BRP Review – Someday

Posted by Dan Zappone on Jul 8th, 2008
2008
Jul 8
Basic Roleplaying - The Chaosium d100 System

Basic Roleplaying - The Chaosium d100 System

I’d really like to review the published version of Basic Roleplaying.  But I can’t.  As a playtester we are supposed to recieve a copy of the final published rules but while everyone else seems to have recieved theirs I have yet to see a copy in the post as yet.  I’m not sure if I got lost in the shuffle or what even though Dustin confirmed my address.  Once I get a copy I will post my review of it.

I hope those of you that have gotten copies already are enjoying them.  Let us know what you think!

BRP is on the Truck

Posted by Dan Zappone on Jun 18th, 2008
2008
Jun 18

Basic Roleplaying has been loaded onto a truck and is on it’s way to Chaosium.  It’s expected to arrive Tuesday June 24th.  After which I imagine the pre-orders and playtester copies will be shipped out.  That ought to keep the Shipping Shoggoth busy.

Chaosium has also posted the final table of contents which I am re-posting below.

  1. Introduction 5
  2. Characters 15
  3. Skills 46
  4. Powers 85
    1. Magic 89
    2. Mutations 102
    3. Psychic Abilities 111
    4. Sorcery 122
    5. Super Powers 141
  5. System 169
  6. Combat 187
  7. Spot Rules 211
  8. Equipment 237
  9. Gamemastering 278
  10. Settings 297
  11. Creatures 329
  12. Appendices 372
    Index 376
    Character Sheets & Important Tables 381

It’s Out!

Posted by NickMiddleton on Jun 10th, 2008
2008
Jun 10

The core BRP rule book is at the printers, on schedule for a late June release, but Chaosium have announced that copies can be purchased now in PDF format – see here!

And the new BRP isn’t the only PDF available – see here – and they have indicate that more PDF titles are likely to follow.

2008
Apr 25

By Nick Middleton

As an alternative to the simple skill point totals a player receives to divide amongst the skills of their characters chosen profession, I’ve developed this simple “life-path”system. My aim was to create a system that remained numerically compatible with the core BRP book, but introduced some of the flexibility of previous incarnations of BRP (such as the BRP monographs). Note that this system is not compatible with the use of the optional EDUcation statistic, nor the use of EDU for professional skill points.

Where possible I’ve used the same terms as in the core BRP book (albeit I only have an “Advanced Readers Copy” aka BRP Zero). The system should cope with characters intended for any of the four “levels” of campaign: normal, heroic, epic or superhuman. Whilst this system makes calculations based on the character’s specific age, GM’s and players shouldn’t feel dictated to by this. In general, a group of characters created for a game should be equally important to the unfolding story created by playing the game, so everyone gets to feel fully involved in the game. One common way of ensuring this is to ensure that all player characters are at the same power level, and thus in normal BRP players will have the same skill points to assign for each character. With this life path system however, skill points are a direct function of the characters age and if a player chooses to have a character of significantly different age to the other player characters this may cause a problem. In the end it is up to the GM and players to decide whether they want to use this system.

A character’s life prior to entering play is divided in to two or three broad categories: Childhood, Development and, optionally, Maturity. The player receives some skill points from each category to spend on appropriate professional skills, and also devises (with the GM’s assistance and agreement) details related to their background appropriate to that phase of the characters life. This process substitutes for the professional skill point allocation in step 7 of character generation in the BRP core rule book (see page 22-23). Personal skill point allocation and all other steps of character generation occur as outlined (although, as noted earlier, this system doesn’t work with the optional Education statistic) in the core rule book.

In general, characters who possess Powers should have the normal number of starting powers as appropriate to the campaign level. GM’s might want to consider reducing the number of starting powers for characters that are starting play significantly younger than the BRP default of 18, especially for powers such as Magic and Sorcery that involve a degree of learning and arcane knowledge. In contrast Mutations and Psychic Powers might only begin manifesting at puberty, but once beyond that point a character could reasonably have all their initial powers. Super Powers are, predictably, harder to generalise about – but since a Character’s POW is unaffected by ageing, and Super Heroes is the role playing genre most likely to suffer from significant imbalance between character power levels, it’s probably best to build characters starting powers as per the rule book and then think about how to weave them in to the character history this system develops.

Players also choose one or more Significant Element for their characters for each period: an important piece of their background, related to that phase of their life somehow.

Starting Age
Standard BRP starting age is 17+1d6 years. Previous BRP game have used a wider spread of 15+2d6. GM’s should consider carefully whether they want a wide spread of actual ages or not, and whether they (or their players) will be bothered by a wide spread of character capability. As ever, you can consider the random spread as a range within which you can choose a specific value, rather than rolling the dice. The number of skill points assigned per year in this system are calculated to produce approximately the same amount of total skill points as a character would receive in the core BRP rules.

Childhood
This phase of a character’s life typically represents the years from their birth up to the age of about ten years. It is the period in which the character is categorically considered a minor and their well being is (or ought to be…) the responsibility of others. They may be in some form of formal education in the later part of this period, and certainly much of this period will (consciously or otherwise) have been spent learning about the world in which the character lives and the roles that various people the character comes in to contact with undertake.

