic lands I would certainly wear a bit more clothing than the mere loincloth of that barbarian dude in the cover illustration. :lol: But joking aside, this does sound very interesting. If I can find a way of ordering the book through a Dutch webstore that doesn't require the use of a credit card you an consider me a customer. :thumb:
Will the OpenQuest corebook be needed to run this or will the BRP rulebook suffice? And how 'viking' will this setting be?
most recent recommended watch: Gods and Monsters (1998)
currently reading: World War Z, Max Brooks; Barbarians of Lemuria (Legendary Edition), Simon Washbourne
Short answer to this, from the book's webpage
More detailed answer, OpenQuest although based off the MRQ SRD has many rules in common with BRP. It has Total Hit Points, Combat Order based off DEX (or INT if your slinging a spell), Percentile Skills, seven characteristics (STR, DEX,CON,SIZ, INT, CHA, POW) and a magic system that if you are an old player of RuneQuest you should be familiar withLike OpenQuest, Savage North is completely compatible with other D100 systems such as RuneQuest and Basic Roleplaying.![]()
I should be doing a quick conversion guide, because there are a few differences. A shorter skill list which groups some BRP skills under a single skill for example. OpenQuest's Deception skill combines BRP's Hide, Sneak and Disguise skills. But even without this it should require very little effort from the GM to covert.
To make it even easier OpenQuest itself will be available as a free PDF, as well as a POD Print version at low cost, so can download it and check out the main differences for yourself.
Hope this helps.
Toddle pip!
;O) Newt
The man behind D101 Games, putting out the Free OGL OpenQuest, D100 gaming made simple & OGL.
Hearts in Glorantha issue 1 & 2 &3 now out!
Yes please.
As well as the Savage North, we've got another OQ adventure pack Life and Death lined up for later in the year as well. This will be familiar to people who played SimpleQuest (the old name of OpenQuest) at Continuum and other cons last year since we ran a couple of the scenarios there.
Also our friends Sceaptune Games are planning to release some OpenQuest Compatible supplements in the future.
Life and Death's webpage over at d101games.co.uk.
Toddle pip!
;O) Newt
The man behind D101 Games, putting out the Free OGL OpenQuest, D100 gaming made simple & OGL.
Hearts in Glorantha issue 1 & 2 &3 now out!
Very much Fantasy Viking/Barbarian. The Pantheon of the Drakar, the Viking equivalents, will have its All father, Berserker and Trickster figures but the mythology will be slightly different to fit in with the rest of the setting and the back story of the adventure. The southern part of the Savage North, Bogdan, is more Celtic flavoured place, although the uncaring distant god Krimm will make an appearance.
You'll be able to see if this is to your liking since the setting information which includes the new cults will be released under the OGL . This is for developers and gamesmasters who want to use it along side the OGL setting in the core OpenQuest rules book.
Toddle pip!
;O) Newt
The man behind D101 Games, putting out the Free OGL OpenQuest, D100 gaming made simple & OGL.
Hearts in Glorantha issue 1 & 2 &3 now out!
OK, thanks for the clarifications. Since I am thinking of using this as a kind of prehistoric setting for my Call of Cthulhu universe it would be practical if I could do it using one and the same book and not need the OQ book specifically. That's why I asked.
As for the 'vinkingness', I was just wondering how much of this is 'Conan' and how different it is from, say, BRP Mythic Iceland.
Still very much interested, so keep us informed. :thumb:
most recent recommended watch: Gods and Monsters (1998)
currently reading: World War Z, Max Brooks; Barbarians of Lemuria (Legendary Edition), Simon Washbourne
Hello there !
Here some quick notes about my current version of BRP Conan.
It works rather well as is, but I'm eager to get your advice about it.
Cheers
Hervé
CHARACTERISTICS
2 lists of 7 rolls of the best 3 of 4D6. Choose one and assign the numbers as you like.
STRENGTH
CONSTITUTION
SIZE
DEXTERITY
INTELLIGENCE
POWER
CHARISMA
Characteristic Tests:
Easy: Stat x 5 %
Average: Stat x 3%
Difficult: Stat x 1%
HIT POINTS:
CON+SIZ for PCs and major NPCs. Average of CON and SIZ for goons.
Major Wound Level: CON for majors characters, CON/2 for minor NPCs.
