BRP Powers and House Rules

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Meikle641
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BRP Powers and House Rules

Post by Meikle641 »

So I've been thinking of making a new version of Chaosium's Basic Roleplaying system. As I'm sure most of you know, BRP is a d100 roll-under system, and I know we all know the problems that has.

1) Convert it from d100 roll-under to roll-over, since rolling vs a DC of 100% is generally easier to get, and can allow for last-minute modifiers easier, blah blah. The problem I see is that the system has all these critical successes, special successes, crit failures, etc. Simply reversing the numbers they occur at won't necessarily work, since some of them rely on you say, rolling a number 1/5th or lower of your skill modifier. Well, the various special/critical effects all have their own weird manner of triggering.

2) Gut or replace overly complicated mechanics when possible. For a system that at its heart is rather simple, it does make me think of oldschool D&D and Palladium, in a bad way, at times anyway.
For instance, according to RAW practically every ability is generated differently and that is retarded. The scores typically run the same 3-18 gamut of D&D yet they are meaninglessly different. Easily fixed.

3) Make a system for personalizing your character using traits/feats/whatever. Say you can have 2 or 3 of these things, which affect how your character works. Ideally things like making x skill checks one category easier or harder, flat-out letting you do whatever ability, etc. Ideally they should be balanced with each other.

4) I've changed the health system, if only slightly. In the game I ran a few months ago I houseruled that HP was Size+Constitution combined, rather than the two combined then divided by half. It's stupid, but it made combat less retarded since characters could actually survive hits in combat. And really, that is what we want, I think. Perhaps the original rule can be part of an optional Hardcore Mode set of rules.

5) Fix the magic system for durations and effect. While I don't want magic to be as crazy nuts as in D&D I do want spells to be worth using- 15 minute durations being the standard is bullshit; if power points are going to be limited as they are the effects should be worth the expenditure.


I have more gripes with the system I want to address, but I figure that can happen in another post (initiative, I'm looking at you).

Don't get me wrong here, I liked a lot of what I saw of it, and my players found it nice enough, but I think the game could be modernized in some good ways. I'm not really that great of a designer, but I figure that with some suggestions and help this could be made into something cool. I'm not asking for people to do all my work, but I know the den has discussed many a mechanic and its ramifications.

Be gentle, haha.
Last edited by Meikle641 on Sat May 19, 2012 8:41 am, edited 1 time in total.
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Post by JigokuBosatsu »

BRP is used in The Laundry setting, and it sounds like the Bas-Lag rpg based on China Mieville's works is going to be as well.

I was actually considering a modified BRP for my upcoming Fallout campaign, but ended up not. I'll be curious to see your results.
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Post by Meikle641 »

The free starter version of BRP: http://www.basicrps.com/core/BRP_quick_start.pdf <-- If that doesn't work, just google "BRP Quickstart".

Ability Scores:
Originally, every score had a different number of dice and/or modifiers for chargen, and I can't see a good reason for that. So here's how I roll.

Roll 8x 2d6+6
Distribute the rolls between
Str , Con , Power , Dex , App , Size , Int , and Edu

If you get a roll of less than 10 you can opt to re-roll it, taking the better of the two results.

Health:
Originally your HP was your CON and SIZ scores added together and divided by 2, which made health pretty pitiful. Combine that with Major Wounds and it was even worse. So I did a small change.


HP
Add your CON and SIZ scores together, and that is your max HP.

Major Wounds
Divide your HP in half; that is your Major Wounds level. If an attack does this amount or greater your character might get a horrific side-effect in addition to the damage.

In my playtesting the party was still definitely able to get killed, but their resiliency was now at a respectable level. They fought Xenomorphs and made a good showing, even if one of them got maimed pretty badly.


Skills:
So, skills. I'm looking to consolidate some skills and streamline others. So, in the case of guns and other weapons, I did some condensing to what I figure is a reasonable about.

Some changes:
- I deleted the Energy Weapon skill and combined Heavy Firearms with Firearms to start with. Really, all of them can be simplified to more general categories.
- Missile Weapons was something tricky to me. In RAW it covered bows, crossbows, thrown weapons and basically any muscle-powered projectile. But then we have the Throw skill. I felt that that the Throw skill was valuable enough to retain, so I shifted thrown weapons to Throw, in place of Missile Weapons. Yeah, I'm sure there's some crossover, but I don't particularly mind.
- Melee Weapons. In the old system you basically were expected to have skills in Melee Weapon (Hatchet), Melee Weapon (Short Sword), etc. That's retarded. Yeah, I'm aware that in some settings you could easily just condense weapon skills to basically 2 skills, but I think people expect some granularity.


I'm really questioning the need for a Parry skill, to be honest. Given you have to use a weapon or shield do so so already, why not just use a relevant skill check instead? Perhaps modified for difficulty.

I do think that the skill system for magic needs to be changed in some way. Having to take every spell as a skill is just excessive, to me at least. There is the Projection skill, but would that be the right way to replace the need for the multitude of skill ranks in magic?

Firearm (various) (by weapon specialty): Pointing and shooting a firearm at a target. Each type of Firearm skill covers a wide variety of firearms within that category. Firearm skills also cover basic maintenence, repair and related details associated with the weapon type. Specialties are Pistol, Gun, and Heavy Gun.


Melee Weapon (various) (by weapon specialty): Using a hand-to-hand (melee) weapon in combat, including striking a target and parrying attacks. Each type of Melee Weapon skill covers a wide variety of weapons within that category. Melee Weapon skills also cover basic maintenence, repair and related details associated with the weapon type. Specialties include Axe, Club, Dagger, Polearm, Sword, etc.


Missile Weapon (various) (by weapon specialty): Aiming and hitting a target with a “hand-powered” weapon. Each type of Missile Weapon skill is a specialty. Specialties include Bow, Crossbow, etc.
Initiative:
In BRP a round is 12 seconds long and consists of four phases:
- Statement of Intent
- Movement
- Actions
- Resolution

Initiative order is based on the DEX score of all people involved, no rolling like in D&D.

I'm not sure what it is that I don't like about it. What actually seems confusing is how weapons with automatic fire (or other weapons that allow multiple attacks) are handled: you don't do all the firing on your turn, instead they're split between initiative order.

Basically, you can attack 1 time for every 5 points of DEX you have with such a weapon. So Brick Hardcheese has an Uzi and has a DEX of 18, which means he can shoot 4 times, but his 2nd attack will be at 13, the next at 8 and the next at 3.

Meanwhile all the other people will act at their given points during Initiative, and well, if everyone has such weapons everyone will be acting multiple times a round. Plus things like Parries and Dodges among all these attacks. Am I wrong in thinking that this is too much going on?
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Post by Red_Rob »

Having a fixed initiative order can make combat somewhat predictable - a random roll here (D20 + DEX? D10 + Dex?) I have usually found prevents players from simply pre-planning all their combat moves ahead of time.

In CoC at least a parry or Dodge took the place of your attack, so basically they were an option only when fighting monsters way more powerful than you. Perhaps making the target number to hit 100 + 1/2 defenders weapon/dodge skill would cut out some of the rolling?
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Post by Meikle641 »

NEW MARTIAL AND MAGIC POWERS

Spells Known:
Spell levels and spells need to be purchased with character points.
Spells are purchased with Ability Points, or AP. Your starting AP is equal to your combined POW and INT scores , but additional AP is usually acquired over the course of sessions as your character gains experience.
While your caster level is 1/2 your INT score, you can only actually cast as many levels of a spell that you have purchased. A spell's cost is equal to its cost in Power Points. For instance, the Fire spell costs 3 PP per level, which means level 3 it would cost 9 AP.