The character gets 150 skill points to spend in skills from a profession they agree with the GM – this could represent their formal education in this period; exposure to a parent, relative or guardian’s profession; or the characters own precocious exploration of skills that interest them or help them survive. The player should be guided by the setting and the power level the GM has set – most eight year olds won’t be international assassins, but could well innocently learn to manipulate word wheels and decode messages using books whilst chatting with ”Uncle Yossil”, thus acquiring the basis of a skill in Science(Cryptography).

The GM should also be prepared to be flexible – if a player has a strong idea of what they want to end up playing then it is not unreasonable to allow a player to select a profession despite the fact that it seems unlikely that the character would have been exposed to at such a young age: the GM should use this as an opportunity to challenge the player to expand the characters background to explain how exposure to these diverse skills occurred.

Once skill points have been assigned, the player should pick at least one significant element (see below). GM’s may permit them to pick more, but even in a superhuman level campaign GM’s should be wary of packing too much in to a characters early life. As a rough guide, I would expect one significant element from Childhood for normal and heroic level campaigns, two for epic and three or possibly four for superhuman level campaigns.

Development
This period covers the characters development from a child to an adult, and in most settings will cover some portion of the years between eleven and twenty five years (splitting the difference between current BRP and “monograph” BRP’s maximum starting ages of 23 and 27 respectively). Again, depending on setting, this may involve a period of formal education (school and college, an apprenticeship) or actual work in a profession. For some of the period, in some settings, the character would likely still be classified as a minor and thus legally or socially the responsibility of someone else. In most settings this period is also one of transition – by the end of it in pretty much any setting the character is likely to be formally recognised as an adult and to be treated by their society as entirely responsible for their own actions; in many settings this transition will occur quite early in this period.

The player should break down the years in this period and assign them to Professions (from the list of those appropriate to the setting) agreed with the GM in blocks of at least 1 year. It is entirely conceivable that the character will only have one or two blocks – a character growing up on the streets of The Island City might have their Childhood and four years of Development in Thief, and the remaining years of Development (five years) in Sailor, having been forced to flee the city because of their previous exploits. GM’s should encourage players to “build up” the character they want to enter play by assigning blocks of years to appropriate professions and at the same time get the player to consider what the character was doing to acquire those skills: what does “fours years from 11 to 15 as a thief” mean they were living through? As ever, flexibility is the watch word here: whilst the GM and player must be respectful of the continuity of the chosen setting and style / level of the campaign, unusual choices should be seen as opportunities to develop interesting background rather than choices to be avoided or prohibited by the GM. Having said that of course the GM is the final arbiter and should be wary of permitting excessively baroque and exotic backgrounds.

Campaign Level Skill Points / Year
normal 7
heroic 12
epic 17
superhuman 22

Characters gets a certain number of skill points (dependent on campaign level) per year in a block to be distributed in the professions skills. So four years in a profession in a normal campaign will give 28 skill points to divide between the professions listed skills, where as the same period in an epic campaign will provide 68 skill points to be distributed between the skills.

For each block of years during the Development period the player should create with the GM’s assistance and approval another significant element. As before, GM’s may permit the player more than one significant element per block, but again it is probably best not to over pack the character’s background with these things: the focus of the game is the character’s present, and that shouldn’t be overshadowed by all the details the player has invented (and might struggle to remember) for their past.

Maturity
Some character concepts only work if the character is substantial older than the relatively youthful twenty five years old. The grizzled war veteran, the retired police detective, the colonist seeking a new life: these are character concepts that only make sense with ages of thirty, forty or more. Subject to the ageing rules and GM permission, a character may choose to have a character significantly older than twenty five. They assign the years beyond twenty five in five year blocks to professions chosen as before and skill points are assigned against those professions as before, as follows:

Campaign Level Skill Points / 5 Years over 25
normal 5
heroic 10
epic 15
superhuman 20

So a 33 year old character would get 20 extra skill points in a superhuman level game (one full five year block), and a 50 year old character in a normal level game would get 25 extra skill points (five full five year blocks). As before, for each block of years, the player should develop a significant element of background detail with the GM’s assistance and agreement.

Significant Elements
For the characters Childhood, and for each block of years in Development (and possibly Maturity) the player has been asked to devise at least one significant element – but what do we mean by that? The Player should pick or create a person, place, object of event that resonates for the character. They may have no clear idea when they choose it as to what the significance is, and it can evolve in play: or they can have a specific element of their background tied to it. Here are a few suggestions to spark your imagination.

a) A person whom the PC would remember, or whom would remember PC, many years later. Not a contact or associate – simply a memorable encounter for one party or the other, or both.

