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Revolution D100

A new RPG from the makers of Stupor Mundi and Merrie England

  • THE UNIFIED POWER SYSTEM

    Revolution will have rules for magic and supernatural powers, and being a generic system it needs to have several different types of powers: magic, divine blessings, psionic, alchemy, etc.

    While discussing Revolution D100 with the authors who are writing its upcoming supplements, it turned out that having different power systems in the core book, each with its specific power list, is not a useful tool for expanding the game and creating additional power systems. The problem is that most expansions benefit from leveraging all the powers in the core book, freely mixing and matching from all the lists as well as adding some new ones. For instance, our supplements Dragon Lines and Wind on the Steppes do exactly this for martial art school powers and heroic powers available to Batyrs. However, referencing more than one list of powers is definitely not elegant, and in the end forces the writer to reinvent the wheel in order to keep things tidy.

    For Revolution, then, we have decided to go for a unified power list that all the five power systems in the core book will reference. The power description will also specify for what systems a certain power is appropriate. Each subsystem will have its own way of acquiring, using and fine tuning powers, but the format for power description will be the same.

    We will thus describe five different power types: innate powers, for creatures, mutants and (why not?) superheroes; arcane spells for magicians; divine spells for clerics (shamans will use expanded rules presented in Wind on the Steppes); psychic abilities for psychics; and scientific gadgets for alchemists and steampunk scientists.

    Here are a couple of sample powers with their attributes and the variations when applied to different power systems.

    Enhance [Characteristic]

    Combine #, Range #, Target # individual(s)

    Arcane, Divine, Innate, Science

    There are actually six Enhance powers, one for each Characteristic. Enhance allows the user to apply a temporary bonus to the specified Characteristic equal to the Level of the power. A creature must have the Characteristic in question to benefit from this power.

    Divine or Innate version of this power, being tied to the spirits of nature, often cannot bring a characteristic to more than twice its initial value. Arcane spells usually do not have this limitation, while alchemical concoctions and other weird science artefacts might or might not have it, depending on the setting.

    Palsy

    Overcome [Will], Range #, Target # individual(s)

    Arcane, Psi

    If the user is able to overcome his target’s Will with this power, he can turn the victim’s own nervous system against him. The power will paralyse the target, provided its Level is equal to or greater than the target’s Toughness. If Hit Locations are used, a random one is affected and its Toughness value is considered instead. A quick exit from the Will conflict will still paralyse the target, although for a shorter time.

  • CHARACTER SHEET

    No, I have not forgotten today's update. Here is the prototype character sheet. It must still be optimised, but this version already contains all elements needed to play.

    RD100 Character Sheet.

  • MERRIE ENGLAND: ROBYN HODE

    Merrie England:Robyn Hode  is a new supplement in the Merrie England series, allowing you to play characters in the world of Medieval England, in the times of Kings Richard and John. Although this allows you to set up and play many different types of character, it includes professions specifically tailored to the outlaws and people of the forest.

    Merrie England has had several incarnations: Merrie England: Age of Eleanor for Mongoose RuneQuest was a basic Medieval England supplement. Merrie England: Age of Chivalry for BRP included all of ME:AoE plus a lot more (Guilds, The Afterlife, Ranks of Demons, Fairy Village Campaign); Merrie England:Robyn Hode will include most of ME:AoE as a core, together with some of the extra stuff from ME:AoC, but with a different campaign with a Robyn Hode focus, new rules for different contests (Archery, Wrestling, Music in addition to the Jousting rules), a lot of scenario hooks and short writeups of people from the area surrounding Sherwood Forest. In future we plan on having a Merrie England Companion containing some parts originally published in ME:AoC but with a lot more detail and different campaigns. So, if you have ME:Age of Chivalry then between a third and a half will be replicated in Robyn Hode, simply because this is a new incarnation of the setting. However, between half and two-thirds will be new material. Even the old material will be repackaged and rewritten to take into account the RD100 ruleset. I would have liked to have a core Merrie England supplement, covering basic Medieval English life, with different supplements covering different areas, but it hasn't quite happened that way. Age of Chivalry was a number of planned supplements bundled together with the core supplement. Robyn Hode strips some of the bundled supplements away, allowing them to be used in future, but expands the Robyn Hode setting and campaign.

    Whereas the original Merrie England covered the reigns of Henry II, Richard I and John I, Robyn Hode focuses on the realm of Richard I after he went on the Crusades and when Prince John tried to usurp him. It contains enough information to run a general Medieval England game, with backgrounds, professions and religions (Christianity, Judaism and Islam) but gives more support for an outlaw/forest campaign. So, professions include all the ones from earlier Merrie England supplements and also outlaws, foresters, verderers and more.

    A number of backgrounds and professions are detailed, allowing you to play a character from anywhere in Merrie England, even one of the wild Welsh, Scots, Irish or the Norsemen of the Hebrides. More exotic backgrounds include the Jewish, Saracen, Moor and Fae. Many professions are included, so you can play a minstrel, troubadour, wayte (music-playing town guard), knight, alchemist, sorcerer or village idiot, amongst others. The professions from Revolution D100 are expanded to include the different flavours of Robyn Hode, so the bard/minstrel/troubadour profession is split into different professions for those three types, as the various types of entertainer are important in Merrie England.

    Merrie England:Robyn Hode covers the basic religions of the age – Christianity, Judaism and Islam – in a sensitive way, with various sects, orders and heresies. Piety is important and can be used to cast blessings as well as to resist wanton seductresses. We also introduce Guardians, the remnants of ancient deities and powerful beings, who can be contacted for magic and support. Herne the Hunter will make an appearance, with a different name. Guilds and Societies may provide magic to those who understand their deeper secrets, this applies particularly to blacksmiths, alchemists, masons and Morris Dancers. Although magic does not play a major part in the Robyn Hode legends and stories, most have some magical leanings, especially for those of us brought up on Robin of Sherwood.