Power Points:
Power Points are used to fuel spells, powers and racial abilities, and everybody has them regardless of whether they can actually use magic. Your power points are equal to your POW * 1.5, so a merc with POW 13 has 19 PP. Power points regenerate at a rate of 1 per hour, and if you reach 0 you are Exhausted until you gain at least 1 power point.

Spells and Initiative:
A spell takes time to shape and form, which means that your initiative position is lowered by 1 per level, but only for this round. The exception to this is if you use a interrupting power out of turn, such as Phase Shift, Power Slide or Switcheroo. In that case, your initiative on your next round is lowered by the above rate, in addition to anything else that round, and so on.
Ones I'm fairly pleased with:

AVATAR
Power Type: Celestial
Range: None
Duration: Permanent
Power Point Cost Per Level: 7
"GOOD LUCK, I'M BEHIND SEVEN PROXIES!"
You make a convincing copy of yourself using things like clay or snow. This copy of you shares all your ability scores save POW. To give your avatar a POW score you must sacrifice one half of your POW score, which gives the avatar a POW equal to that amount. Additional avatars created by another avatar have half again that amount, and so on. Your POW score remains reduced that way until you dismiss the spell or the avatar is killed, changing the ability penalty to you into ability damage, which heals at the standard rate.
For example Jim has Int of 15 and POW of 16, giving his avatar 8 POW and leaving him with 8. This gives his avatar 23 AP for acquiring spells, including ones such as Avatar. The avatar creates another of itself, leaving each avatar with 4 POW.
Your avatar can cast powers you know, but only has as many as its stats permit. If an avatar makes another avatar, it uses its own POW for the spell. Avatars cannot make magical items or cast spells that require permanent ability damage.
Your avatar is loyal to you and will follow even suicidal commands. If your avatar is slain, your sacrificed points heal at the normal rate for ability damage.

BACKSTAB
Power Type: Horizon, Menhir
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 3
"Sorry to 'pop-in' unannounced."
You appear behind a target within range unnoticed and immediately make a sneak attack, with a 20% bonus to hit.

BATTLE CRY
Power Type: Menhir
Range: 10 metres
Duration: 1 minute
Power Point Cost Per Level: 3
"KIAI!"
All hostiles within 10 metres must roll POW checks or become scared of you. They will do their best to avoid you, and take a 10% penalty on attacks. At level 2 they will attempt to flee from you.

BERSERK
Power Type: Menhir
Range: Self
Duration: 1 round per point of CON
Power Point Cost Per Level: 3
"I told you, you wouldn't like me when I'm angry."
You fly into a berserker rage, shrugging off damage that would kill lesser men, overpowering attacks on your mind, and fuelling your blows with rage. You gain +2 Damge Resistance, treat your POW as 2 points higher for resistance checks, and gain 1 point of damage. Each level increases dr by each benefit by 1.

BESTIAL WEAPONS
Power Type: Menhir
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 1
"My, what big teeth you have."
You form claws and fangs that can rip and tear which last until the power is used again. You gain claws and a bite attack, dealing 1d6 and 1d4 damage respectively. If you already have claws, increase damage by 1 step (ie 1d4 to 1d6, 1d6 to 1d8, etc).

BLACK SUN STYLE
Power Type: Horizon, Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 1
"It's clobbering time!"
Your SIZ is treated as being 2 points higher for damage. For each level the bonus increases by 2.

BLINK
Power Type: Celestial, Horizon, Menhir
Range: 50 metres
Duration: Instant
Power Point Cost Per Level: 1
"Bamf!"
You can teleport yourself to any place you can see within the power's range.

BLOODTHIRSTER
Power Type: Mehir
Range: Self
Duration: Instant
Power Point Cost Per Level: 3
"Flavour text"
Stabbing people in the face invigorates you and gets your juices flowing. Your next attack heals you 1/4 the total damage dealt, after AP. Second level increases the healing to 1/2, third to 3/4, and fourth makes it equal to total damage dealt.

CAUSALITY CURSE
Power Type: Celestial, Horizon, Menhir
Range: POW x2 metres
Duration: Instant
Power Point Cost Per Level: 1
"JUST AS PLANNED!"
You alter probability to hurt your target, often in humourous ways. You deal 1d6 damage per level, but the player must be able to come up with a plausible explanation for how the sequence of events could have happened naturally, no matter how out-there or far-fetched the explanation might be.

Optionally, if the caster spends an extra 1 minute per level preparing, add one of the following options:
- -20% to a specific skill for 1 round.
- Reducing AP by 1/2 for 1 round.
- Increase damage by 1d6.
- Knocked Prone for 1 round.
- Drops their held weapon.
- Halve their MOV for 1 round.

CHAOTIC MISDIRECTION
Power Type: Celestial, Horizon, Menhir
Range: 30 metres
Duration: one round
Power Point Cost Per Level: 3
""
While the power is in effect, you may select a single attack that is made by anyone. Somehow the target is shoved into or out of the way, granting a +/- 10% modifier to the attack roll, or a completely different target ends up getting shoved into the way - the attack is instead resolved against someone within 3 metres of the target.

CHARGE SHOT
Power Type: Horizon, Tech
Range: 30 metres
Duration: Instant
Power Point Cost Per Level: 1
"Imma chargin' mah lazor!"
You shoot a ball of energy at a single target using an attack roll. The target takes 1d8 damage for every spell level. This spell, a variant of Blast, doubles the DEX rank cost of the spell to charge in return for the increased damage. Damage reduction applies and the spell can be dodged or parried, with the remainder of damage carrying over to the target.

CLOAK OF STEALTH
Power Type: Horizon, Menhir
Range: Self
Duration: 1 hour
Power Point Cost Per Level: 1
"If I was invisible~ / I could just watch you in your room~"
Through clever positioning, psychological tricks and slight bending of light you gain a 10% bonus on Stealth checks. With each level the duration increases by 1 hour and the bonus by 5%, to a max of 30%.

CORRESPOND
Power Type: Celestial
Range: 10 kilometres
Duration: 15 minutes
Power Point Cost Per Level: 1
"Dear John..."
You attune a pair of scrolls, diaries, or similar writing surfaces that can transmit written text across long distances. You can send your POW score in words per minute, but received text has no such restrictions.

CRASHING WAVE
Power Type: Horizon
Range: Self
Duration: Instant
Power Point Cost Per Level: 3
"You can't catch soup with chopsticks"
You charge at double your normal MOV, and your movement and attack cannot be stopped by any obstacle with any kind of gap. It cannot be blocked or intercepted by others, you cannot be tripped or slowed on the way.

CRUMBLE
Power Type: Horizon, Celestial
Range: 10 metres per level
Duration: Instantaneous
Power Point Cost Per Level: 5
"WORLD SHAKING!"
You don't cause an earthquake, you just break the ground up into tiny pieces so that otherwise stable ground becomes loose sand and dirt. This extends out in a line, cone or circle with a maximum distance equal to the range of the spell. Everyone standing on the ground finds movement extremely difficult, giving a +10% bonus on trip or knockdown attacks and -20% on Dodge and Athletics checks within the affected area. Additionally, those attempting to run or charge on the spell's affected area must make an Agility check or fall prone. The ground settles after a hard rain or a week's time. This is also useful for plowing fields or preparing the ground for digging projects.

DEATHBLOW
Power Type: Horizon, Menhir
Range: Touch
Duration: Instant
Power Point Cost Per Level: 5, plus 1 point of STR
"You are already dead."
You attack your target with a deadly strike, using your STR vs their CON in a resistance check. If you succeed, sacrifice 1 point of STR and the target is instantly killed. If you fail the point is not sacrificed.