  • A Local Craftsman (cobbler, blacksmith, carpenter, sign painter, radio repairman, car mechanic) the character knew / pestered / stole from / helped.
  • A Local Artist (painter, sculptor, poet, storyteller, composer, writer, dramatist) knew, was a subject of, inspired, annoyed, was tutored by.
  • A Local priest / spiritual figure the character befriended, spied on, tormented, was tutored by.
  • An eccentric outside to the characters community the character watched, was frightened off, spied on, learnt from.
  • A family friend the character visited often.
  • A respected figure (war veteran, retired leader, renowned figure) the character met, spied on, delivered groceries to, befriended, argued with.

b) A place of significance to the PC – somewhere the PC visited or was forced to go or was prevented from reaching or upon which the PC left a lasting impression or which impressed itself on the PC’s memory.

  • One of the character’s homes during this period of their life.
  • A particular place the character went for recreational purposes (to play, think, be alone).
  • A particular place the character visited (i.e. chose to go to): somewhere that shocked, frightened, inspired, horrified or enchanted them.
  • A particular place the character was sent (i.e. had no choice but to go to): somewhere that shocked, frightened, inspired, horrified or enchanted them.
  • A particular place the character wished to go to but never did.
  • A particular place the character day dreamed about (possibly invented or fictional).

c) An object – a favoured toy or trinket lost; a gift from a relative, an object of desire obtained or lost – a physical object that (whether or not the character still owns or it is even still in existence) left a strong memory with the character.

  • A toy (yo-yo, stuffed animal, carved figure, toy weapon, puzzle).
  • A memento (jewellery, locket, cane, rare book) of a person now deceased (or believed deceased).
  • A statue, painting, book, recording device, or instrument (technical or musical) retrieved from destruction.
  • A thing in a shop window, catalogue, museum or public display the character desired but never obtained.
  • An object (stone, shell fragment, carving) from an exotic location the character has been, or has wanted to go to.
  • A tool or instrument essential to a current or former interest or hobby of the characters or of friend or relative (possibly deceased).

d) An Event: the PC caused, participated in or was witness to an event that left a lasting impression on them. Could be a decisive moment in recent history (the death of a president) or something parochial (the death of the old cobbler in the PC’s home village) – but it should be an event that resonates in the PC’s life.

  • A natural disaster – drought, earthquake, flood, storm, volcanic eruption – the character witnessed, was caught up in, or affected the character indirectly.
  • A man made disaster – industrial accident, act of terrorism, transport accident, warfare – the character witnessed, was caught up in, or affected the character indirectly.
  • A major public figure who died, was disgraced, unexpectedly came back to public attention and whom the character despised, venerated, knew or had some connection to.
  • A minor public figure (from the characters original home or current place of residence) who died, was disgraced, unexpectedly came back to public attention and whom the character despised, venerated, knew or had some connection to.
  • Closure, opening or radical change of facilities or landmark close to characters current or original home (building of a new road or bridge, closure of a port)
  • Trivial incident whilst travelling or socialising that the character has subsequently decided or discovered was more important than they realised at the time.

Significant elements are intended to flesh out the character’s background by getting the player to think about concrete things in the character’s life before the game begins, and to provide the GM with pointers for things or themes they can use to weave the characters in to the setting. Some might even suggest forward plot lines, but that isn’t the primary goal: there are specific rules in the Super Powers section of the BRP Powers chapter about designing plot triggering elements of a character’s background, this system is about background elements that provide colour and texture to the character.

In high action, pulp games where PC’s are absolutely centre stage as unambiguous heroes and viewpoint characters, GM’s should think in terms of making specific use of significant elements from character backgrounds when developing the game – the sergeant a PC hated during the war SHOULD turn out to be the villain (or the villain’s main henchman); the Mine of Kurado where the PC was stationed for four years SHOULD be where the Villains bomb is planted and so on.

In lower key games, where the PC’s are more inhabitants of the world, and the GM’s aim is more verisimilitude , the significant elements of background are more useful for texture and colour. The sergeant at the fort can be described as reminding the Character of the one they hated during the war, the characters time at the Kurado mine is something they have in common with the foreman of the archaeological dig the characters need to get access to.

The difference is between melodrama in the first instance and drama in the second: in the former, coincidence and synchronicity are the norm; in the later whilst the character’s past informs their present circumstances and actions to a degree, it does not do so to the point of incredulity or destroying player and GM suspension of disbelief.

In exceptional circumstances, players may let the GM choose the significant elements for their character, but the GM should exercise caution in such circumstances. Whilst a player choosing to play an amnesiac might seem like carte blanche for the GM to indulge themselves, some players can find it very hard to enjoy playing a character they don’t know and which can be under cut at any moment by GM revelations. In such circumstances the GM should get a good idea of the parameters of character the player is happy with.

2008
Apr 12
Basic Roleplaying - The Chaosium d100 System

Basic Roleplaying - The Chaosium d100 System

Chaosium has announced that Basic Roleplaying is about to be sent to the printers for a May 2008 release. Basic Roleplaying now has a new cover by Paul Carrick and I must say it looks pretty good.

BASIC ROLEPLAYING
The Chaosium d100 system

CHA2020
ISBN 1-56882-189-1
$39.95
384 pages
8.5 x 11” paperback

Chaosium’s BASIC ROLEPLAYING is a core rulebook that gathers in one place the rules, modules, and options for one of the original and most influential role playing gaming systems in the world.

