Wednesday, November 12, 2014

Runequest 6 Essential Edition - Pete Nash and Lawrence Whitaker

Runequest 2 is 130 pages (with the Boxed Set having other bits), Runequest 6 Essentials, 203 pages.  So comments on this one sometimes with reference to the one I have.

http://www.thedesignmechanism.com/downloads.php
http://www.thedesignmechanism.com/resources/RuneQuest%20Essentials.pdf

So starting to do more than quickly scroll through

Action Points - that is very Super Squadron of them...number of actions determined by adding up stats.

Charisma Experience bonus (or penalty)...how well you can talk people into teaching you stuff matters here it seems.  An interesting one.

Luck Points - based on POW - can reroll, gain an Action Point or downgrade a wound.  Replenish next session it seems.  So your more basic low level Hero Point type idea.  Usually fun.

Skill Points - Standard are calculated, then Cultural, Careers and Bonuses and a Professional hobby.
 
Standard Skills are calculated in a more Pacesetter way with characteristics, as opposed to base + modifiers from abilities.
 
Artwork?  Pretty reminiscent of the RQ2 style in this.
 
Combat effects include Bleed and Impale as well as Bash and Stun  (ah, Crush sounds nastier!)
 
Fumbles....a fumble gains you a free increase of 1% in a skill later on.  That is a nice tweak.
 
 
Experience Rolls...GMs award these it seems rather that getting one for the successful use of a skill.  You then improve if you roll d100 > current skill and add INT as a bonus.  Then you go up 1d4+1%...fail the roll, go up 1%.

Then there is the paying for training version, as well.
 
The Disease and Poison Conditions table has 18!  Death is one. :)
 
Fatigue - rules for this, speaking of more conditions.  'Tracking Fatigue and its effects makes for additional book-keeping'
 
Permanent Injury Table....character loses 1/3, 2/3 or all but one Hit Points in a location.  Ouch!
 
Inanimate Object ratings - expanding on the swords/armour idea in RQ2 with tables, so a chair has 2 Armour and 6 Hit Points.  Solidly useful stuff games that have tables of that sort of thing.  Although of course can use the standard BRP opposition table for that sort of thing, fast version.
Page 77 - Combat can be a very deadly business:

This we knew, game of Impales (and Slashes and Crushes in the past, always used those too...so carnage and mayhem from all weapon types)
 
Initiative?  Ok, now they have gone MSH or V&V...1d10 and add to Strike Rank.  Which is reversed, so higher is better!

 
Proactive Actions you can do with action points, another list of options

including:

Dither - A character can decide to simply waste his turn doing nothing useful
 
Special Effects - difference in combat success levels gets you them it seems...Impales etc also on here.
Ok, so Sunder is wreck their armour.
 
Magic Points to go with your Action Points.
 
The Fire table has Volcanic Lava.  Topical given Big Island currently!
 
Folk Magic - Dishevel...for when you needed a magical way to make your place look not cleaned?
 
Theism - "Not every being who receives worship is necessarily a god per se."  Got that, Ray?
 
Cult of the Lord Dark Maggot might not be too pleasant.
 
Divine Intervention now Miracles by the looks. 
 
Earthquake table, to go with the volcanos. Intensity 11+ 'even colossal stone monuments like pyramids suffer partial collapse'
 
Chapter 15 has 35 pages of monsters, including a few flavourful ones like Chaos Hybrids, Panthotaurs, Baboons and Winged Apes.  And a big long Chaos Features table.
 
Character sheets, Combat Tracking Sheet and Index at the end.
 
 

3.5 out of 5

http://www.thedesignmechanism.com/resources/RuneQuest%20Essentials.pdf

ICONS - Steve Kenson


An interesting game.  Which you would expect from an experienced designer and more so an experienced superhero designer.  See the Mutants and Masterminds Wild Cards books for an example.

This is what you get if you take TSR MSH Advanced game, trim it back a litle (or at least the 4CS public domain version) and add some parts of FATE.

The game mechanic is 1d6-1d6 (or 2d6-7) rather than 4dF or (4d3-8) to get a wider range of outcomes.  Changing the dice result range would be a interesting genre tweak for superhero games I think.

The artwork is rather more cartoony than I like but would seem to be certainly fitting for a younger crowd, and the mechanics and writing is simple enough that it would work very nicely there, too.

