Category Archives: Basic RolePlaying

Posts about, related to, or featuring content for Chaosium’s Basic RolePlaying system and related games such as Elric! and Stormbringer, Superworld, Call of Cthulhu, and so on.

The New Phonebook Is Here!

BRP Hardback Cover
Actually, it’s not the phonebook. It’s the new Basic RolePlaying hardback. But it weighs as much as a phonebook. And it’s yellow, too.

The interior pages are, as has been reported elsewhere, slightly glossy, but not excessively so. The hardback is, indeed, hard and seems like it will hold up well. The binding appears to be aces and should last for quite a long time indeed.

Also, a cursory glance of the book shows that the key errata from the original print run have been included.

All in all, I’m utterly delighted that Chaosium decided to do this print run in hardback and that I was able to put together the scratch to nab a copy. My original run softcover is still in solid shape, but now I can feel free to beat it to a pulp at the table, comforted by the knowledge that come what may, the shiny, sturdy hardcover will be with me for decades.

The key with this print run is, as before, the content. BRP remains my go-to system for actually running games. As much as I love Barbarians of Lemuria and its relatives, my players just prefer a bit more crunch in their gaming. BRP provides that. And fortunately, this flavor of BRP leans towards the lighter implementations as found in Elric!/Stormbringer (i.e., major wounds instead of hit locations, DEX ranks rather than Strike Ranks, etc.), which means I can still get by as a GM with minimal notes and precious little advanced planning. And that suits me just fine.

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BRP Characters: The Brothers Queng

Wherein your humble scribe presents a pair of NPCs for use with The Celestial Empire, the Basic RolePlaying game of life in Imperial China.

Doctor Queng Jian travels throughout Ming Dynasty China helping the people of the land with his exceptional medical skills. Jian has chosen to follow this nomadic life rather than accept an appointment as the Court Physician of a petty noble in Gansu Province, whose daughter Jian secretly loves but may never marry. On occasion, Queng Jian’s abilities draw the attention of a local magistrate who calls upon the doctor to assist in an investigation.

Jian is perpetually accompanied by his (much) less accomplished younger brother Yo, who, though a skilled storyteller, has little to show for his 22 years in the Middle Kingdom. The hulking Yo does do a fair job as a bodyguard for his brother – even if just by looking imposing to the vast majority of people the pair encounter.

Unfortunately for the Brothers Queng, a pair of outlaws knows as Flower Neck Bachelor and Earthquake Lo are actively traveling through the Celestial Empire disguised as Queng Jian and Queng Yo. Though the outlaws have yet to perpetrate anything outrageous enough to cause the Quengs serious legal trouble, their crimes have been escalating and it is only a matter of time before they cross a line that cannot be uncrossed. Unless, that is, the Brothers Queng can catch up with them and bring them to justice.

Queng Jian

Slight of build and quick of mind and hand, Queng Jian is the consummate physician. His bedside manner is impeccable and he shows the utmost respect for his patients and their needs. Jian is a serious and sober man, with a hint of melancholy about him. Jian seeks to do as much good as he can while ever attempting to expand his understanding of the scholarly arts.

Queng Jian
STR 12 CON 11 SIZ 10 INT 17 POW 16 DEX 17 APP 12 EDU 18
Hit Points 11 Major Wound 6 Qi Points 16 Age 29

Allegiances
Buddhism 2, Chinese Folk Religion 2, Confucianism 20, Daoism 0,
Esoteric Buddhism 0, Judaism 1, Islam 0

Home Region: Lower Yangzi
Profession: Traveling Doctor

Damage Bonus: none
Weapons: Fist/Foot/Head 51%, damage 1d3
Armor: none
Skills: Healing Lore 90%, Medicine 90%, Science: Natural History 63%, Drive: Cart 45%, Research 75%, K: History 75%, Science: Alchemy 55%, K: Northern China 65%, Meditation 70%, Insight 65%, Etiquette 65%, Appraise 50%, Bargain 55%, L: Mandarin 124%, Sense 40%, Spot 55%, Brawling 51%, Martial Arts: Brawling 28%, Gaming 50%, Dodge 50%, Persuade 40%, Navigate 25%, Listen 40%, Grapple 40%, Art: Calligraphy 30%, Perform: Singing 30%, Ride: Horse 20%, K: Art History 25%, K: Folklore 20%, K: Literature 45%, K: Streetwise 24%, Literacy: Chinese 51%, L: Cantonese 24%, Status 40%