You can read the full Basic Roleplaying announcement and Chaosium still has some advanced reader copies available for sale here.

2008
Mar 24

Welcome to the new (and hopefully improved) Basic Roleplaying . Net (formerly d100.org – and you can still get here that way too.)

We’ve completed our move from Drupal to WordPress/MediaWiki and from d100.org to basicroleplaying.net.

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All of our existing content has been moved over and is available for your viewing pleasure.We are looking forward to getting new content online as soon as possible. If you are interested in contributing just contact us or jump into the wiki.

Once again welcome – make yourself at home.

The Basic Roleplaying . Net Team

2008
Mar 24

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Posted by Dan Zappone on Mar 24th, 2008
2008
Mar 24

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A Basic Role Playing Toolkit for Eternal Champion Roleplaying

by Nick Middleton

In the previous article, I presented an array of modifications that gamemasters could consider employing in order to streamline the existing Basic Role Playing rules when running Stormbringer and other Eternal Champion games. In this second half of that article, we look at new rules for major projects and firearms.

If I had a hammer…

While a GM could use a simple single roll to evaluate a character’s six-month project to build a new temple to Arkyn in the outskirts of Menii, it seems slightly counter intuitive that such a large, extended project should come down to a single dice roll; especially one that has, relatively speaking, such a high chance of making the project actually fail (a 1 in 100 chance of a fumble).

These rules are intended for when a character undertakes a large-scale project: something that will take either an extended period of time and or the effort of more than one person. For such a project the GM should work out a project period, project value, a list of essential and assisting skills, a set of key milestones and a list of requirements.

The project period is how often the character will get to roll. Building a ship probably takes days or weeks, so a project period of 1 day would have the character rolling once per day. In contrast a project period of 1 month would have the character rolling once per month. Typically, one would expect that most of a character’s attention would be absorbed by a project (taking 8-10 hours out of every day for example), meaning that the character is unlikely to be pursuing other activities whilst undertaking such a project. See below however.

The project value is the total effort required to complete the project. Each project period the character gets to roll against an appropriate skill and adds the amount they beat the skill by to a running total. When that total exceeds the project value, the project is complete. Of course rolling over the relevant skill means subtracting the amount they missed by from the total. So a character rolling against a skill of 60 who rolls 20 would add 40 to their total, whereas rolling a 75 would reduce their running total by 15. If a roll is a critical, double the amount added to the running total and if the roll is a fumble, double the amount subtracted from the running total. The GM should also tally up the total levels of success and failure achieved (see the suggestion in the previous article: an impale is 3 successes, critical is 2 and a success is 1, with a failure counting as 1 and a fumble as 2 failures) as well as a separate totals of the number of critical and fumbles rolled. Particularly cruel GM’s might even consider using the “ambiguous information” rules also mentioned in the previous article, and keep the actual totals achieved a secret from the player. Thus at the end of a project, the GM will have, in addition to a running total that has exceeded the project value, a total number of successes and failures rolled and a total number of criticals and fumbles rolled. GM’s might find it convenient to base the actual cost of the project in monetary terms on the project value, say perhaps 100LB per point of project value.

The essential skills are those that the characters involved MUST have. For a project to be undertaken, the people involved must have all the essential skills between them, although unless the GM rules otherwise, no one character is expected to have all of them. In general, the GM should pick one essential skill as the one against which the character rolls each project period. However, if they wish they could average several such skills, or allow two separate characters to roll against separate skills; in general, require that the character with the greatest number of essential skills rolls to roll against the worst of those skills that character possess to determine how the project progresses each period.

Assisting skills are those skills that would be helpful, but are not essential. As such, they do not add as much to the running total, but they are less disruptive as well. At best, GM’s should allow one roll against the best available score in an assisting skill, in each period, and such a roll should only add (or subtract) half the value from the projects running total that it would as an essential skill. A lone character cannot assist himself, and GM’s might want to consider upper (and possibly lower) limits of staffing, or possibly varying the amount contributed by assistance depending on the size of the workforce.

Key Milestones are steps that must happen in a particular order, or at a particular point in the project for it to proceed. At their most simple, they are fractions of the project value that the running total cannot pass without meeting some GM determined conditions. This could be a separate project, a separate specific skill roll by the project designer, or the provision of specific raw material. Once the condition of the milestone is met, the project can resume. If the running project total drops BELOW a milestone threshold value rework may be required such that the milestone must be passed again, possibly requiring additional raw materials or skill rolls. No milestone can be passed “mid-period” without GM agreement, so if a project has a milestone at 300 and this period’s additions would take it to 312, it hits 300 and stalls until the milestone conditions are met.

Requirements are physical things necessary to enable the project. This includes fairly mundane things like a space large enough to conduct the work (a simple workshop for building a three foot tall automaton, a large hangar for an aerial ship), the raw materials necessary and any exotic materials or knowledge required. Some of these may be tied to specific Key Milestones, so the project may commence without Melnibonean Crystal plates, but cannot complete without them. Alternatively, without the enchanted acherin-wood, the project may not be able to commence at all.