DEEP POCKETS
Power Type: Celestial, Horizon, Menhir
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 5
"Let me pull a rabbit out of my hat..."
This spell makes a pocket dimension whose entrance is a pocket, bag or other similar worn container holds more than it should. The spell holds 5 SIZ to start, and adds 5 SIZ per level. The pocket takes any object it has SIZ to hold, contorting and stretching to fit. If the container is destroyed the contents are inaccessible until the spell is cast again.

DEFLECT
Power Type: Horizon, Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 3
"The hand is quicker than the eye."
You can Parry ranged attacks like it's no big thang. Parries against missile weapons using melee weapons are merely Difficult, checks, rather than requiring Special Successes.
A second level improves it another step (Normal), and a third let's you automatically parry the attack.

DISINTEGRATE
Power Type: Celestial
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 10
"Flavour text"
You shoot a green beam of entropy, which turns the creature or object into a pile of dust. The target must succeed on a CON vs POW resistance check or be disintegrated, but if they pass they take 5d6 damage. If the target fails their resistance check you must take 1 point of POW drain, at which point they turn to dust. This affects 27 cubic metres of non-living matter.

DOPPELGANGER
Power Type: Menhir and/or Horizon
Range: 30 metres
Duration: 15 minutes
Power Point Cost Per Level: 3
"Me and what army? This one, chucklehead!"
You make a convincing clone of yourself using magic and [whatever bullshit explanatation., Solid hologram?). Each level creates one clone which shares all your ability scores. Each level creates one clone, but if they go father than 30 metres from you they dispel.

Your clone can use any of your skills and cast powers you know, but it draws from your PP supply. Clones cannot make magical items or cast spells that require permanent ability damage. Clones have just 5 HP and take a 5% penalty to all skills per level. Your clones are loyal to you and will follow even suicidal commands.

EMPATHIC HEALING
Power Type: Horizon, Menhir
Range: Touch
Duration: Instant
Power Point Cost Per Level: 1
"Brother, let me shoulder your burden."
You heal the target by taking their wounds onto yourself. Each level removes 3 HP of damage from the target and gives 2 points to you.

ENERGY TRANSFER
Power Type: Celestial, Horizon, Menhir
Range: Touch
Duration: Instant
Power Point Cost Per Level: 3
"He's a magic man~ / He's got magic hands~"
You can transfer energy to a willing target at rate of 3 expended to 1 transferred. Each level increases the transferred amount by 1.

Alternatively, this power can be used offensively by leeching off an unwilling target. In that case, you must succeed in a POW vs POW resistance check. If you succeed you force them to spend powerpoints to give to you, as per the above use.

EXPLOSIVE SHOT
Power Type: Celestial, Horizon, Menhir
Range: 3 metres
Duration: 15 minutes
Power Point Cost Per Level: 3
"BOOM, headshot!"
When you shoot people, you like to spread the love. Your initial target takes 1d6 extra damage, but all within range take 1d3+1 points of damage from shrapnel, magical energy, or whatever. Each level increases the initial damage by 1d6 and the splash damage by 1d3+1.

FATED STRIKE
Power Type: Celestial, Menhir
Range: Self/Touch
Duration: Instant
Power Point Cost Per Level: 5
"Once the spell has been cast, you have already landed your blow. All that remains is to prove it to the world. "

Choose a target within sight and a weapon and you automatically hit, gaining a +1 bonus to damage. You hit, no matter what. For each level you increase the damage by 1.

If you sacrifice a point of POW all Damage dealt by this spell cannot be healed naturally.

FIRE BREATH
Power Type: Menhir
Range: CON x 1 metres
Duration: 1 round
Power Point Cost Per Level: 5
"I'm hot-blooded, check and see~ / I've got a fever of a hundred and three~"
You spew a gout of flame 3 metres wide with a distance equal to your CON score. This does 4d6 damage and sets flammable objects aflame. Each level increases damage by 4d6 and doubles range.

FLASH STEP
Power Type: Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 7
"It's like you're standing still."
Flash Step allows your character to travel at their full movement in a combat round, in addition to a combat action. Normally, you can only do one or the other. This doesn't let you make extra attacks or perform extra combat actions, it merely lets you move in addition to a combat action.

Flash Step also grants a 10% bonus to Dodge checks against opponents who aren't also using Flash Step.

FLEET OF FOOT
Power Type: Celestial, Horizon, Menhir
Range: Self (Horizon, Menhir), Touch (Celestial)
Duration: 1 hour
Power Point Cost Per Level: 1
"Fly, you fools!"
Your MOV increases by 1 per level, as does the duration.

FLICK
Power Type: Celestial, Horizon
Range: 100 metres
Duration: Instant
Power Point Cost Per Level: 3
"This man has a gun in his waistband, officer."
You teleport an object of 3 SIZ or less to anywhere within range. Each additional level increases the distance by 100 metres and the SIZ by 3.

FLY
Power Type: Celestial
Base Range: Object Touched
Duration: 1 Hour
Power Point Cost: 1 power point per 10 SIZ points to activate, then 1 power point per hour to maintain
"Where we're going, we don't need... 'Roads'."
The Flight spell works by imbuing an object with the power to fly; such as brooms, carpets or lawnchairs. The spell's carrying capacity is divided between the object and any creatures or cargo riding it. The spell allows you to use the travel at a rate equal to 2x your DEX score, or 30, whichever is better.

For each level you can carry 10 more SIZ and the base duration increases by an hour.

FORCEFIELD
Power Type: Horizon, Tech
Range: 10 metres
Duration: 1 round
Power Point Cost Per Level: 3
"YOU SHALL NOT PASS!"
You make a telekinetic barrier that blocks all movement, even Phase Walk and similar effects. This forcefield has an effect of 2 metres per level, and is interrupted by solid matter such as wells.

GATE
Power Type: Celestial, Horizon, Menhir
Range: 3 metres
Duration: 1 minute
Power Point Cost Per Level: 5 and/or POW points
"Time to pass through the Door into Summer, kid."
You create a portal between two points in space, which can be made permanent and/or requiring a key for entry. The appearance can range from a rift in the air for a temporary one or a Door or runic circles for permanent ones or simply nothing.

Travelling through a Gate costs a number of power points that depends on the distance travelled, as per the table below. If the amount required is more than the user has, they are sent through unconcious and 1 point of POW drain. Making a permanent Gate costs 1 point of POW drain per 5 powerpoints of cost.

Each
* 10 PP for nearby town
* 15 PP for faraway town
* 20 PP for another continent
* 30 PP for another world
* 20 PP for another plane

GEAS, TRAP
Power Type: Celestial, Menhir
Range: Touch
Duration: Permenant, until triggered
Power Point Cost Per Level: 3
"You activated my trap card!"
You make a visible or easily detected mark that, if ignored and walked past, forces the offender and you to meet in a nearby area you have selected at the time of casting (no more than 2 miles away) within 6 hours. To refuse means taking 1d6 damage per hour, which cannot be healed naturally and requires a Break Curse spell to overcome.

GEM BOMB
Power Type: Celestial, Horizon
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 3
"Diamonds are a girl's best friend. "
You fill a crystal with magic making a bomb, it is physically inert until a magical trigger is applied. The bomb has a blast area 1 metre wide and does 2d6 damage. Each level doubles the distance and damage. You can have up to six gems attuned to you at a time, and additional gem bomb castings cause the earliest gem to go inert.

There are three options for using a gem bomb:
- One, that you use the Throw skill and lob it like a grenade, which costs 1 PP per level.
- Two, that you add a time delay, which costs 1 PP per level. The time can be a maximum of 1 hour per level.
- Three, that you remotely detonate at a cost of 1 PP per level. This has a maximum range of 100 metres per level.

HANGMAN
Power Type: Celestial, Horizon, Menhir
Range: 5 metres (Celestial, Horizon), Touch (Menhir)
Duration: 1 round
Power Point Cost Per Level: 3 (Celestial, Horizon), 1 (Menhir)
"Hang around with me for a while."
You lift the target off the ground, choking them. This deals 1d6 damage per round and the target is considered Helpless to others, making all attacks against them Easy. Each level increases the duration by 1 round.