    One of the important things about Merrie England:Robyn Hode are contests, so we have rules for Archery Contests, Jousts, Wrestling Contests and Song Contests. You can take your minstrel into a contest with other minstrels and troubadours to see who is the best in the county or even in the land. Archers can face off for honour and a large prize, perhaps even a silver arrow. Wrestlers can strip off and fight for smaller prizes, for honour and for the attention of the admiring onlookers. There are sketch rules for different types of duel, with swordfights and archery duels. There are few things more dangerous than standing facing an archer with a white mark over your heart, waiting for him to fire at you.

    Courtly Love and the Droit de Seigneur make an appearance, showing how the romantic ideals of the Courts of Love differ from the grim reality for some of the Lords’ tenants. Minstrels and Troubadours wander the lands, singing of Courtly Love and spreading news, gossip and, perhaps, sacrilegious ideas.

    The creatures of the Wildwood are described, as are various creatures from the mythology and legend of Merrie England. Here are the Fae, the Gnomes and Knockers who live in mines and annoy miners, pale women who lure young men into lakes and wells and the wild ogres who rip the limbs off unwary travellers who stray into the wildwood.

    We cover the area around Sherwood Forest in some detail, with the important people of the area written up. Major characters are divided into Ye Goodies and Ye Baddies, reflecting the black and white nature of the Robyn Hode legends. Prince John, the Sheriff of Nottingham, Bishop of Hereford, various abbots, abbesses, priors, prioresses and unholy monks, nuns and friars and some lords of the manor are Ye Baddies, raising taxes while surrounded by riches. Robyn Hode, Maid Marian and the Merrie Men are Ye Goodies, accompanied by a supporting cast that includes King Richard, Queen Eleanor, Sir Richard at the Lee and many more. There are scenario hooks split between these characters as well as a section of general scenario hooks and a series of Arrow-Point scenarios (Bullet-point doesn’t suit Robyn Hode). The scenarios themselves will be written for Robyn Hode and his Merrie Men, simply because that is the tone of the supplement. Players may choose to play other outlaws, might be the Sheriff's guards or even someone else, in which case the GM must adapt the scenarios accordingly.

    The overall theme of the supplement is to run the Ballads of Robyn Hode as scenarios. It takes inspiration from the old Ballads, other Folk Songs, Films and TV Series of Robyn Hode and Ivanhoe. Here, Blondel walks around Germany with his lute, singing a song written by King Richard, or maybe a PC does. Legends and stories play as important a part as historical facts. It is a place where a troubadour is as important a PC as a knight.

    Merrie England:Robyn Hode suits the fast, fun Revolution D100 rules set, allowing you to play Robyn Hode and the Merry Men how you want – Serious and gritty, fun and fabulous, fast and free, whichever way you like.

  • COMBAT EFFECT CARDS!

    Here comes the first great novelty of this campaign: effect cards for Advanced Combat. Like other recent D100 implementations, Revolution will feature combat effects that you can choose after you win an exchange in Advanced Combat. Most groups are comfortable with having a cheat sheet at the table with the effect list printed on it, so that players can choose their favorite manoeuver from the list. However, while discussing this kind of implementation of hand-to-hand combat with some fans and contributors at BRP Central, several long-time d100 gamers suggested that proposing a small subset of easy-to-use effects, chosen among those most suited to your character, would be a friendlier approach for players who have never faced a choose-after-you-roll combat system. A good way of building this short list is using a deck of cards with the name, applicability and explanation of the effect printed on it. It is also a nice way to entertain young players – and we know that many of you hardcore d100 gamers have children approaching the age when you can initiate them to the joy of roleplaying!

    Thus, we have decided to add two new reward levels that will receive, in addition to Revolution or to the Revolution and Robyn Hode combo, a nice set of cards with the effects for close and ranged combat. Just because we want to make your kids happy!

    As you should already know, owning the cards is by no means necessary to play the game. It is just a way to make your game more fun, and friendlier to new players.

    Many thanks to Baulderstone, Deleriad and Smiorgan for suggesting this idea.

    What? You want to know what effects will be available? This will be the subject of a future update.

    Next update: all you ever wanted to know about Robyn Hode. Just do not tell the Sheriff what secrets Simon reveals.

  • A NEW WAY TO USE D100

    For today’s update, we talk about a subject we have already tackled on forums. However, not everyone reads forums, so here we go.

    We promised a new way to read d100, with levels of success but reduced math. And we stay true to our word. Here it is.

    Revolution has three levels of success: failure, success and advantage. You can use the word critical or special success instead of advantage – it does not matter; you get the idea, no matter what term we use.

    However, the big difference is that in Revolution both failure/success and success/advantage are determined by a comparison, not an arithmetic operation. In other games, you have to divide your chance of success by a given factor (5, 10, 20 or the like) and if you roll lower than that, you have a better level of success. In Revolution, you have an Advantage when you have a success and the tens die is higher than the unit die. No division. Not even when you compile your character sheet. Just check which die rolled higher.

    Now, this might sound as yet-another-way of reading dice that does not add anything to the game. But it isn’t. Not only does it eliminate arithmetic for those who are not comfortable with divisions at the gaming table, but it introduces a new concept:

            The rate of critical-to-success rolls changes with skill

    While other D100 games have one roll in twenty, ten, five or two being a special/critical success – no matter whether you are a rookie or a master – this is not the case in Revolution. At a meager 10% skill, only one roll in 10 is a special roll. Once you reach 50%, one roll out of five is significantly better. At a 100% mastery of an ability, one roll out of two is a master success. Your ability to crit grows with your skill.