Once a Project is completed, the GM should look at the total levels of success and failure (and the numbers of criticals and fumbles) and use this information to assess the projects final outcome:

If total failure levels exceed total successes levels the project does not work (a device is faulty, a building is aesthetically unappealing, subject to drafts and dampness, cold in winter etc).

If total success levels exceed total failure levels the project is a success (a device basically functions as intended, a building is aesthetically pleasing, comfortable to worship in etc).

For each fumble in excess of the total number of criticals, the project has a hidden flaw that is potentially dangerous.

For each critical in excess of the total number of fumbles, the project has an unexpected and possibly concealed feature that is possibly beneficial.

In general use, a roll of 01 – (total number of successes levels) means the item will definitely work as intended (unless external factors intervene), a roll between (total number of successes + 1) – (100 – total failure levels) means the item will at least partly function but in a less than optimal fashion (if the project succeeded) or fail to function but not comprehensively (if the project failed). A roll of between (101 – total failure levels) and 100 indicates a comprehensive failure.

The net number of successes (total success levels – total failure levels) will be a positive number if the project succeeded, and a negative number if the project failed. Apply this value to all rolls involving the skill most appropriate to the object, doubling the benefit if the project “definitely works” and doubling the penalty if it comprehensively fails.

Example: Jacanth’s Ornthithopter project failed with 17 successes to 22 failures and three fumbles to one critical. A roll of 01-17 means that it will take off and fly, but a roll of 17 – 78 indicates that it loses altitude (allowing a controlled crash landing) if in the air, or fails to take off if on the ground and a roll of 79 – 00 indicates it refuses to even flap its wings. Also, if left powered up for more than a few minutes, either the power plant will explode (first hidden flaw) or the machine will activate of its own accord and fly/lurch randomly around the field until powered off (second hidden flaw). Even when working (01 – 17) the Ornithopter has a -5 to rolls relating to it and -10 if it definitely doesn’t work (79 – 00)…

Alternatively, Meltang’s Planar Orrery (12 success, 6 failures, 1 fumble and one critical) works perfectly on a roll of 01-12, and is at least partly accurate on a roll of 13 – 95. It only fails on a roll of 96 – 00 and is unlikely to spontaneously combust or do anything untoward unless deliberately sabotaged. Since this project had an equal number of criticals and fumbles, it has no unexpected features or hidden flaws and the Orrery grants a +6 on Million Spheres rolls when working even partially (13 – 95) and +12 if definitely works (01 – 12).

As a more detailed example, consider the following Project:

To Construct a Plane Shifting Vehicle

This project allows the construction of a vehicle capable of shifting its passengers (say 6 or less) between planes.

Project Value: 500 (total cash cost of mundane requirements ~50,000LB)

Project Period: 1 week (1 roll per week)

Applicable Skills: Millions Spheres, Repair/Devise

Essential Skills: Planar Mechanics

Workforce: up to 5 characters

Key Milestones: 200/Elohim Blood, 300/Sheets of Blessed Quartz, 400/Cast the Enchantment of Vilridian on the components so far assembled.

Essential Requirements: Whalebone for primary structure, Elohim Blood, Sheets of Blessed Quartz, the Ritual spell Enchantment of Vilridian, sufficient cuirbouilli to clad the entire structure.

Miskarvrian the Bold (Million Spheres 122, Planar Mechanics 93) and his three assistants (Million Spheres 51, 67 and 85, Planar Mechanics 43, 36 and 37) commence work. The GM rules that the assistance can roll against Millions Spheres each period to assist, and that Miskarvian’s Planar Mechanics skill will be the primary skill. Things begin well:

Week 1: Assistance roll 22, Miskarvrian rolls 12. Project total= 0 + 63 + 162 = 225 three success levels and one critical. The project s hits its first Milestone during the first week and work is briefly suspended whilst Miskarvrian chases up his alchemist contact in Menii. The GM rules that, subsequent to a passed LUCK roll from Miskarvian’s player the required Elohim Blood is available in time for work to recommence after only a slight delay and the first weekends with the Project Total at 225.

Week 2:  Unfortunately, things take a turn for the worse almost immediately. Although Miskarvrian’s help are still working away quite industriously (Assistance roll 62), Miskarvrian alas rolls 00 and spends an entirely fruitless week chasing down a blind alley. Project Total= 225 + 23 + (-14) = 234 four success levels, three failures, one critical and one fumble.

Week 3: Fortunately, whilst the ‘hired help’ is rather dilatory this week (Assistance roll 92), Miskarvrian realises his mistake from last week and puts in some solid work (Miskarvrian rolls 45). Project Total= 234 + (-7) + 48 = 275 six success levels, four failures one fumble and one critical.

Week 4: This week is a bit frantic. The helpers get things disastrously wrong (Assistance roll 00) but thanks to Miskarvian’s personal efforts (His player rolls 24) the project stays on track and he’s reasonably confident that no harm has been done. Project Total= 275 + (-30) + 69 = 300 eight successes, seven failures two fumbles and one critical. The project has a hit another milestone and the GM rules that it inflicts a one week delay.