HASTE
Power Type: Celestial, Horizon, Menhir
Range: Self (Horizon, Menhir), Touch (Celestial)
Duration: 1 combat round
Power Point Cost Per Level: 3
"When things change in an instant ~/ it's almost fast enough for me~
This doubles your MOV and boosts your DEX by +2 higher for initiative. Additionally, you gain an extra attack per round and a +10% bonus to attack rolls. Each level increases the bonus to DEX by 2, and the duration by 1 round.

HIDING IN PLAIN SIGHT
Power Type: Horizon
Range: Self
Duration: 1 hour
Power Point Cost Per Level: 1
"Welcome to the service industry, kid."
You and all the items you carry are now effectively invisible to all living creatures, but not to spells, security cameras or similar countermeasures. Each level increases the duration by 1 hour.

IDLE HANDS
Power Type: Celestial, Horizon
Range: POW x 1 metres
Duration: 1 round
Power Point Cost Per Level: 3
"Stop Hitting yourself!"
You take control of an arm or leg on a target and cause it to injure its owner, dealing 1d6 damage. Optionally, you can have the offending limb hamper them for that round, giving a -20% penalty on skills (for arms) or halving their MOV if used on legs.

INSTANT ARMOURY
Power Type: Celestial, Horizon, Menhir
Range: Touch
Duration: 15 minutes
Power Point Cost Per Level: 1
"King of Heroes! Do you have enough swords?"
You are never without access to weaponry, no matter where you are. You can draw a weapon from the empty air of average quality, and if ranged you receive 10 rounds of ammunition or a full magazine, whichever is appropriate. To change weapons or to gain additional ammunition simply draw new weapons at the cost of an extra power point. Weapons can be acquired permanently at the cost of 1 point of POW per weapon.

INVITATION
Power Type: Celestial, Horizon
Range: 100 kilometres.
Duration: 1 minute.
Power Point Cost Per Level: 5
"You're my only hope!"
You send a mental message of yourself speaking to the intended recipient if they are within range, visual effects are optional. The message can be a maximum of 15 words per level.

JUGGERNAUT
Power Type: Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 1
"OH YEAH!"
You ignore 2 point of DR of all objects you strike before applying damage. Each level increases the DR points ignored by you.

KNOCK
Power Type: Celestial, Horizon, Menhir
Range: Touch
Duration: Instant
Power Point Cost Per Level: 1
"You learn a lot in law enforcement."
Through an expert tap or supernatural shenannigans you try to pop open a lock. This power requires a successful Luck check to open a lock, and if you fail the lock is jammed.

LEAP OF THE CLOUDS
Power Type: Celestial, Horizon, Menhir
Range: Self (Horizon, Menhir), Touch (Celestial)
Duration: 15 minutes
Power Point Cost Per Level: 1
"Insert flavour text here."
You reduce falling damage by 1d6 per level, can walk on water and snow without breaking through the surface.

LIGHTNING RELOAD
Power Type: Horizon, Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 1
"Flavour text"
You reload or ready your next shot really fast. For every level of this power, reloading time is reduced by 1 round. Thus a character with an arbalest with LIGHTNING RELOAD level 2 could fire every round, provided he had the ammunition.

LIGHTNING JAR
Power Type: Celestial
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 5
"Have a taste of white lightning, pal."
You fill a container with lightning, which keeps until discharged. The lightning is 1 metre wide, has a distance equal to your POW and does 3d6 damage. Each level doubles the distance and damage. Activating the bottle costs 1 PP per level and up three jars can exist at a time, any additional lightning jar castings cause the earliest jar to go inert. Jars can be transferred to a new user at a cost of 1 PP per level.
Dodging lightning is Difficult if wearing metal armour, and if parried successfully with a non-metallic shield, the shield takes the damage, with any remainder hitting the wielder. If the spell hits water or metal surfaces

Additionally, electrical equipment on targets who Fumbles their attempt to Dodge or Parry the spell may be fried, using your POW against the item's HP in a resistance roll.

LION'S ROAR
Power Type: Menhir
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 5
"Wharrgarbl!"
You shout or scream dealing 3d6 sonic damage, and all within the area of your power are pushed back 1m for every 3 points of damage. If they are stopped by a wall or similar obstruction they take 2 damage for every 1m they should have moved.

This power shatters glass, pottery, etc. If enemies are thrown through sharp objects or glass, they take an extra 1d6 damage per object. If shouted through a cone-shaped object (like a church or temple bell with the top removed), add 2d6 to the initial damage.

LOGIC BOMB
Power Type: Horizon
Range: POW x 1 metres
Duration: 1 minute
Power Point Cost Per Level: 1
" "
You force the target to stop and contemplate a question or phrase, typically a koan. The target is incapacitated until either they "solve" the question or the duration runs out. A successful Idea roll can end the effect early.

LOST TIME
Power Type: Celestial, Horizon
Range: Touch
Duration: 1 minute
Power Point Cost Per Level: 3
"You've got stuck in a moment and now you can't get out of it."
Target touched is put into stasis, unable to be perceive anything, be moved or harmed until the spell ends. After the spell ends, the target is now back in synch with time, and has perceived none of the elapsed time.

LOVESTRUCK
Power Type: Celestial, Menhir
Range: 10 metres
Duration: 24 hours
Power Point Cost Per Level: 3
"Shot through the heart, and you're to blame~ / you give love, a bad name~"
You make eye contact with a target and must pass a POW vs POW resistance check. If you succeed, the target falls in love with you. As long as you don't abuse or attack them, the effect lasts until broken. The effect ends if the user doesn't keep feeding it Power Points daily, the user is knocked unconcious or is killed.

If the user performs this in the form of a kiss or similar form of close contact, treat their POW as 2 points higher.

MAGIC CIRCLE
Power Type: Celestial
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 3
"YOU SHALL NOT PASS!”
You create a ward that planar beings must fight in order to pass, typically drawn as a way to confine or defend against them. To cross the ward, the being must beat it in a STR resistance check. The STR of the ward depends on the power invested into it, granting 5 STR per level spent.

The ward can cover an area as large as 6 square metres and is almost always a circle. Any attempt to break through the barrier deals 1d3+2 damage to the offender.

MARA'S VEIL
Power Type: Celestial, Horizon
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 1
"Are you really twenty-one?"
This spell makes you appear three years younger or older per level. This doesn't make you look like a different person, you simply alter your apparent age with an illusion. Even people who know you might not recognise you by sight, requiring an Easy Notice check.

MEGATON BLOW
Power Type: Menhir
Range: Touch
Duration: Instant
Power Point Cost Per Level: 3
"I teach people how to fly."
Make an attack with the melee weapon of your choice, gain 1d6 damage plus the chance to send them flying. On a successful hit, they are pushed back 1m for every 3 points of damage. If they are stopped by a wall or similar obstruction they take 2 damage for every 1m they should have moved. Each level adds 1d6 damage.

METEO
Power Type: Celestial
Range: POW x2
Duration: 1 combat round
Power Point Cost Per Level: 1
"ROCKS FALL, EVERYBODY DIES!"
You call down falling stars on your foes, dealing 1d3+1 damage to everyone within 5 metres around the selected target or location. Each level increases the damage by 1d3+1 and the duration by 1 round.

METEOR CHARGE
Power Type: Menhir
Range: 30 metres
Duration: Instant
Power Point Cost Per Level: 3
"Come over here and say that!"
You charge and smash into an enemy, dealing 2d6 damage to all within 3m of your target (excluding yourself). For every level added increase damage by 1d6 and the area by 1m.