Random power creation is included with the various character archetypes, so that is fun.

The FATE point and Karma pool for teams ideas are combined to be  bit easier on the adding up front.  The Leadership skill has a game function here.

Power levels are capped at 10 for the super mega cosmic type - or lift mountain ranges.

The strength of using a FUDGE type mechanic to replay the Universal Table is in ability opposition....a valid criticism of which is that the defense of both Daredevil and a thug as far as being punched by someone is the same.  Which is great if you are a PC trying to hit someone and bad if the reverse.

Give I like FASERIP and FUDGE and FATE a lot.

So if any of those appeal, you will like this game, and could certainly hack a few bits into your preferred flavour.  Suggests 'reskinning' the ability levels with your own favourite adjectives.  Fantastic being a good and obvious one instead of Monstrous - especially given that is actually the Thing's strength level.

Aspects for characters and teams completely fit superheroes with catchphrases, battle cries, mottos and more.  So a natural.  Compels also help to keep subplots and complications and disadvantages involved rather than forgotten about.

It is certainly good enough that I'll have a look at some supplements.

Also, Cactus Man.  Who actually gets used in a podcast game online!

There are print and digital versions.


4.5 out of 5

This is now Pay What You Want, which includes free and is also hence on Not Free SF Reader.  I have read all the supplemental books now and like this too and will get Icons Assembled.

http://rpg.drivethrustuff.com/product/81475/ICONS-Superpowered-Roleplaying?filters=0_0_44292_0_0

Sunday, October 26, 2014

RPG Stuff I've Done Recently - A List


4CS/FASERIP/Marvel Super Heroes


OSERIP - AD&D, FASERIP style
4CS Options - Getting FASERIPpy, Public Domain Style



D&D

Narcosa - The Death Kittens of Ulthar, The Electrum Key of Kardolf Randarr, Rust's Ring of Recall
Lamentations of the Flame Princess - PDF Bibliography



FATE CORE

RPG

FATERIP - A Fate Core and Marvel Super Heroes Mashup RPG

Adventures



Apotheosis Drive X - Neon Genesis Cybertron
Conan - Red Nails - Adventure Scenario
Eric John Stark - Black Amazon of Mars and Enchantress of Venus

Fight Fire - For Marcus Lucinius Crassus the Richest Man in Rome
Marvel Superheroes - Cthulhu Rising

Fate Accelerated The Muppet Show - Can you do as good a job as Kermit?
 

Characters


Classic AD&D Character Creation

Classic Call of Cthulhu Character Creation 
Classic Runequest Character Creation
Classic Traveller Character Creation - Rolling up a possibly dead one.
Modesty Blaise - With Willie Garvin, of course
The Mummy 
Skills and Approaches - Converting Between 

Settings


A Game of Thrones and Dunes - A Lost Fremen Legion ends up on Westeros 
Blake's 7 - On the run from the evil Federation - are you expendable?
Burn Notice - Low rent ex-spies get in trouble with their mums.
FAE Dark Is Rising - Youthful Light side stops evil.  Mortal or immortal.
The Eagle: A Crime Odyssey - International crimefighting, Danis style
Edison Rex - Lex Luthor analogue must save the world with his Superman analogue dead.
Omnis Mundi - Tasmania
NCIS - Investigating Dead Naval Personnel.  Who might be criminals.  Or spies.  Or both.
Roozerball - Australian Rollerball Sequel
FAE Scooby Doo - Those Meddling Kids in their Mystery Machine
Strike Back - shooting things up for a secret black ops unit.

Fate Accelerated Football - Statis Pro Football Inspiration



Galaxy Generation - Universe creation at a more macro level.


TRAVELLER

Traveller Characters - Basic Careers for more Professions compiled
Traveller Character Professions - A compiled list with notes




WORLD OF DARKNESS

Pongida - Wereapes for the World of Darkness


Sunday, December 22, 2013

OSERIP : An Old School mashup. 4C System FASERIP meets OSRIC.

OSERIP : An Old School mashup. 4C System FASERIP meets OSRIC.


Version 0.2, December 22, 2013 - Blue Tyson

Download OSERIP




Unless otherwise stated go by the 4C System rules for mechanics and OSRIC for race and class qualifications, levels, spells gained, spell definitions, monster abilities, etc.