Queng Yo

The opposite of his brother in every outward aspect, the boisterous Queng Yo is practically a giant among men in China. Ever since he was young, Yo has delighted in the telling of tales and he has now managed to turn his affection for the common stories into a profession capable of providing a passable income. A talented performer, Yo lacks the serious storyteller’s attention to detail and often improvises his way through the portions of narratives that he dislikes or doesn’t remember.

Queng Yo
STR 12 CON 15 SIZ 15 INT 13 POW 11 DEX 10 APP 16 EDU 15
Hit Points 15 Major Wound 8 Qi Points 11 Age 22

Allegiances
Buddhism 0, Chinese Folk Religion 20, Confucianism 0, Daoism 1,
Esoteric Buddhism 0, Judaism 0, Islam 0

Home Region: Lower Yangzi
Profession: Storyteller

Damage Bonus: +1d4
Weapons: Fist/Foot/Head 50%, damage 1d3 +1d4
Armor: none
Skills: Persuade 70%, K: Folklore 55%, K: Chinese Folk Religion 50%, Perform: Recite 90%, Art: Calligraphy 10%, Disguise 25%, Fine Manipulation 25%, Insight 70%, K: Literature 60%, Listen 50%, Perform: Sing 55%, Bargain 55%, Brawling 50%, Grapple 30%, Dodge 45%, Gaming 35%, Healing Lore 20%, L: Mandarin 103%, Literacy: Chinese 35%, Martial Arts: Brawling 30%, Stealth 25%, Sleight of Hand 25%, Etiquette 35%, Appraise 42%, Fast Talk 33%, L: Cantonese 30%, Sense 37%, Status 35%

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BRP Character: Nishikado Tomohiro

Wherein your humble scribe presents an NPC for use with Basic RolePlaying.

Lieutenant Nishikado Tomohiro is a laser tank commander in the Earth Defense Force’s 2nd Armored Division, tasked with protecting the planet from the waves of alien invaders that plague life in the 22nd Century.

Nishi, as his friends and crew-mates call him, is a true soldier who takes his role as a defender of humanity very seriously. He is constantly thinking about how best to approach the challenges of fending off the threat of attack from space. He is also mildly obsessed with the mystery of the strange spacecraft that occasionally pass by to observe the status of the invasion. Nishi is certain that the unknown beings in these ships hold the key to vitory in this endless war. Lt. Tomohiro spends the precious few moments of downtime engaged in a recurring poker game with the men of his platoon.

Nishikado Tomohiro, Laser Tank Commander

STR 10 CON 13 SIZ 11 INT 15 POW 12 DEX 17 APP 14
Hit Points 12 Major Wound 6 Power Points 12

Damage Bonus: none
Weapons: Laser Rifle 55%, 2d8
Laser Pistol 55%, 1d8
Armor: Adaptive Mesh, 1d4+2
Skills: Artillery: Laser Turret 60%, Brawl 50%, Climb 65%, Command 55%, Dodge 60%, Energy Weapon: Laser Pistol 55%,, Energy Weapon: Laser Rifle 55%,First Aid 55%, Gaming 39%, Heavy Machine: Laser Tank 56%, Knowledge: Space Invaders 20%, Repair: Mechanical 30%, Repair: Electronic 30%, Spot 50%, Strategy 55%, Technical Skill: Sensor Systems 45%

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Of Nogoloth And Its Cities

An unfinished letter found among the personal effects of Sakeurn Tarcer, late of the city of Isyr…

The island-continent, called Troqelac on the ancient sea charts I found amongst my grandfather’s papers, but known to those who dwell there as Nogoloth, rests deep within the Black Ocean, far to the east of Nysperé. Ships from Ulrath and Morryn used visit its shores, but rare is the captain who will risk that damned route any longer.