MIND BULLETS
Power Type: Horizon
Range: 200 metres
Duration: Instant
Power Point Cost Per Level: 1
"That's telekinesis, Kyle!"
You telekinetically pummel your target (such as a yak) from afar. This deals 1d2+1 damage per bullet, and each level adds another bullet.

MIRROR OF S'HTRU H'SRAH
Power Type: Celestial, Horizon, Menhir
Range: POW x1 metres
Duration: 15 minutes
Power Point Cost Per Level: 3
"No, John. You are the demons."
Subject takes damage from having their inner demons and illusions glaringly exposed. If they fail a POW resistance check they take a -10% penalty to all skills per level.

NERVE SHOCK
Power Type: Horizon
Range: 50 metres
Duration: 1 minute
Power Point Cost Per Level: 5
"?"
The subject suffers a momentary jolt, briefly losing motor control. They suffer a -10% penalty on a basic task like swinging a weapon, swimming or climbing, a -20% penalty on things requiring a little finesse such as firing a gun or typing, or treating all things requiring fine control like picking a lock or rewiring something as Difficult skill checks. Alternatively, someone who is just holding a gun could suffer a spasm and instantly fire it.

PENETRATING STRIKE
Power Type: Horizon, Menhir
Range: 30 metres
Duration: Instant
Power Point Cost Per Level: 3
"Two birds with one stone, that's how I roll."
You make an immediate target within weapon range, which can potentially penetrate through and hit others behind it, and gain +2 damage. For each enemy in line with the initial target, to hit you must succeed a Difficult attack roll. The 2nd enemy after the first takes 3/4 damage, rounded up, the 2rd takes 1/2, and so on until you miss.

PERCUSSIVE MAINTENANCE
Power Type: Menhir
Range: Touch
Duration: POW x 1 minutes
Power Point Cost Per Level: 1
"Did you try the Litany of Wyfpos yet? No? Lemme give a whack at it."
You attempt to beat offending broken or damaged equipment into working order, or at least submission. The item in question will function for a time, but will stop working after the duration finishes unless the user succeeds in a Luck check. If the check succeeds the repair is permanent and the item is 'fixed'.

PERSONAL OVERCLOCK
Power Type: Horizon, Menhir
Range: Self
Duration: 1 minute
Power Point Cost Per Level: 1
"Uh, your brain is smoking"
For the duration, your brain runs on overdrive, letting you think twice as fast. You gain a +2 bonus to your DEX for the purposes of initiative and +5% bonus to Mental and Perception skills. Each level increases the initiative bonus by 1 and the skill bonus by 5%. However, it is taxing, so after using this power, you take a -20% to all skills until rested.

PHASE SHIFT
Power Type: Celestial, Horizon, Menhir
Range: Self
Duration: Instant
Power Point Cost Per Level: 5
"Can't touch this."
You can temporarily become incorporeal when you would otherwise be hit by an attack. This effectively negates most attacks, but not all.

PHASE WALK
Power Type: Celestial, Horizon, Menhir
Range: Self
Duration: 1 Round
Power Point Cost Per Level: 1
"Insert flavour text here."
You and any items worn and carried become incorporeal, which renders you immune to physical damage, heat, and cold and cannot perform attacks that result in the same damages. Each level of this power increases the duration by 1 round and lets you pass travel an additional 10 centimetres of walls or creatures per round, up to your normal movement speed.

If you place an object inside a living being they must succeed on a Luck check or take 3d6 points of damage and a Major wound. With a Difficult Medicine check you can insert or remove objects without injury to the target.

PERSONAL OVERCLOCK
Power Type: Menhir, Horizon
Range: Self
Duration: 1 minute
Power Point Cost Per Level: 1
"Uh, your brain is smoking"
For the duration, your brain runs on overdrive, letting you think twice as fast. You gain a +2 bonus to your DEX for the purposes of initiative and +5% bonus to Mental and Perception skills. Each level increases the initiative bonus by 1 and the skill bonus by 5%. However, it is taxing, so after using this power, you take a -20% to all skills until rested.

POWER SLIDE
Power Type: Horizon, Menhir
Range: Self
Duration: Instant
Power Point Cost Per Level: 1
"Phew, that was a close one!"
When you would normally be hit by a power or attack you may slide back to reduce damage. You move 1m away from the source of damage for every 3 points of damage negated by this power. If you lack the space to do so, you take 1d6 damage for every metre you should have travelled and if the damage is high enough to destroy the blockage you may continue the slide.

PUSH
Power Type: Horizon, Tech
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 1
"Step off, homey!"
You blast a fool with a telekinetic blast, sending them flying 1 metre per level. If movement is stopped by a barrier they take 2 damage per metre of movement, which may destroy the barrier as well.

RALLYING CRY
Power Type: Menhir
Range: POW x 1 metres
Duration: Instant
Power Point Cost Per Level: 1
"Give them nothing, but take from them EVERYTHING!"
You give 1 ally per caster level a 15% bonus on their next attack roll.

RAZOR WIND
Power Type: Horizon, Menhir
Range: 15 meters.
Duration: 15 minutes
Power Point Cost Per Level: 1
"Sonic BOOM!"
Your melee attacks gain a ranged mode, due to vacuum effects, air blades, or whatever. Your attacks are rolled as normal, but they can target distant targets within this range.

REJUVENATE
Power Type: Celestial, Horizon
Range: Touch
Duration: 1 minute
Power Point Cost Per Level: 3
"Insert flavour text here."
This spell heals 10 HP over the course of a minute, or 1 HP a round. This doesn't let you re-attach or regrow limbs.

RESONANT TOUCH
Power Type: Horizon, Menhir
Range: Touch
Duration: Instantaneous
Power Point Cost Per Level: 3
"I'm pro, I can undo bras one-handed, with the lights off, heck I can do it with one finger!"
You touch an object, and send a ripple of kinetic energy through it, allowing instant activation of moving and mechanical parts. It won't work on electronics, ignition systems (unless it uses something mechanical to make the flame) and such, but can lock doors, disarm traps, undo clasps, open or close valves, briefly activate heavy machinery (for a couple of seconds) and so on.

RIDE THE LIGHTNING
Power Type: Celestial, Horizon
Range: 1 kilometre
Duration: Instant
Power Point Cost Per Level: 3
"I'm a force'a nature!"
You travel distances instantly through a bolt of lightning. Anything within 1 metre of your destination takes 1d6 damage and each level increases the damage by 1d6 and the distance by 1 kilometre, but blast radius is unaffected.

ROLL WITH IT
Power Type: Horizon, Menhir
Range: Self
Duration: 1 round
Power Point Cost Per Level: 1
"Spotted Horse cannot be killed by a bullet!"
When you would be hit by an attack, you do your best to negate some of the damage. Each level gives 2 points of AP.

SHOCKER
Power Type: Celestial, Horizon
Range: Touch
Duration: Instant
Power Point Cost Per Level: 3
"Why do you guys keep laughing whenever I use this spell?"
Make a Brawl check. If you connect you deal 1d6 electrical damage and the a target must succeed in a CON resistance check against your POW or be Stunned for 1 round. Each level increases the damage by 1d6.

SKINWALK
Power Type: Menhir
Range: Touch
Duration: 24 hours
Power Point Cost Per Level: 1
"I took some bad acid and woke up looking like an expressionist painting."
You morph your body around as a disguise. You gain +5% per level to Disguise, however you must make an Art (sculpting) or Use Magic check. If you fail, you leave yourself looking hideously ugly, monstrous or subtly off, causing a -20% penalty on Communication skills. If the roll is successful you may sculpt yourself into a model, gaining a +5% per level bonus to Persuade.

SLASH AND DASH
Power Type: Horizon, Menhir
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 5
"I'm in ur base, killin' ur dudez!"
You may attack all enemies in a 10 metre line. You must make a separate attack roll for each.