ATTRIBUTES



There are six, as you would expect:


Operate
Strength
Endurance
Reason
Intuition
Popularity



Attribute Generation:



OSRIC
OSERIP
Random Standard
Random Easy
3
Feeble (1)
01

4
Feeble (2)
02

5
Poor (3)
03-04
01
6
Poor (3)
05-09
02-03
7
Poor (4)
10-15
04-05
8
Poor (4)
16-24
06-10
9
Typical (5)
25-36
11-17
10
Typical (6)
37-50
18-26
11
Typical (7)
51-63
27-37
12
Good (8)
64-72
38-49
13
Good (9)
73-84
50-62
14
Good (10)
85-90
63-74
15
Good (12)
91-95
75-83
16
Good (14)
96-97
84-89
17
Good (15)
98-99
91-95
18
Excellent (16)
100
99-00
18 (01-10)
Excellent (17)
Roll d100
Roll d100
18 (11-20)
Excellent (17)


18 (21-30)
Excellent (18)


18 (31-40)
Excellent (18)


18 (41-50)
Excellent (19)


18 (51-60)
Excellent (20)


18 (61-70)
Excellent (21)


18 (71-80)
Excellent (22)


18 (81-90)
Excellent (23)


18 (91-95)
Excellent (24)


18 (96-99)
Excellent (25)


18 (00)
Remarkable (26)








































UNIVERSAL TABLE



W = Fail, G = Minor Success, Y = Success, R = Major Success
05 = a roll up to 05 e.g. 01-05, 10 is 06-10, etc.



RK
05
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
00
0
W
W
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
R
Fb
W
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
R
Pr
W
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
R
Ty
W
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
R
Gd
W
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
R
Ex
W
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
R
Rm
W
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
R
In
W
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
R
R
Am
W
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
R
R
Mn
W
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
R
R
R
Un
W
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
X
W
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
Y
W
G
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
Z
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
C1
W
G
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
C3
W
G
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
C5
W
G
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
R
oo
W
G
G
G
Y
Y
Y
Y
Y
Y
Y
Y
R
R
R
R
R
R
R
R

05
10
15
20
25
30
35
40
45
50
55
60
65
70
75
80
85
90
95
00





RANK RANGES




RANK
RANGE
Shift 0
0
Feeble
1-2
Poor
3-4
Typical
5-7
Good
8-15
Excellent
16-25
Remarkable
26-36
Incredible
37-46
Amazing
47-62
Monstrous
63-87
Unearthly
88-125
Shift X
126-175
Shift Y
176-350
Shift Z
351-999
Class 1000
1000-2999
Class 3000
3000-4999
Class 5000
5000+
oo
Infinite









RACE SELECTION



Row Shift raises to the lowest number in the next Rank or reduces to highest number in next lowest Rank.  Choose a class as per OSRIC.


Dwarf


+1 Row Shift to Endurance
+1 Row Shift when fighting Goblin Races
+End/2 Row Shifts against Magic/Poison saves
+4 Row Shifts on an automatic Dodge/Evade roll against Giant Races
Amazing talent to detect slopes/construction
Remarkable talent to detect shifting buildings
Good talent to detect stone traps/depth underground
Infravision


Gnome


+End/2 Row Shifts against Magic/Poison saves
+1 Row Shift when fighting Kobolds/Goblins
+4 Row Shifts on an automatic Dodge/Evade roll against Giant Races
Monstrous talent to detect slopes
Incredible talent to detect unsafe buildings
Remarkable talent to detect depth underground
Good talent to detect North when underground
Infravision


Elf


+1 Row Shift to Operate, -1 Row Shift to Endurance
Shift X immunity to sleep and charm
+1 Row Shift with bow, longsword or short sword
Infravision
Shift 0 talent to detect secret doors
Good talent to detect concealed doors
Remarkable talent to surprise


Half-Elf


Remarkable immunity to sleep and charm
Shift 0 talent to detect secret doors
Good talent to detect concealed doors


Halfling


+1 Row Shift to Operate, -1 Row Shift to Strength
+Endurance/2 Row Shifts vs magic and poison
+3 Row Shifts with a bow or sling


Half-Orc


+1 Row Shift to Strength, Endurance, -2 Row Shifts to Popularity
Infravision


HIT POINTS



Beginning Hit Points = Operate + Strength + Endurance + Fighting (see below)


So a 1st Level Fighter with Typical (7) Operate + Good (10) Strength + Good(8) Endurance has 7+10+8 + 10 from Fighter = 35


EXPERIENCE POINTS



Beginning Experience Points = Reason + Intuition + Popularity.