Whether it is a trick of the atmosphere or the curse of some hateful god none will say, but whatever the reason the truth is that it is perpetually twilight across the full breadth of Nogoloth. The sun never shines fully on that island – I know, for I have longed for its full radiant light to relieve the dread I felt every day of the seven years I lived in that accursed land. I fear that even now I may not have shaken the touch of madness that lingers over those who endure that interminable gloaming.

For surely you will think it madness when I speak at last of the terrible things which live and hunt in the umbral spaces between the cities that have grown up, fungus-like, in that dark place. Yes, we of Nysperé have our fair share of dangers in the wilderness – and even our own shadows to face among our fellow civilized inhabitants – but nothing here on our home soil can compare to the horrors I beheld in the murk and gloom of Nogoloth.

But before I drive you to disregard all I have to report with careless talk of Dagon & Hydra and things worse still, I should truthfully and in a steady voice tell you of the rational facts of Nogoloth. I should remain calm, and speak sensibly of the Great City of Khaarm, where the fountains run with crystal waters to nourish the souls of the great scholars and priests who inhabit the bone-white towers that ring the University. I should tell you of old Cwnuihd on the western shore and the raven-haired beauties who stand on the docks and sing songs no human ever wrote to the ebon-skinned crews of the emerald-sailed ships that brave the reef to take on cargoes of rubies the size of human hearts.

I should, no I must speak to you of the eastern port of Oustminnish and the strange, degenerate look that looms like a shadow over some of those who live in the precincts nearest the shore. Few of that city would speak to me of such things, but those who would whispered of the sea devils who sometimes leave their home beneath the waves to consort with the Istholams, the Phaths, the Chac-Langthuses, and several other families of lesser standing within the community.

I ought, though it behooves me not, to tell you of Pnikigystros where the ancient wizard Orazath resides. I am bound by blood oath and implacable geas to ensure that the knowledge I unearthed within the great library of Canton-on-Imisk does not recede into the darkness it seeks as surely as the waters of the river upon which the town sits seek the oblivion that comes with returning to the sea. Will you listen to me? I have search so long for someone who would bear the burden of this terrible wisdom I possess.

The letter was found, along with a hastily scrawled map to the “island-continent” (completely unknown to any within the scholar’s guild) referenced in the letter, on the man’s body which was discovered in an alleyway in one of the seedier portions of Isyr. The unfortunate victim of the sort of violence that happens amongst those who give in to the darker temptations within that city.

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BRP Bestiary: Troghûl

Wherein your humble scribe presents a classic weird-ass Basic D&D monster written up for Basic RolePlaying.

Troghûls are a magically-created amalgam of hobgoblins, trolls, and ghouls that outwardly are nearly identical to hobgoblins. Like trolls, these creatures are able to regenerate wounds of all sorts, except those that are the results of fire. Like ghouls, the touch of a Troghûl can paralyze its unlucky victims. And like Hobgoblins, Troghûls are able to travel and fight in full daylight without penalty.

Troghûls are often found among the retinue of powerful Hobgoblin leaders and are also occasionally used as shock troops by powerful wizards and clerics.

Troghûl, A Big Bag Of Nasty

STR 4d6 (14)
CON 2d6+6 (13)
SIZ 2d6+6 (13)
INT 2d6+3 (10)
POW 3d6 (10-11)
DEX 3d6 (10-11)
MOV run-10

Average HP: 13
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d6 (Hard Leather Armor)

Attacks: Scimitar 40%, damage 1d8+1 + db
Spiked Shield 35%, damage 1d3 + db
Claws 45%, damage 1d4 + db + paralysis
The claws of a Troghûl deliver a toxic substance that paralyzes those who are wounded by them. Each time a character is damaged by a Troghûl’s claws he should make a CON roll against a POT equal to the Troghûl’s own CON. If successful the character is unaffected by the toxin. If unsuccessful then the character becomes paralyzed for a number of hours equal to the POT of the toxin minus the character’s CON, with a minimum of at least 1 hour.