Week 5: No work can be done this week as the project is awaiting sheets of blessed quartz, which arrive at the end of the week.

Week 6: Work recommences at a steady pace with both the help (Assistance roll 45) and Miskarvian (rolls 64) cracking on now the panels are available. Project Total= 300 + 40 + 29 = 369, ten successes, seven failures, two fumbles and one critical.

Week 7: Work progresses this week, albeit slowly: the Assistance roll of 70 and Miskarvian’s roll of 85 edge them forward towards the next milestone. Project Total= 369 + 15 + 7 = 391 twelve successes, seven failures, two fumbles and one critical.

Week 8: Whilst the helpers don’t really contribute much this week (Assistance roll 92) Miskarvrian manages to get everything done ready for the next step (rolls 60), unfortunately it’s a tricky one. Project Total= 391 + (-7) + 32 = 400 thirteen successes, eight failures, two fumbles and one critical. The project hits another milestone, and a major block: the Enchantment of Vilridian is required and Miskarvian’s attempts to persuade Helnith of Old Hrolmar to loan him the Jacinth Grimoire which contains it have drawn a blank. He has no option but to either attempt to steal it, or locate the only other copy known, which is believed to be in a Melnibonean ruin on the edge of the Sighing Desert…

Three months latter, and with two assistants fewer (the more skilled alas), Miskarvrian returns from the Sighing Desert with the grimoire.

Week 9: The GM rules that the Enchantment takes a week to perform and must be fully completed before any work can recommence.

Week 10: Work FINALLY recommences, with the reduced workforce, but they settle in quite well (Assistance roll 33) whilst Miskarvrian is a little distracted (he rolls 86) Project Total= 400 + 9 (18 halved for reduced workforce) + 7 =416 Fifteen successes, eight failures, two fumbles and one critical.

Week 11: sadly the strain shows this week on the reduced workforce (Assistance roll 99) and Miskarvian’s focus isn’t returning (he rolls 80) Project Total= 416 + (-24 [48 halved]) + 13 = 405 Sixteen successes, ten failures two fumbles and one critical.

Week 12: after a strong talking to, the hired help seems to get their act together (Assistance roll 29) this week but Miskarvrian doesn’t (rolls 00) Project total= 405 + 11(22 halved) + (- 14) = 402 Seventeen successes, thirteen failures, three fumbles and one critical.

Week 13: in the final week, the workforce mainly hinder (Assistance Roll 59) Miskarvian’s frenetic efforts to complete his creation (rolls 16) Project total=402 + (-4) + 152 = 552 with a final total of twenty successes, fourteen failures three fumbles and two criticals.

After thirteen weeks on the project itself, plus three further months delay for essential materials, Miskarvrian has his Plane Shifting Vehicle. The GM judges it a success, with a positive modifier of +6 and ratings of 01-20/21-85/86-00 (Definite success/working/failure). However, with a total of one more fumble than criticals rolled during its construction, it has one hidden flaw that is potentially dangerous; which the GM will no doubt reveal to Miskarvrian when it becomes relevant…

Of course a failed project could trigger a new project to fix the problem. Equally one could use this process for a project to fix a broken device, or even just understand an artefact recovered from ancient ruins, research a new spell or establishing a mercantile empire. The basic framework can be adapted to whatever the GM wishes. The intent is to provide a way of regularising and structuring activity over extended periods in a fashion which helps the GM hook them in to more conventional game situations without ignoring them or reduce them to a single roll – but if that is what the GM wants of course they should do so!

Dealing with Non-Young Kingdoms Technology

With a Million Spheres to play with, part of the inevitable appeal for Eternal Champion role-playing is to expose characters from a world with one set of technological assumptions to different worlds. When that happens, the GM will have to consider how she is going to adjudicate the addition of potentially quite jarring elements. Chaosium themselves only published two science fiction role playing games (Future World and Ringworld), but fire arms (one of the most obvious technological areas not covered by Stormbringer) are of course part of the settings typically used for Call of Cthulhu.

Whilst Arthur C Clarke’s dictum that “Any sufficiently advanced technology is indistinguishable from magic” would suggest that high technology may not necessarily be entirely alien to Young Kingdoms characters it is perhaps worth considering that, once the basic effect of say a Vickers .50 calibre machine gun has been established, characters are far more likely to simply dive for cover when they hear one, rather than worry about where it is shooting from. In general, people who have some degree of understanding of the danger posed by say fully automatic weapons will on balance over-react to their presence. Combat analysts’ talk about “Coolness under fire” – an individual’s ability to coolly and rationally assess a situation despite perceived personal risk. In Stormbringer games this could equally apply to standing on the walls of Kariss in full sight of the besieging archers as it could looking out from the walls of Mirenburg during the siege in 1916. In either case, a Luck roll (modified as the GM deems appropriate) would be required for a character not to react instinctively when they come under fire, whether from massed bowmen or machine guns. Similarly, NPC’s should dive for cover unless the GM can make a suitable Luck roll for them. Weapons can be fired to deliberately provoke this behaviour, see the notes on area fire below.