CON x 3% to remain conscious. Instant death in case of fumble.
Wound Penalties:
-1/2 HP or less: Initiative –2, Physical Actions –10%
-1/4 HP or less: Initiative –4, Physical Actions –20%
Healing:
-1D3 per heal per wound (only one healing attempt per wound)
-Natural Healing: 1d3 per day. 1d6 in full rest.
FATE:
-Total= POW (MP).
-Reroll skill Test : 5 points.
-Soak Damage : 3 points/damage.
-Replace any skill test by an average Luck Roll : 5 points
-Maximum damage: maximum damage of the weapon in points.
-Regaining MPs: 2 MPs per hour of rest.
TERROR :
POW vs Terror Factor on the Resistance Table
Failure: -20% penalty to all tests due to panic.
Fumble: Faint, flee or hysteria.
DAMAGE BONUS
Average of
STR & SIZ (RD) BONUS
01-02 / -5
02-03 / -4
04-05 / -3
06-07 / -2
08-09 / -1
10-11 / 0
12-13 / +1
14-15 / +2
16-17 / +3
17-18 / +4
19-20 / +5
SKILLS
-300 points in profession skills. 150 free points.
-Experience: Check skills used in the adventure as per normal BRP rules.
-Failure: +1d10 points.
-Success: +1 point
-Any fumble on a skill during play automatically add 1 point to the skill.
-Specialisation skills (sp): When choosing the skill, choose an appropriate domain for it. These skills can be taken multiple times.
-Each skill category has a starting chance based on your characteristics. Note that the skills followed by a (00) do not have a base.
-New skills may be added with the GM ‘s approval.
COMBAT
(STR+DEX/2)
Hand to Hand
Light Weapons
One Handed Weapons
Two Handed Weapons
Pole arms
Missile Weapons
Thrown Weapons
Shields (STR + DEX)
COMMUNICATION
(POW+CHA/2)
-Bargain/Fast Talk
-Contacts (sp)
-Oratory
-Intimidation
-Speak Language(sp) (00)
-Seduction
MANIPULATION
(POW+DEX/2)
-Art (sp)
-Craft (sp)
-Pick Lock
-Disguise
-Pick-Pocket
MENTAL
(INT)
-Art of War
-Knowledge (sp) (00)
-Laws & Customs (sp)
-Literacy/Read Write (00)
-Evaluate
-First Aid
PERCEPTION
(INT+POW/2)
-Listen
-Search
-Navigate
-Insight
-Survival
-Alertness
PROWESS
(FOR+CON/2)
-Acrobatics
-Drive
-Stealth
-Ride
-Dodge
-Climb
-Swim
PROFESSIONS
Noble
Weapon (sp)
Art (sp)
Contacts (Nobility)
Knowledge (sp) x2
Language (sp) x 2
Laws & Customs
Literacy
Oratory
Ride
Barbarian
Weapon x3 (sp)
Acrobatics
Alertness
Climb
Craft (sp)
Dodge
Stealth
Survival
Swim
Scholar
Craft (sp) x2
Evaluate
Fast Talk, Oratory or Intimidation
(choose one)
First Aid
Insight
Knowledge (sp) x5
Language (sp)x4
Literacy
Borderer
Weapon x2 (sp)
Alertness
Craft (sp)
First Aid
Knowledge (Nature)
Listen
Language (sp)
Ride
Stealth
Survival
Nomad
Weapon x2 (sp)
Acrobatics
Alertness
Craft (sp)
Fast Talk
Language (sp)
Listen
Ride
Stealth
Survival
Pirate
Weapon x2 (sp)
Acrobatics
Alertness
Climb
Contacts (pirates)
Dodge
Evaluate
Fast Talk or Intimidation
(choose one)
Navigate
Swim
Soldier
Weapon x4 (sp)
Alertness
Art of War
Contacts (military)
Dodge
First Aid
Ride
Search
Thief
Weapon (sp)
Acrobatics
Alertness
Contacts (criminal)
Dodge
Evaluate
Listen
Pick Lock
Pick Pocket
Search
Stealth
COMBAT :
Attacker /Defender /Résult
Critical /Critical /No Damage. The Two weapons break. Free Counterattack.
Critical /Normal /Defender weapon breaks. Normal damage. Armour.
Critical /Failure /Max damage. No Armour. Critical Effect.