Skills: Climb 55%, Command 35%, Dodge 45%, Grapple 50%, Intimidate 75%, Listen 55%, Spot 50%, Stealth 55%

Powers: Like the Trolls from which they were created, Troghûls regenerate 1d3 HP per round unless the damage is done by fire.

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BRP Bestiary: Muttmen

Wherein your humble scribe presents a classic AD&D monster written up for Basic RolePlaying. You might find this writeup handy if you’re heading to any forbidden cities.

Muttmen are not truly a race, but are instead an admixture of many different species’ bloodlines. Any individual Muttman is likely a combination of human, orc, gnoll, ogre, hobgoblin, dwarf, elf, and wug and may have the blood of yet other races in their veins as well. Each Muttman’s appearance is unique, nearly always combining the worst features of his or her lineage into a distinctly ugly package.

When pressed into combat, Muttmen fight with whatever weapons are at hand, which most often includes short swords and clubs. Occasionally a handful of Muttmen will possess blowguns and darts tipped in some poison or paralyzing agent. These concoctions are seldom very potent, but unprepared enemies may be quite surprised by the resourcefulness of these creatures.

Muttmen are invariably outcasts from civil society and are often enslaved by amoral power groups. Due to their marginalized existence, these creatures have learned to hide and mimic animal and monster sounds. Further, they are accomplished pickpockets. These skills enable them to survive on the fringes of a world that would rather they didn’t exist. They frequently dwell in ruins and other forgotten places of the earth.

Muttmen, A Race Of Mongrels

STR 4d6 (14)
CON 4d6 (14)
SIZ 3d6+3 (13-14)
INT 2d6
POW 2d6+3 (10)
DEX 3d6 (10-11)
MOV run-10

Average HP: 14
Average Damage Bonus: +1d4
Morale: 45%

Armor: 1d6-1 (Leather)

Attacks: Club 35%, damage 1d6 + db
Short Sword 35%, damage 1d6+1 + db
Blowgun 25%, damage 1d3 + poison or paralysis
Fist 40%, damage 1d3 + db

Skills: Dodge 40%, Hide 80%, Mimic Sound 90%, Pick Pockets 70%, Spot 50%

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BRP Bestiary: Flail Snail!

Wherein your humble scribe presents a classic weird-ass AD&D monster written up for Basic RolePlaying. He’d change the name to avoid litigation, but really, you just can’t come up with a better name than Flail Snail. Club Slug might have worked but for the shell.

Flail Snails are large, slimy mollusks with multiple flail-like tentacles rising from their heads. Their shells are brightly-colored and unnaturally magic resistant. In addition to this magic resistance, flail snails are completely immune to poison and only suffer 1/4 damage from any fire-based attack. Flail Snails are very sensitive to bright lights and will not be found outside during daylight hours. Further, they will retreat from any light source brighter than a torch or lantern.

A dying flail snail may emit a piteous wail that has a 50% chance of drawing the attention of another monster in the area. Then again, it might not.

Flail Snail, Absurdity Mollusk-onified

STR 4d6+12 (26)
CON 4d6+6 (20)
SIZ 4d6+11 (25)
INT 2
POW 3d6+6 (16-17)
DEX 1d6 (3-4)
MOV crawl-4

Average HP: 23
Average Damage Bonus: +2d6
Morale: 50%

Armor: 2d12-2

Attacks: Flail 25%, damage 1d4 + db
A Flail Snail has 1 flail per 5 HP and can attack with each one once per round. These attacks can be directed independently. Each 5 HP of damage sustained by a Flail Snail reduces the number of flail attacks it has available by 1.

Skills: Dodge 5%, Climb 35%, Sense 75%, Spot 20%, Track 30%

Powers:

Magic Resistance – Any person casting a spell at a flail snail must succeed at a Power Point:Power Point resistance roll or the spell will fail. On a fumbled Resistance roll the spell is redirected back at the caster.