Conversely of course, a sufficiently incomprehensible device may not be perceived as a threat until it is too late. Several of Count Brass’s more formidable defences at the Siege of the Kamarg were probably more effective than they might have been because the Granbretanian soldiers had no real comprehension of what they faced. Again Luck rolls would seem the best way to allow for a character’s (or NPC’s) intuition to forewarn of their danger.

Smooth Running Gun…

There will come a point with plane-hopping campaigns when a GM will need to consider how to handle firearms. Chaosium addressed this on occasion, most notably in the adventure Rogue Mistress for Stormbringer 4th Edition. The key concept introduced is that of an Armour Piercing rating for weapons that indicates the number of armour points a given shot ignores: so Maria des Tres Pistola’s revolvers have AP 10, ignoring ten points of conventional armour. A more realistic system is to have both positive and negative AP ratings – a lead ball from a flintlock pistol whilst devastatingly effective against an un-armoured target will actually be less effective against an armoured target as the round is soft and easily deformed. So give archetypal black powder weapons a negative AP (say -4 for a pistol, -2 for a musket) and subtract this from the rolled armour value (and thus actually ADD them, as subtracting a negative number results in addition), but modern armour piercing rounds have a positive AP value that actually reduces the effectiveness of armour. If GM’s care about verisimilitude in the details of Black Powder weapons, they might even consider subtracting AP values from damage rolls against un-armoured targets, so a Musket gets – (-2) i.e. +2 damage but Maria’s pistols -10, representing the greater damage from large soft lead balls and the danger of “blow through” or over penetration from using AP rounds against soft targets. Some GM’s may legitimately think this is all too much fiddly detail however.

If the campaign is likely to feature firearms extensively an alternative is to look at having separate armour values for different types of weapons: Chaosium’s Future World distinguished between an armours ability to reduce damage from Projectiles, Lasers and Blasters. Nephilim in contrast simply distinguished between armour values against firearms and against all other weapons. GM’s should however consider very carefully how far they will allow things to hybridise: binding Demons in to Fire-arms should be thought through very carefully before it is allowed.

The thorniest problem with technological weapons more sophisticated than simple smoothbore matchlocks or flintlocks is rates (and modes) of firing… Call of Cthulhu handles things in a reasonable fashion, but its inadequacies (especially in relation to automatic weapons) can be quite frustrating and when applied to more high tech settings can be found a real barrier to suspension of disbelief. Consider the following alternative suggestions for you campaign, but only if technological weapons are to play a significant role. What follows assumes the weapon stats from Chaosium’s Call of Cthulhu 5th or 6th edition are being used.

A character with a firearm (or firearm like technological weapon) should declare during statement of intent whether they are Controlled Firing, Snap Firing or Area Firing. Note that moving in a round precludes Controlled Firing and makes all Snap Firing shots one-step more difficult (if using the difficulty idea mentioned earlier). In general, technological weapons can shoot a number of times per round as quoted on the weapons table, assuming the character takes basic aim at each target. The shots are evenly spaced through the characters DEX ranks according to the minimum DEX ranks between actions rule (5 DEX), so a DEX 12 character with a .32 Revolver (3 shots per round) shoots at DEX 12, DEX 7, and DEX 2. If a Target has moved it will affect a characters chance to hit them, as might cover and other factors. This is Controlled Firing and is the default mode assumed unless otherwise stated.

Snap firing allows the character ONE extra shot, again evenly spaced through the round and in this case the spacing between does NOT have to comply with the minimum 5 DEX between actions. So the above character would get 4 shots per round at DEX 12, DEX 9, DEX 6 and DEX 3. However, each shot is one step more difficult: i.e. halve the characters skill. Moving whilst snap firing would halve that again, and the character would have to intersperse shots with moving, each quarter Move taking up a shot. For example, if our DEX 12 character moves half their movement allowance in the round (the maximum allowed, per the Stormbringer rules) and snap firing could MOV 2 at DEX12, shoot at DEX 9, MOV 2 at DEX 6 and shoot again at DEX 3: all shots would be at one quarter their normal skill (halved for moving, halved again for snap firing). The GM may wish to impose further penalties for the recoil from heavier weapons.

Automatic weapons (those capable of firing more than one shot per trigger pull) may Snap Fire or Controlled Fire bursts, rather than single shots, a number of times per round equal to the weapons “Attacks per round” rating. A burst consists of a small number of rounds fired either in a tight group (to increase the damage) or at an area (to boost the chance of hitting). Older fully automatic weapons can have a burst of any size (the character pulls the trigger and releases when they choose) although typically a few extra rounds will be “wasted”: in general limit such bursts to 10 rounds (which will actually expend 12 rounds from the magazine, including “wastage” that is not otherwise accounted for in these rules). Modern weapons have burst modes that automatically fire a fixed number of rounds (typically three) for a single trigger pull. A character burst firing may fire a narrow burst, which increases the difficulty by one step (i.e. halves their skill) but for an N round burst than hits, 1dN shots will strike the target, although only the first may be a special hit (a critical or an impale). Alternatively the character may fire a wide burst, “spraying” the target with rounds which for every 5 rounds in the burst or fraction there of makes the shot one step easier (i.e. doubles the characters skill), but regardless of burst size only gives one hit (which can be a critical or an impale). Targets immediately adjacent to the primary target or on a line between the target and the shooter of a wide burst should make LUCK rolls to avoid being hit by stray rounds (single hits if they fail, [1dN –rounds accounted for] hits on a fumbled LUCK roll) until all rounds are accounted for or no plausible targets remain.

