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  1. 237 downloads

    A few bronze golems, recently used in our campaign, offered on the off chance that someone else may find them useful. In Rich Text Format
  2. Dark Light Cost: 1 Point Duration: Episode This spell is like a Light spell, except that the light it creates is only visible to the caster and anyone in Mind Link with him. Others are left still in the dark. Digest Scroll I, III Cost: 1 Point Duration: Until One Scroll Has Been Eaten and Digested This spell allows the caster to eat a scroll, reducing the time needed to read it to the time needed to eat it. This spell also allows the caster to roll twice on each roll to read the scroll, and take the better result. Digest Scroll III gives the best of three rolls, and allows the caster to read scrolls in a written language he does not know, as if he knew the language. Ritual Beheading, I, II, III Cost: 1 Point for I, 2 Points for II, 3 points for III Special: One use, consumed when ta head is added to the collection Duration: Indefinite This spell allows the caster to capture some of the knowledge of the beheaded character. Ritual Beheading I captures oneof the victim’s skills or spells, with a loss 0f -5 to casting skill. Ritual Beheading II captures two of the victim’s skills or spells, with a loss 0f -5 to casting skill. Ritual Beheading Iii captures three of the victim’s skills or spells, with a loss 0f -5 to casting skill. This spell does not capture shamanic skills, such as spirit combat or discorporation. It can be used to capture a shaman’s Tradition Lore. It can effectivel capture sorcery skills or spells. Divine Magic spells are regained using the head’s cult lore, but no more than one head can regain divine spells at a time. The caster must take time out to regain the spell as if he or she was regaining the spell herself, since a severed head cannot regain magic on its own. Heads cannot act on their own, nor may their spells or skills be increased with experience checks. Spells from diferent heads cannot be combined. Casting a spell from a head is an action, and severed heads do not act independently. Spells cast by a head may be combined with spells cast by the caster of Ritual Beheading. This knowledge can only be called upon if the character is within divine magic casting range of the severed head. Thus users of this spell cannot capture a lot of heads and leave them at a far away base. On the other hand, they do not have to display them on their belts, either. This spell makes a good combination with Shrink Head, below. If the head is destroyed, the caster loses the abilities associated with it. If the head is destroyed, the caster may regain ritual beheading. Ritual beheading preserves the bones of the head separated from its body indefinitely. Shrink Head Cost: 1 Point Duration: Permanent This spell shrinks a head that has been ritually beheaded to a size of about an inch, to make it easier to hide. It has no other effect.
  3. Hi, The question here is, what groups have problems that BRP answers and other systems do not? After all, one someone has learned D&D, why should they pay the costs involved in learning a new system? If you're in a group with mostly power gamers and butt kickers it is not clear that switching to a more realistic set of rules will be worth the cost of learning those rules. If anything, having a lot of the decisions made for the players by the class and level system, and having a clearly defined scenario - go into a dugngeon kill some things grab some loot and get out, may make D&D more useful to these groups than any of the advantages offered by BRP. Other groups like to go for the newest thing ... they are easy enough to talk into trying something new and cool. Of course, since BRP has been around since 1984, it is not new and it doesn't have the kind of new features that make some groups consider Spirit of the Century or Exalted cool. BRP does not have advantages. But if these advantages are not what GM's and players already know they want, it is not clear that it is really a great idea for non-BRP players to replace their game with a BRP game. So you have to figure out how to reach the small fraction of GM's and players that these advantages outweigh the costs of switching systems. Ray,
  4. Hi, First started with RQ, before the first edition, back in 1976-77. That was a long time ago. Ray,
  5. 271 downloads