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BRP Bestiary: Giant Poison Salamander

Wherein your humble scribe presents a monster writeup he’s using in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Giant poison salamanders grown to nearly 7 feet long. They are typically night-black with bright red or yellow markings on their rubbery, damp skins. These incredibly agile beasts are dangerous hunters whose bite delivers a deadly poison. Wugs often train and keep these creatures as guard animals in much the same way that goblins employ wolves.

Giant Poison Salamander, Crawling Hunters Of The Swamp

STR 2d6+6 (13)
CON 3d6 (11-12)
SIZ 2d6+6 (13)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV run-8

Average HP: 11
Average Damage Bonus: +1d4
Morale: 85%

Armor: 1d4-1

Attacks: Bite 40%, damage 1d6 + poison (POT = SIZ)
Claw 30%, damage 1d3 (+db)

Skills: Dodge 75%, Hide 65%, Jump 35%, Listen 65%, Sense 80%, Spot 45%, Stealth 75%, Swim 25%

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BRP Bestiary: Wugs!

Wherein your humble scribe presents a couple of monster writeups he’s using as the primary antagonists in a D&D-style Basic RolePlaying game, enabled in no small part by the delightful majesty that is BRP Classic Fantasy.

Deep in the dreaded Bonenettle Swamp is is said that one may encounter the Wugs – horrible humanoid toadmen who worship dark gods. These creatures, the old stories say, were once human like you or me, but became corrupted by the foul entities they revere. They speak a maddening, blubbery tongue and perform terrible rites using lost children and unwary adventurers as their sacrifices.

Wug Warrior

Wug Warriors spring into combat on their powerful jumping legs, and in the round that they move in this fashion their damage bonus increases by one step.

Wug Warrior, A Toadman With A Point To Make

STR 3d6+3 (14-15)
CON 3d6+2 (13-14)
SIZ 1d6+8 (11-12)
INT 2d6+3 (10)
POW 3d6 (11)
DEX 2d6+6 (13)
APP 2d6 (7)
MOV hop-8

Average HP: 12
Average Damage Bonus: +1d4
Morale: 75%

Armor: 1d6-1, Leather Armor & Tough, Rubbery Skin

Attacks: Spear or Club 45%, damage 1d6+1+db (1d6+2+db if used 2-handed)
Round Shield 35%, damage 1d3+db
Claw/Claw/Bite 25%, damage 1d3/1d3/1d2 (+db)
Grapple 25%, damage special

Skills: Dodge 65%, Hide 85%, Jump 60%, Listen 35%, Spot 40%, Stealth 65%, Swim 45%

Powers: none

Wug Shaman

Like their larger and more martial brethren, Wug Shamen are able to leap into combat, increasing their damage bonus by one step (on average from none to 1d4) when they do. More often, though, these crafty toadmen rely on the spells they possess to handle their enemies. Wug Shamen typically wear large, heavy copper torcs which act as armor as well as serving as a cultural indicator of their role within the tribe.

Wug Shaman, A Toadman With A Trick Up His Sleeve

STR 3d6 (11-12)
CON 3d6 (11-12)
SIZ 2d4+4 (9)
INT 3d6+3 (14-15)
POW 2d6+6 (13)
DEX 2d6+6 (13)
APP 2d6+3 (10)
MOV hop-8

Average HP: 10
Average Damage Bonus: none
Morale: 65%

Armor: 1d4-1, Torcs & Tough, Rubbery Skin

Attacks: Spear or Club 35%, damage 1d6+db
Claw/Claw/Bite 20%, damage 1d3/1d3/1d2 (+db)

Skills: Dodge 65%, Hide 85%, Jump 50%, Listen 40%, Perform: Ritual 40%, Spot 45%, Stealth 55%, Swim 45%

Powers: Magic spells, typically including Charm Person 30%, Haste 25%, Heal 50%, Hold Person 40%, Restore Fatigue 40%

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BRP WWII Notes: November Company

A while back I posted a couple of NPCs (here and here) I had put together in relation to a World War II scenario I intended to run over Thanksgiving using Basic Roleplaying, but other gaming got in the way (darn the luck!). Before I realized that was going to happen, though, I started work on some brief notes designed to help the players produce “new recruits” quickly, since we were likely to have 6 hours at most for gaming. Rather than toss these, or worse, risk losing them to my “special” filing system, I thought I’d post them here. They ain’t pretty and they ain’t detailed, but if you know BRP then they should make sense. Oh, and cheers to the mighty Charles Green for his work on Dragon Lines, where I more-or-less swiped the skill distribution concept from.