So a 1st Level Magic-User with Good (11) Reason + Typical (5) Intuition + Typical (6) Popularity begins with 11 + 5 + 6 = 22.


Experience Points may be spent as per Fortune/Karma is the mashup wrinkle, here. To gain a level, you must spend them completely, reducing your total by the number required as per OSRIC.  Start off a little tougher but luck’s a temptation so getting further may be harder.  Award Experience Points as per OSRIC.





FIGHTER RANK



BASIC:  For each level gained add to Fighter rank :
Fighter Classes: 10 Points
Cleric Classes: 8 Points
Thief Classes: 8 Points
Magic-User Classes: 4 Points


Then Look Up the Rank Range table above to see which row you use for rolling.



Advanced: The Rank listed in the table is your Row for combat rolls based on your best class.


Level
Fighter
Cleric
Thief
Magic-User
1
Fb (2)
Fb (1)
Fb (1)
Sh (0)
2
Pr (4)
Fb (2)
Fb (2)
Fb (1)
3
Ty (6)
Pr (4)
Fb (2)
Fb (1)
4
Gd (10)
Ty (6)
Pr (3)
Fb (2)
5
Ex (20)
Gd (9)
Pr (4)
Pr (3)
6
Rm (30)
Gd (14)
Ty (5)
Pr (4)
7
In (40)
Ex (18)
Gd (9)
Ty (5)
8
Am (50)
Ex (20)
Gd (13)
Ty (6)
9
Mn (75)
Rm (28)
Ex (17)
Ty (7)
10
Un (100)
In (38)
Ex (20)
Gd (8)
11
Un (105) +1 RS
Am (48)
Rm (27)
Gd (10)
12
Un (110) +2 RS
Am (55)
Rm (34)
Gd (12)
13
Un (115) +3 RS
Mn (65)
In (37)
Gd (14)
14
Un (120) +4 RS
Mn (75)
In (42)
Ex (16)
15
Un (125) +5 RS
Un (90)
Am (46)
Ex (20)
16
SX (130) +5 RS
Un (93) + 1 RS
Am (50)
Rm (26)
17
SX (135) +6 RS
Un (96) + 1 RS
Mn (63)
Rm (30)
18
SX (140) +7 RS
Un (98) + 1 RS
Mn (75)
Rm (33)
19
SX (145) +8 RS
Un (100) + 2 RS
Un (88)
In (36)
20
SX (150) +9 RS
+3 HP
Un (93)
In (40)
21
+5 HP
+3 HP
+2 HP
Am (46)
22+
+5 HP
+3 HP
+2 HP
+1 HP





WEAPONRY



In keeping with the static effect nature of 4CS, weapons do their max dice number in damage.  


1d2 = 2 points
1d3 = 3 points
1d4 = 4 points
1d4+1 = 5 points
1d6 = 6 points
1d6+1 = 7 points
2d4 = 8 points
1d8 = 8 points
1d8+1 = 9 points
2d4+1 = 9 points
1d10 = 10 points
1d12 = 12 points
2d6 = 12 points
2d8 = 16 points
3d6 = 18 points
etc.


Unless otherwise stated it should be assumed that attack results use the Edged/Slashing column for results unless specifically going for flat of the blade/axe head type non-lethal options.


Non-proficiency penalties and usage as per OSRIC, each -1 is -1 Row Shift.


ABILITY ADJUSTMENTS



HTH To Hit Adjustment for Strength: Excellent +1, Excellent (20) +2, Remarkable +3
HTH Damage Adjust for Strength: Good (14) +1, Excellent +2, Excellent (18) +3, Excellent (22) +4, Excellent (24) + 5, Remarkable +6
Because you are more 4CS heroic, forcing doors needs a G Strength Roll and bending bars or lifting Gates needs a Yellow Strength Roll.


Missile/Surprise Adjustment for Operate: Good (14) +1, Good (15) +2, Excellent +3,
AC Adjustment for Operate: Good(13) -1, Good (14) -2, Good (15) -3, Excellent -4,


Endurance Adjustment to Fighter Rank Number per level: Good (14) +1, Good (15) +2, Excellent +3.  Double this for Fighter Classes.
Surviving Resurrection and System Shock is a oo Row roll.  For every rank under Excellent there is a five Row Shift penalty.