SLOW THE SANDS OF TIME
Power Type: Celestial, Horizon, Menhir
Range: Self
Duration: Permanent
Power Point Cost Per Level: 5
"Only the good die young~ / All the evil seems to live forever~"
This spell makes you age slower than most. The first level slow aging down so that for every 2 years that pass, you age just 1. The second level changes that to every 3, and so on. This spell takes 1 day and 1 permanent point of POW per level to cast.
If the spell is broken the you age rapidly until your physical ages matches your chronological age. The level of the spell changes how many years per day you age, for instance a level 3 version would mean you age 4 years per day until the ages match. This rapid aging can be stopped by a new casting, but any age accrued before and during the casting is unaffected.

STEEL ECLIPSE
Power Type: Horizon, Menhir
Range: 100 metres
Duration: Instant
Power Point Cost Per Level: 3
"BRING THE RAIN!"
Make an attack with the ranged weapon of your choice and choose a 3m section of space. If successful, you fill that space with a volley of projectiles dealing 1d6 (Impaling) plus db, at the cost of 5 shots of ammunition per level. Each additional level adds 1d6 damage and increases the area by 1m.

SWITCHEROO
Power Type: Celestial, Horizon, Menhir
Range: 5 metres
Duration: Instant
Power Point Cost Per Level: 3
"You cannot beat... THE LOG."
Instead of taking a hit, you can substitute an object for yourself to take the blow. The object must be within 3 points of SIZ of your own and must be within range.

Alternatively, you may attempt to switch places with an enemy. This requires an STR or POW resistance check (your choice), and if you succeed the enemy takes the hit.

SUPER JUMP
Power Type: Horizon, Menhir
Range: Self
Duration: 15 minutes
Power Point Cost Per Level: 1
"D --> I love being STRONG!"
You can jump 5 metres farther when you successfully use the Jump skill. Each level increases the distance by 5 metres. This power also lets you treat falls as being an equivalent distance shorter for falling damage.

STOMP
Power Type: Celestial, Horizon, Menhir
Range: POW x1 metres
Duration: Instant
Power Point Cost Per Level: 1
"Algore, SMASH!"
All creatures within range must pass a Difficult Agility check or are knocked prone, taking 1d3+1 damage. Each level increases the damage by 1d3+1.

TELEFRAG
Power Type: Celestial, Horizon
Range: 15 metres
Duration: Instant
Power Point Cost Per Level: 3
"You're half the man you used to be."
The target takes 1d6 damage per level as they are partly telefragged by the caster. If the caster instead spends 5 points per level the target must beat a POW resistance check or take 3d6 damage per level and take a Major Wound.

TELEPORT BEACON
Power Type: Celestial, Horizon
Range: 100 kilometres
Duration: 1 year
Power Point Cost Per Level: 5
"To the everlasting glory of the infantry shines the name, shines the name of Rodger Young."
This power allows you to make a beacon that allows you teleport without any chance of mishap, provided you are keyed in or know the passcode. A teleport beacon is automatically sensed when using teleportation, but unless you can access it, the information is useless.
Each level increases the range by 100 kilometres and the duration by 1 year.

TELEPORT
Power Type: Celestial, Horizon
Range: 10 kilometres
Duration: Instant
Power Point Cost Per Level: 1
"It's longer than you think, Dad! Longer than you think!"
Each level of this spell allows you to teleport 15 points of SIZ and increases the distance by 10 more kilometres. Only complete objects and creatures can be transported, so a weapon could be teleported from a holster but not say, the wheel from a wagon. To transport an unwilling target the caster must succeed a POW resistance check.

If you fumble the spell, you might end up becoming telefragged. To avoid this, you must succeed on a Luck check or take 3d6 points of damage and a Major wound.

Teleport does not instantly transport you to your destination; instead you vanish and it takes 1 minute per 10 kilometres to get you there.

TRACE TELEPORT
Power Type: Celestial, Horizon
Range: 30 metres
Duration: 1 Round
Power Point Cost Per Level: 1
"Yeah, I got them... Seems they went Spireward, Lord Inglip."
You can sniff our the after-effects of a teleport spell, allowing you to roughly gauge how far and what direction they travelled. This allows you to attempt following the path of the teleport, but this method of tracking isn't very precise , making you 1d100 metres off target. Each level increases the duration by 1 and reduces the distance off target by 10 metres. Actually following requires the use of the Gate spell or Teleport, this merely improves your chance to find the destination safely.

TITANIC MIGHT
Power Type:
Range: Self (Horizon, Menhir), Touch (Celestial)
Duration: 1 round
Power Point Cost Per Level: 1
"With this active I might even be able to lift your mum."
Your STR is multiplied by 2 for the duration of the power. Each level of increases the duration by 1 round.

THROW
Power Type: Menhir
Range: Self
Duration: Instant
Power Point Cost Per Level: 3
"He's going for distance~ / He's going for speed~"
Make a Brawl attack (Easy difficulty if in a grapple) with 1d6 points of bonus damage. If successful, you throw the target 1m per 3 points of damage dealt. If they are stopped by a wall or similar obstruction they take 2 damage for every 1m they should have moved. Each level of this power increases bonus damage by 1d6.

TURN BACK THE CLOCK
Power Type: Celestial, Horizon
Prerequisite: Slow the Sands of Time, lvl 2
Range: Touch
Duration: Instant
Power Point Cost Per Level: 5
"Of course you're not getting any younger, nobody is... except him. "
Each level reduces the target's physical age by 5 years at cost of 1 permanent point of POW. Each level increases the age reduction by 5 years. This removes any age-related penalties to ability scores and such, but any age-related benefits remain.

TWIN WEAPON STYLE
Power Type: Horizon, Menhir
Range: Self
Duration: 1 hour
Power Point Cost Per Level: 1
"Drinks aren't the only thing I dual wield."
You can dual wield much more effectively than most. When dual wielding, your primary weapon's skill is rolled as normal, but your off-hand weapon's is Difficult. At second level both attacks are at normal difficulty.

WALK IT OFF
Power Type: Horizon, Menhir
Range: Self
Duration: Instant
Power Point Cost Per Level: 1
"Suck it up, buttercup!"
You heal 1 HP per Caster Level, which can even get wounded limbs operating again if the healing is directed to a specific location. This does not let you re-attach or regrow limbs.

WALL CRAWLER
Power Type: All
Range: Self (Mehir, Horizon), Touch (Celestial)
Duration: 15 minutes
Power Point Cost Per Level: 1
"Does whatever a spider can~"
You can climb like a Gecko or Spider, able to climb up most surfaces. Climbing a surfcace becomes 1 step easier per level, and gives a 5% bonus to Climb.

WEAPON AFLAME
Power Type: Celestial, Horizon, Menhir
Range: Touch
Duration: 15 minutes
Power Point Cost Per Level: 1
"Flavour text"
Your weapon or natural weapon of choice is on fire, but it doesn't hurt you. Each successful attack you make with the weapon deals an extra 1d3+1 points of fire damage. Each level increases the damage by 1d3+1.

WHIRLWIND
Power Type: Horizon, Menhir
Range: Self
Duration: Instant
Power Point Cost Per Level: 1
"Surrounding me, huh? Saves me some time."
You flip out and stab everyone. You make an attack against all enemies within reach, at a limit of 1 per caster level.
Ones that need work:


AMPLIFY
Power Type: All
Range: Touch
Duration: Instant
Power Point Cost Per Level: 3
Your next power has its effects increased [Thinking something like All materia from FF7 here.]
Maybestuff with AoE increases area by 1m per level, while touch powers are now a small AoE of 1m per level. Or something.