Given that the game was intended to be a one shot (or, at best, a once-a-year shot) I was purposefully limiting all of the players to making soldiers rather than letting a motley crew of spies, femme fatales, and archaeologists (or femme fatale archaeologist spies) take the stage. Still, I believe there’s enough room for customization below that the characters would all have been unique enough for the game. At least, I think they’d have been unique enough for a vintage WWII movie, which is the feel I was going for, after all.

But enough about me. Here’s the notes:

  • Attribute Determination: roll 2d6+6 seven times, place in desired order
  • Step Six is on
  • Professional Skills
    • Put 25 points each (in addition to skill base) into each of the following:
      • Brawling
      • Dodge
      • Firearm: Rifle
      • First Aid
    • Put 25 points each (in addition to skill base) into any six of the following:
      • Artillery: Howitzer, Mortar, etc.
      • Climb
      • Command
      • Drive: Jeep, etc.
      • Firearm: Machine Gun, Submachine Gun, Revolver
      • Grapple
      • Heavy Machine: Tank
      • Heavy Weapon: Tank Gun, Turret Machine Gun
      • Hide
      • Language: French, German, Italian, etc.
      • Listen
      • Jump
      • Medicine
      • Melee Weapon: Bayonet, etc.
      • Missile Weapon: Crossbow, Thrown Knives, etc.
      • Navigate
      • Repair: Mechanical
      • Ride: Horse, Camel
      • Spot
      • Status: Army (base 20)
      • Stealth
      • Technical: Radio Ops
      • Throw
  • Put INT value into 10 skills of your choice, either Professional Skills above or other era-appropriate skills (Perform: Jitterbug, anyone?)
  • Army Status skill indicates rank as follows:
    • 01-29 Private
    • 30-39 Corporal
    • 40-49 Sergeant
    • 50-59 Lieutenant
    • 60-69 Captain
    • 70-79 Major
    • 80-89 Lt. Colonel
    • 90-99 Colonel
    • 100+ General

For the record, I am in no way, shape, or form a WWII buff. I built a few airplane models (P-51D Mustang, P-38 Lightning) and played with army men when I was a kid. I’ve watched a fair number of vintage WWII movies (and too much Rat Patrol), but not a lot of the modern ones. I’ve never played any of the WWII-based computer games. I have played Wings Of War WWII (and WWI, but that’s not important right now), but only a few times. In short, I am a complete and utter tourist in the genre. This means that I’m open to suggestions if anyone has any, but they must be delivered gently and with patience 🙂

I hadn’t gotten too far into thinking about the exact weaponry that was going to be involved, and I was likely to depend on what info I could track down at Wikipedia on the subject. I’d also considered picking up a few of the GURPS WWII books in PDF format, but once I realized we weren’t going to be playing this particular game, I decided to save my pennies for another day. Maybe next year when this particular group of old-timers gets together I’ll think about trotting this out again. And thanks to the blog, I’ll actually be able to find it!

Addendum: As the title of this post suggests, I was planning on referring to the game as November Company. It was a nice reference to the fact that we were going to be playing around Thanksgiving. I discovered a little later (thanks, Wikipedia) that “November” wasn’t used as the indicator for “N” in the phonetic alphabet until 1956, which is just a bit after the time period in question. If this ever does get run, I’ll likely stick with the anachronism though because, as I said, I’m a tourist. That and the fact that November Company sounds way cooler than Nan Company. Naan Company, on the other hand, sounds tasty.

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