Reason points over 8 give you the ability to learn an additional language each.


An Intuition of Good gives you +1 Row Shift on Mental Saving Throws. Excellent is +2.
A Popularity of Good gives you +2 Row Shifts to Reactions and Loyalty. Excellent is +4.


OSERIP is going for a slightly more heroic flavour, so there are no penalties listed.  If you would like a quick and dirty way to make things tougher, give a -1 Penalty for a Poor Rank and a -2 for a Feeble rank in the areas given above.



ARMOUR



To go with the old-fashioned OSRIC flavour, armour gives Row Shift penalties to attack rolls.
So as per the OSRIC Effect on AC, Banded/Split is a 6 Row Shift penalty, Leather is a 2 Row Shift penalty, Plate is a 7 Row Shift penalty, etc.  A Shield is a 1 Row Shift penalty.


HIT DICE



Give a monster 8 Hit Points per hit die listed.  If 1d4 e.g a Kobold, give them 4 Hit Points.  If 1 -1 then 7.  If 1+1 then 9.  7+7 is 63. Etc.  Attacks of the usual fighting variety do damage as per the weapons rules. 3d8 is 24 points of damage, 5d6 is 30, etc.



SAVING THROWS



Physical Saving Throws require a Y Endurance roll.  Breath Weapons, Poison, Paralysis, Death, etc.


Magic Saving Throws requires a Y Reason roll if of Magic-User origin or Y Intuition roll if of Clerical origin.  Wands, Spells, Polymorph, etc.


The roll gets two Row Shifts for every four levels the character has, rounded up. Level 1-4 is +2, Level 5-8 is +4, etc.

THIEF POWERS



Add the thief’s level as a Row Shift to all of the below


G Rolls required


Climb Walls - Amazing, (Halfling, Gnome - Excellent), (Dwarf - Remarkable), (Elf - Incredible), (Half-Orc, Human - Monstrous)


Y Rolls Required


Find Traps - Typical, (Elf, Half-Orc - Good), (Dwarf - Remarkable),
Hide In Shadows - Poor, (Half-Elf - Typical), (Elf - Good), (Halfling - Excellent)
Move Quietly - Poor, (Dwarf - Feeble), (Elf - Typical), (Halfling - Excellent)
Open Locks - Good, (Elf- Typical), (Half-Orc, Human - Excellent), (Gnome - Remarkable), (Dwarf - Incredible)
Pick Pockets - Excellent, (Half-Orc - Good), (Elf, Halfling - Remarkable), (Half-Elf - Incredible)


R Rolls Required


Hear Noise - Remarkable, (Elf, Gnome, Halfling, Half-Orc - Incredible)
Read Languages - Excellent, (Half-Orc - Typical), (Dwarf, Halfling - Good), (Elf - Incredible)


Ability Adjustments


Add these Row Shifts for for Find Traps, Hide in Shadows, Move Quietly, Open Locks and Pick Pockets
Operate - Remarkable +3 RS, Excellent +2 RS, Typical -2 RS




MOVEMENT



Movement rates in 4C are based on Endurance. To make conversion simple, a Sector is 60 feet.
Endurance of Feeble: 1 Sector, Poor-Excellent 2 Sectors, Remarkable 3 Sectors
Small race characters (halfling, gnome, dwarf, etc.) calculate movement as if their Endurance were three ranks lower.



MONSTER FIGHTING RANK




Monster Hit Dice
Fighting Rank
Up to 1-1
Shift 0
1-1
Feeble
1
Poor
1+1 to 2
Typical
2+1 to 3
Good
3+1 to 4
Excellent
4+1 to 5
Remarkable
5+1 to 6
Incredible
6+1 to 7
Amazing
7+1 to 8
Monstrous
8+1 to 9
Unearthly
etc.
+1 Row Shift








CLERIC POWERS



Turning Undead


A cleric requires a G roll on the Typical column.  For each Undead Type > 1 -3 Row Shifts.  For each cleric level over 1  +3 Row Shifts.
Advanced idea: if the Cleric has is 5 levels or greater than the Undead Type a Y Roll or better dusts the evil thing.



GETTING OSRIC AND 4C SYSTEM



4C System



OSRIC




Notes


So there is your basic christmas idea, early draft.  More to do, add in Paladins, Illusionists, etc.