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Thread: BRP Conan

  1. #41
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    It looks great!
    Consider you have already a customer!!
    Will it be in pdf or printed?
    I talk to planets, baby.

  2. #42
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    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!

  3. #43
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    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

  4. #44
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    Quote Originally Posted by Newt View Post
    Howdo

    Off some interest to you folk might be the OpenQuest Adventure pack that myself and John Ossoway (author of Cthulhu Rising) are currently working on called 'The Savage North'. Its basically Conan, in the cold north (brrr), with the the serial numbers filed off.

    Release sometime in Oct/Nov this year.
    Very nice Newt! I will have to consider opening a OpenQuest category in the Review Section then! :cool:

    SGL.
    Ef plest master, this mighty fine grub!
    d100rules is coming... 116/420.

  5. #45
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    Quote Originally Posted by Trifletraxor View Post
    (..)I will have to consider opening a OpenQuest category in the Review Section then! :cool:

    SGL.
    So, I assume the OpenQuest corebook is not necessary and the BRP rulebook will suffice to run it?
    most recent recommended watch: Gods and Monsters (1998)
    currently reading: World War Z, Max Brooks; Barbarians of Lemuria (Legendary Edition), Simon Washbourne

  6. #46
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    Short answer to this, from the book's webpage

    Like OpenQuest, Savage North is completely compatible with other D100 systems such as RuneQuest and Basic Roleplaying.
    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 with

    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!

  7. #47
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    Quote Originally Posted by Trifletraxor View Post
    Very nice Newt! I will have to consider opening a OpenQuest category in the Review Section then! :cool:

    SGL.
    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!

  8. #48
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    Quote Originally Posted by Vorax Transtellaris View Post
    And how 'viking' will this setting be?
    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!

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    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

  10. #50
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    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.

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