BRAIN FOOD
Power Type: Horizon, Menhir
Range: Touch
Duration: Permanent
Power Point Cost Per Level: 3
"
You eat brains to gain their knowledge.

GEAS
Power Type:
Range:
Duration: 15 minutes
Power Point Cost Per Level:
"Flavour text"

INTUITION
Power Type: All
Range: Self
Duration: Instantaneous
Power Point Cost Per Level: 5
" "
Mild form of precognition. Bonus on attack and Dodge?

MOUNTAINS OUT OF MOLEHILLS
Power Type: Celestial, Menhir
Range: 10 metres
Duration: 1 hour
Power Point Cost Per Level: 3
"He tripped and fell down some stairs, right, guys?"
You cause a mound, wall, or pillar to form from the ground.

ORICHALCUM
Power Type: Celestial
Range: Touch
Duration: Instant
Power Point Cost Per Level: 7
"That ain't glass, that's orichalcum. Only peasants use glass, boss."
You make glass as hard and malleable as copper by infusing it with magic just the right way. Each level of this spell converts 15 kilograms of glass into orichalcum. Orichalcum is a reddish-gold tinted material resembling glass and is used by those wanting to flaunt wealth or those who simply need durable replacements for glass.

TRAINING
Power Type: All
Range: Touch or Self
Duration: 1 week
Power Point Cost Per Level: 5
"Flavour text"
Through various esoteric and painful methods you improve the body of the subject in a grueling regimen.

Last edited by Meikle641 on Sat Oct 13, 2012 3:47 am, edited 14 times in total.
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Post by Meikle641 »

Races


[Elf-y race? Maybe Catfolk-ish?]
+1 MOV, +1 POW
-2 SIZ
Elves are fleet of foot and talented with magic, but their bodies are built lighter than other races. Their long lives expose them to

An elf gets +10% to a Melee Weapon or Missile Weapon specialization, or 10% to Dodge checks. They can only choose one.

Additionally, their POW is treated as 2 higher against Charm and Sleep effects

Dwarf
+1 CON, +1 POW
-2 MOV


+10% on Craft skills and their POW is treated as 2 higher when crafting magical items.


Promethean
+1 Con
-2 APP


Prometheans are treated as having a Resistance spell in effect at all times, but only against fire. For every 3 points of damaged negated fire damage, they heal 1 point of damage.

Prometheans resist all electrical damage equal to 1/2 their CON score. They heal 1 point of damage for every 2 negated

- Loyalty:

Conditional Berserk effect if [Loyalty] target is endangered?



Troll:

-1 POW, +1 STR, -2 APP

Fire: Trolls take double damage from fire, regardless of source. Trolls are flammable, and can be set afire using toches, powers, or weapons.

Regeneration: Heal 3 HP per minute or 1 HP at the end of every combat round. Fire and acid damage cannot be healed by regeneration. This will also remove major wounds, but only after all HP damage from the injury is healed.



+10% bonus on Persuade
+10% bonus on First Aid


Human:
Tireless: A human can walk nearly any being alive into the ground, given enough time. All checks for endurance are considered one step easier. Normal being Easy, Difficullt being Normal, etc.
Cunning: Something about improvised weaponry? [insert mechanics]
Fight or Flight: Human bodies are flooded by natural combat drugs when in danger, granting increased reaction time and physical prowess. During a combat high, treat their DEX as 4 points higher for initiative and a +10% bonus on Physical skill checks for the duration of combat.

Humans have a talent for making weapons from damn near anything.



Vampire:
Vampires are humans, no exceptions. Vampirism is a magical curse transmitted when the vampire has the target drink his blood after having been drained. The transformation takes a week, during which the fledgling vampire grows paler, feels sensitive to light, and develops a taste for blood.

Vampires don't burst into flame or sparkle when in sunlight, but they dislike it as it makes them feel exhausted and uncomfortable.

There are no blood-feuds between vampires and werewolves; if any exist they are on the personal level.

Blood Drain: A vampire can drain 1d6 CON or PP(GM's choice) from the target per round, using grappling rules to stay attached. The target will die if they reach 0 CON. Assuming the victim doesn't die, they heal 1 point of characteristic damage per day of relative rest, but if rest is ignored healing takes twice as long. Power points regenerate as normal.

Vampires use Blood Drain to regain PP, since, as undead, they don't generate them naturally. CON or PP drained are added to the vampire's current PP total.

Blood Thirst: A vampire loses 1d3 power points every day, spent when they first get up. If a vampire reaches 2 PP or less, all rolls are considered Difficult due to weakness and the thirst for blood.

Decapitation: A decapitated vampire is dead, doesn't regenerate, and won't rise from the dead.

Fire: Vampires take double damage from fire, regardless of source. Vampires are flammable, and can be set afire using toches, powers, or weapons.

Regeneration: Unless killed through a traditional method, a vampire will regenerate 1 HP per combat round. If it is in direct sunlight or near a holy symbol, it cannot regenerate and must heal normally. Damage from fire and silver cannot be regenerated and must heal at the vampire's natural rate.

Spawn: A vampire's blood has a POT equal to the vampire's current POW, and if drunk can turn a human into a vampire. The blood has an effect if 1 to 4 days, and if the target is overcome by it, they turn into a vampire.

Stakes: Whenever a wooden weapon achieves an Impaling or critical result on a Difficult attack on a vampire, and deals at least 1 damage, the vampire dies and turns into a cloud of dust. For example, a sniper with a crossbow skill of 70% must achieve an Imaple success on a roll of 35 or less.

In this case, a roll of 7 or less would succeed in staking the vampire in the heart. A traditional stake would do 1d3+db and have 6 HP.

Sunlight: Skills are considered one step more difficult when in direct sunlight. If covered head-to-toe in concealing clothing they instead take a -10% penalty to all skills.


Beetle People:


ghetto flight
horn attack
natural armour
Last edited by Meikle641 on Tue Jul 17, 2012 1:30 am, edited 2 times in total.
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Post by Meikle641 »

Noticed I made some mistakes on some powers I uploaded:
- Added a radius for STEEL RAIN
- Changed duration and effect for MEGATON PUNCH
- Changed name of LION'S ROAR to RALLYING CRY, due to a new power with the same name being made
- Changed the damage and effect of JUGGERNAUT
- lowered cost of RAZOR WIND to 1 from 3
- increased cost of FLASH STEP to 7 from 5


NEW POWERS:
- LION'S ROAR
- LOVESTRUCK
- METEOR CHARGE
- POWER SLIDE
- SLASH AND DASH
- SUPER JUMP
- THROW
- WHIRLWIND
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Post by Meikle641 »

Aww yeah, total new powers for BRP: 43. Gonna be doing more work on magic and psi now, allow with races.

Added:
- Backstab
- Berserk
- Blink
- Cloak of Shadow
- Empathic Healing
- Energy Transfer
- Explosive Shot
- Fleet of Foot
- Flick
- Flight
- Gate
- Hiding in Plain Sight
- Lightning Reload
- Mind Bullets
- Penetrating Strike
- Roll With It
- Substitution
- Stomp
- Telefrag
- Teleport
- Trace Teleport
- Titanic Might
- Twin Weapon Style

Changed:
- Changed the benefit of Flash Step slightly
- Reduced cost of Power Slide

In Progress:
- Blade of Wrath
- Causality Curse
- Geas
- Geas, Trap
- Haste
- Leap of the Clouds
- Mirror of Harsh Truths
Last edited by Meikle641 on Sat Jun 16, 2012 8:24 am, edited 1 time in total.
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Post by Meikle641 »

Up to 64 powers now.