    This is a bunch of inexperienced orks, useful as enemies early in a campaign. There are 12 ork slingers, 6 orks with 2 handed spears, and 6 Great orks with 2 handed clubs. You don't have to use them all, the idea was to have enough to give most groups of players characters an interesting fight. They are not worshippers of gods, necessarily, they may get their divine spells from demons. Hope they are useful. Ray,
  6. Hi, It's worth thinking a bit about the issue of why divine magic was one use. Divine Magic was one use for initiates to make priesthood a magical equivalent of rune lordship, creating a system in which priests were a lot better than initiates. In effect, it was assumed that most divine spells would be cast by priests. Having noticed that this did not work in RQ, in my new system I created multiple levels of divine magic, with some generic divine spells available to initiates and some better divine spells reserved for acolytes and above. Other people did other things. A lot of other people did nothing at all. Remember that an amazing number of people managed to play Old D&D, although when they got together at conventions, it turned out that they did not agree on what Old D&D was. In my definitely biased view, RuneQuest was much clearer than Old D&D, but there was no shortage of problems with it. For what it is worth, I tend to think that it is a good idea to try to keep divine magic as mathematically simple as possible. Sorcery is potentially very powerful and works quite well as a system for power gamers who don't mind math. There is no obvious advantage to making Divine Magic more like Sorcery. People who are interested in my current views on magic systems, etc can download a free copy of Fire and Sword, here, the short version of Fire and Sword, here, or my designer's commentary, here. Ray,
  7. 249 downloads

    Pretty much what the name implies. They are fairly high level, and weapon skills should be cut down and magic reduced if they are more powerful than the player characters. There are 4 squads, the first page having one squad Large Shield, Javelin and Sword armed plus one squad armed with the two handed spear and the second page having a squad of archers and a squad of two handed spear users. The format is rtf to make them easy to modify.
  8. Downloads: A new file has been added by raymond_turney: Fire and Sword Fourth Edition with some typos corrected Hi, A version of Fourth Edition with some typos corrected. Ray,
  9. 286 downloads

    A few types of birds used as allied spirits by sorcerers. Written by Morgan Conrad, posted by Ray Turney.
  10. Hi, Just added Fire and Sword fourth edition. It is a lot like third edition, but fixes the problems noticed by readers here, and adds a variety of additional points - virtue points, vice points and prowess points, to track character actionas and their effects on reputation. The new table for the prices of things has been incorporated into fourth edition, Enjoy, Ray,
  11. Hi, Have produced an improved price list of commonly used items in Fire and Sword, and post it in both PDF and RTF format in the files section. This will probably be in Fourth Edition, after some revision, but it seemed like it might be useful to other now. Use the PDF if you want it to look nice, use the RTF if you want to add items. If problems are found, please post a comment here so I can fix them. If you want more items added to the list, please tell me and I will be happy to do that. Note: the price list includes both a price to buy the item and an FTE level at which it is simply assumed that the character has one if he wants one. Ray,
  12. 291 downloads

    Hi, This is the Rich Text Version of the new Fire and Sword Item price tables. Use this if you want to add items to the price list for your campaign. It has three columns, the name of the item, the cost to buy out of adventuring funds, and the FTE level at which each item may simply be assumed to be available. If you notice any problems, please comment in the section where Fire and Sword rules are discussed so that they can be fixed. Thanks, Ray,
  13. 412 downloads

    Hi, This is an expanded table, in PDF format, of ordinary items and their prices in Fire and Sword. It will be included in the next edition of Fire and Sword, but is being posted here on the off chance that some people will find it useful. If you have an issues, please metion them in the comment section of this web site, so that the table can be imporved. There are three columns, the name of each item, the cost to buy one from funds earned on a campaign, and the FTE level at which it can just be assumed that a character has one. Hope you find this useful. Ray,
  14. Hi, Thanks to Tywyll for finding the issues in the preceding post. Did anyone else find any problems with Fire and Sword that need to be fixed in the next version. Thanks, Ray,
  15. Hi, The data you asked about seems to be missing. Will post an updated version {4th edition} soon with your requested data. The rules on increasing characteristics are different. Figure you can only increase Power until the next version comes out. Ray,
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