Self-loading weapons (those that reload themselves after discharging, so all automatic weapons and revolvers) are capable of Area Fire. This has little to do with the firer’s skill per se as it involves simply filling a volume of space with shots, rather than aiming at specific targets. The intent is keep opponents behind cover and thus unable to shoot either at the firer or her comrades. Single shot weapons with at least 5 rounds in the magazine can be used by an expert character to perform area fire but doing so expends ten rounds (or empties the weapon if it contains less than ten rounds). Fully automatic weapons can be used by any character to perform Area Fire, expending as many rounds as the GM deems appropriate to the weapon within reason: for most weapons from WWI machine guns to modern assault weapons I’d suggest between 15 and 30 rounds, with up to another five deducted from the magazine as additional “wasted” shots for a typical combat rounds Area Fire. As with burst fire, wasted shots are lost from the magazine, but are not considered in factoring chances of hitting targets etc, they are simply an overhead on the rounds expended caused by the firing technique. Any character in the area fired upon must overcome the number of rounds fired (halve the number of shots if the firer is moving) with their POW or immediately (on the DEX rank the Area Fire occurred) duck behind cover and remain there for the rest of the round, losing their actions (PC’s may move behind cover at the GM’s discretion). GM’s should allow a small bonus to this LUCK roll for characters with firearms combat experience. Characters subjected to Area Fire can CHOOSE to duck behind cover, even if they win the resistance roll; either  way, such characters may still act normally in the round, but are penalised in DEX rank by -5 (possible 10, depending on the GM’s ruling on the circumstances e.g. how far/dramatically they have to dive to reach cover). Any character NOT behind hard cover must make a Luck roll for every group of five rounds or fraction thereof (per TEN rounds or fraction thereof if the firer has moved this round) fired: success indicates they have not been hit at all; a failure indicates a single hit and a fumble a hit by 1d5 rounds.

Further Firearms considerations including dealing with recoil: the fact that when a gun is discharged it recoils back, throwing off the firers aim for subsequent shots. The above rules can be regarded as dealing with typical recoil through the abstractions of shots per round, increased difficulty of Snap Fire etc. GM’s who wish to elaborate further are recommended to look at the RuneQest III Technical Expansion (available from Peter Keels website, see the appendices) and to consider awarding specific accumulative penalties for multiple rounds fired from high recoil weapons. Such GM’s might also want to consider allowing additional bonus for such things as assuming a correct firing stance, bracing (steadying oneself and / or the weapon against a rigid structure or on a bipod to provide additional stability) and sighting equipment. Each could be the equivalent to 5DEX ranks of Careful Aim (see the Stormbringer Spot Rules), adding 1/10 the characters skill as per the Careful Aim spot rule. So a braced shooter with Rifle 80% and DEX 16 in the correct stance with a basic optical sight shooting at long range (a hard shot) who aims for 10 DEX would have a 60% chance (Skill halved to 40% for the difficulty, then plus 1/10th each for sights, stance, bracing and two lots of Careful Aim) and a shot at DEX rank 6. GM’s and players adverse to the maths in this rule could perhaps use a flat 5 percentile, so the chance in this instance would be 65% (Skill halved as before to 40% and then adding five lots of 5 percentile bonuses).

The above rules should make it easy for a GM to include with a reasonable degree of plausibility firearms from WW1 Tommy Guns to present day FNP90’s. For further firearms information I recommend the excellent essay “Iron” in the second Call of Cthulhu Keepers Companion, and The Compendium of Modern Firearms. The long out of print Other Suns (by Niall Shapero and published originally by FGU) is an excellent resource if you can get it for more high tech weapons. Technology such as “Pulse blasters” like those portrayed in the TV series Farscape can easily be modelled as fire-arms, but the more exotic technological weapons become, the less closely they will follow the fire-arms paradigm. Acid globule projectors could be broadly modelled on crossbows but inflict 4d6 first round, and keeping damaging the target for 1 less d6 damage per round in subsequent rounds (so 3d6 the second round, 2d6 the third and 1d6 on the fourth), with perhaps a chance of splashing 2d6 worth of the same acid on all adjacent targets within say a 1.5m radius… The range of technologies one might encounter throughout the Million Spheres is hugely diverse. GM’s interested in such matters should track down Chaosium’s Rogue Mistress or Worlds of Wonder as a starting point, or hang on for Basic Role Playing; re-acquainting oneself with some of Count Brass’s defences for the Kamarg would also be wise.

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