Added:
- Causality Curse
- Correspond
- Deathblow
- Geas, Trap
- Hangman
- Haste
- Instant Armoury
- Invitation
- Juggernaut
- Knock
- Leap of the Clouds
- Magic Circle
- Meteo
- Mirror of S'htru H'Srah
- Percussive Maintenance
- Phase Shift
- Phase Walk
- Shocker
- Teleport Beacon
- Weapon Aflame


Changed:
- Cost of Substitution
- Steel Rain becomes Steel Eclipse
- Changed range of Rallying Cry
- changed the effect of Wallcrawler
- Increased damage of THROW
- MEGATON BLOW is now called BLACK SUN STYLE
- JUGGERNAUT became MEGATON BLOW
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Post by Meikle641 »

Up to 85 powers now.

Added new spells:
- BESTIAL WEAPONS
- CHAOTIC MISDIRECTION
- CRASHING WAVE
- CRUMBLE
- DISINTEGRATE
- FIRE BREATH
- GEM BOMB
- IDLE HANDS
- LIGHTNING JAR
- LOGIC BOMB
- LOST TIME
- MARA'S VEIL
- NERVE SHOCK
- PERSONAL OVERCLOCK
- REJUVENATE
- RESONANT TOUCH
- RIDE THE LIGHTNING
- SKINWALK
- SLOW THE SANDS OF TIME
- TURN BACK THE CLOCK


IN PROGRESS POWERS ADDED:
- ORICHALCUM

EDITED A FEW POWERS HERE AND THERE


So, I'm thinking on how to revise durations for the system. Currently it tends to be 1 round, 1 minute, 15 minutes, instantaneous, permanent, or an occasional variation (like 5 minutes). Most effects with an actual duration are 15 minutes.

What are better durations to have? 1 day? Keep the same?
Last edited by Meikle641 on Wed Aug 29, 2012 1:29 am, edited 2 times in total.
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Post by Dean »

ACKSTAB
Power Type: Horizon, Menhir
Range: 10 metres
Duration: Instant
Power Point Cost Per Level: 3
"Sorry to 'pop-in' unannounced."
You appear behind a target within range unnoticed and immediately make a sneak attack, with a 20% bonus to hit.
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Post by Meikle641 »

Hah. Messed that up during copy and paste.
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Post by Meikle641 »

Up to 90 new powers now.

ADDED:
- AVATAR
- CHARGE SHOT
- DOPPELGANGER
- FORCEFIELD
- PUSH
ADDED IN PROGRESS POWERS:
- AMPLIFY
- BRAIN FOOD
- MOUNTAINS OUT OF MOLEHILLS

I'd really appreciate more ideas for powers, perhaps ones you think all fantasy RPGs should have, or ones from D&D whose omission seems glaring?

One of my editors is doing great work and has done work helping me revise 2 chapters of BRP so far and is starting on the existing Powers/Spells section any day now. Hoping to have things ready to begin playtesting around Christmas maybe.
Last edited by Meikle641 on Sat Oct 13, 2012 3:53 am, edited 1 time in total.
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Re: BRP Powers and House Rules

Post by shadzar »

Meikle641 wrote:BRP is a d100 roll-under system, and I know we all know the problems that has.
don't know the system, so didnt know that, nor that roll under for d% is a problem.

20% chance is numbers 1~20 on d%. its so easy to figure out what you need to roll.

converting means:
100-d%+1 or 100-(d%-1)
100-20+1=81 or 100-(20-1)=100-19-81

20% chance is numbers 81~1000 on d%. its so easy to figure out what you need to roll.

so outside of BRP what is the problem with d% roll under? or does BRP create the problem with d% roll under?

any system SHOULD work with d% rolls for everything because they can easily be figured anyway with most system that have standard ranges for things. so i see no problem using a d% system. it is better than a d20 because you have more wiggle room for modifiers rather than any modifier giving 5% modification.
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Post by Korgan0 »

I'm pretty sure Meikle is talking about d% roll-under (e.g. Mouseguard, DH, BRP, etc), as opposed to d% roll-over, which no RPG I have ever heard of uses. In roll-under, you try to roll under your modified characteristic, while in roll-over you have to (if I remember correctly) beat 100 with your roll plus your characteristic plus relevant modifiers. Essentially, it's easier to understand, especially for people coming off a d20 system, is infinitely extensible with much more ease, and allows for degrees of success to be calculated much more intuitively.
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Post by Meikle641 »

Korgan has the right of it. I've abandoned changing that aspect of BRP at this point, honestly.

Why is it that the only attention this thread gets aren't about my new material? :P

Anyway, my editors have been making excellent progresss on existing material. I'm hoping I can do some playtesting this month. I've also got a large update to my powers that should be posted by say, Friday.
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Post by shadzar »

Meikle641 wrote:Why is it that the only attention this thread gets aren't about my new material? :P
had to figure out what it wa saying it was based on before i could critique anything.

ask someone who has been blind since birth, what they prefer the red or blue car...you have to give them some kind of point of reference for what red and blue means.

good luck with it and the playtesting.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by Meikle641 »

This is my up to date material and revised rule folder. Powers have been added to and older ones have been refined. Still a work in progress.

Also been doing a big revision on the skill system, but it'll definitely need looking at.

Basically, using the existing derived stats (Stamina, Agility, Effort, etc) as the base rating for skills, with training and specializations and equipment/spell modifiers adding or subtrating to that number. After chargen the skill total can grow just as in RAW through successful uses.

Not having to distribute 500+ skill points should make chargen much easier and faster.
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Post by Meikle641 »

We're making a character as an example, and his name is Jim. Jim is going to be a magical archer with some melee tricks. So, I roll for my stats and get:
11 13 10 11 9 13 12 8
Str 11, Con 13, Power 10, Dex 11, App 9, Size 13, Int 12, EDU 8.
Effort = Str*5
Stamina = Con*5
Luck = Pow*5
Agility = Dex*5
Charisma = App*5
Idea = Int*5
Know = Edu*5
This gives him Effort 55, Stamina 65, Luck 50, Agility 55, Charisma 45, Idea 60, and Know 40 as skill ratings for each applicable ability score (SIZ has nothing), as a base percentage on tasks. The ability used for a skill depends on the skill's category, and whichever relevant attribute is more advantageous.
Communication - APP or POW
Camaraderie, Command, Deception, Intimidation, Perform, Persuasion
Magic - INT or POW
Perform Magic (Various)
Manipulation - DEX or INT
Artisan, Larceny, Pilot, Sabotage, Ride, Stealth
Mental - INT or EDU
Knowledge (various), Language (various), Logistics, Medicine, Science, Tactics
Perception - INT or POW
Empathy, Investigate, Navigate, Notice
Physical - Con or STR or Dex
Athletics, Construction, Survival
Combat - STR or Dex
Energy Weapons, Guns, Martial Arts, Melee Weapons, Missile Weapons
Additionally, a bonus is further modified by Training, Specialization, magic, and armour. Having a trained skill gives a 10% bonus, but a specialty within that gains another +10% on applicable rolls.
Jim can choose as many skills as his INT score, in this case 12. But, that's not quite all. We have to give him his known languages, so we divide his INT score by 5, and round down. This gives us 2.4, or two languages for Jim.

So, he chooses the following skills and languages, and specializes in several of them: Athletics 75%, Language (Common) 60%, Lanugage (Latin) 60%, Martial Arts 65%, Melee Weapons (Knives) 75%, Missile Weapons (Bows) 75%, Notice 70%, Perform Magic (Mehir) 70%, Persuasion 60%, Survival 75%, and Tactics 70%.

Jim has a Bow speciality with his Missile Weapon skill.This means that with general Missile Weapons Jim has a score of 75, but with bows he has 85.
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Post by Meikle641 »

So, any thoughts on the revised skill system so far? Or existing material I've made?

https://docs.google.com/folder/d/0B93id ... sp=sharing <-- my dropbox of up to date shit.
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