Critical /Fumble /Instant death.
Normal /Critical /No Damage. Attacker weapon breaks. Free Counterattack.
Normal /Normal /Attack Blocked. Possible damage for Defender and his weapon
Normal /Failure /Normal damage. Armour.
Normal /Fumble /Normal damage. Armour. Roll Defender Fumble .
Failure /Critical /Attacker weapon breaks. Free Counterattack.
Failure /Normal /Nothing
Failure /Failure /Nothing
Failure /Fumble /Nothing. Roll Fumble.
Fumble /Critical /Roll Fumble. Automatic free counterattack (no roll).
Fumble /Normal /Roll Fumble.
Fumble /Failure /Roll Fumble.
Fumble /Fumble /Roll Fumble.
-Initiative : DEX +Mod weapon/armour. Ready weapon: -4.
-Criticals Hits: 10% of hit chance. Max damage. Defender weapon/shield breaks (if parried).
No armour + Critical Effect:
Slashing: loss of 1 HP/round. CON x1% to stop the bleeding if acting, x5% if resting.
Crushing : Damage +2. CON x 3 or stunned 1d3 rounds.
Thrusting: weapon stuck in victim. If the victim moves or fights, he takes half initial damage each round. Pulling out the weapon requires either a normal attack rill for attacker or a DEX x 5% roll for the victim (DEX x 1% if acting or fighting).
Knockback: Total damage (before armour) vs. SIZ on Resistance Table. Failure means the victim step back 1 meter for every 5 damage. DEX x5% or be prone. +1D6 damage if victim is hurled against a wall or other hard object.
-Critical Parry: Defender gains a free counterattack.
-Multiple attacks: Requires a 100% + skill. Split % between your attacks.
-Multiple Defenses: -30% after the first.
-Parrying Damage: Damage beyond weapon resistance is taken by the defender. Parrying weapon/shield loses 1 Resistance point. A weapon reduced to half its initial Resistance or less do only half the rolled damage (RU).
-Fumble: every double roll above weapon skill. 00 is always a fumble.
-Heavy Weapons : -10% to parry and dodge attempts due to weapon’s clumsiness.
HIT LOCATION (optional) :
Reverse D100 Attack Roll or D20 :
01-10 – Head - 1-2
11-25 – Right Arm - 3-5
26-40 – Left Arm - 6-8
41-70 – Body - 9-14
71-85 – Right Leg - 15-17
86-00 – Left Leg - 18-20
Head : +1D6 damage (after damage reduction). CON x % or Stunned 1D3 rounds.
Body : +1D6 damage (after damage reduction).
CHARGE : +20% Attack, +2 aux damage, Knockback Effect. No Defence this round.
STUNNED :
- Cannot Attack.
- Will only defend on a successful Insight roll.
- Attack against a stunned character get a +20% bonus.
- Must make an Insight AND a DEX x 5% roll to be able to flee.
PRONE:
- 20 penalty to all defences.
- Attackers get a +20% bonus to attack a prone character.
- No damage bonus (but damage penalties apply).
-DEX x 5% to stand up as an action.
WEAPONS & ARMOUR :
Weapon /Init. /Resist. /Damage
Hand to Hand /-2 /- /1d3+ STR bonus
Light Weapons /+1 /6 /1d6 + STR bonus
One Handed Weapons /0 /10 /2d6 + STR bonus
Heavy Weapons /-1 15 /3d6+ STR bonus
Polearms /+1 10 /2d6 + STR bonus
Thrown Weapons /+1 / Var. /1 or 2d6 + STR bonus
Bows /+0* /4 /2d6 + STR bonus
Crossbows /+0* /6 /2d6+2, Armour –2
* This bonus becomes +10 if the weapon is ready to shoot.
Shields /Init. /Resist. /Damage
Small Shield /0 /15 /1d3+ STR bonus
Medium Shield /-1 /20 /1d6+ STR bonus
Great Shield /-2 /25 /2d6+ STR bonus
Armour / Init. /Resist /Skill Penalty
Light Armour / 0 / 3 / 0%
Medium Armour / -2 /5 / 10%
Heavy Armour / -4 /7 / 20%
Initiatives bonuses and penalties from the three categories (weapons/shield/armour) are cumulative.
If hit locations are used, take the armour penalty from the heaviest piece worn.
I talk to planets, baby.