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auyl

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Posts posted by auyl

  1. Different d100 games have slightly different styles of magic. RQ6 and Legend's are very similar but OpenQuest, Renaissance and my own, Magic & Flintlock have some similarities to your list. RQ6 is definitely the leader in the current d100 landscape for different types of magic. If you're looking for a wide variety check there, but the last three I mentioned each have some elements of what you listed.

  2. Pirates of Legend gives an alternate way to build hero points with vices, where if you indulge in a vice you get hero points based on how strong that vice is.

     

    My game Magic & Flintlock uses this idea but expands it into Virtues and Vices. Role play out a Virtue and you get a Hero Point, suppress a Vice and you get a hero point. You can try to not do a Virtue, but you don't get hero points if you do and if you give into your vice, again no hero points. It's a strong role play element and helps to generate valuable hero points.

  3. For those who recognize this title as a RQ6 release from Solace Games, it's now a Magic & Flintlock release instead. Just clearing that up first.

     

    I'm also mentioning it here because of the Appendix conversions that allow it to be used with Legend.

     

    Check out our new product for Magic & Flintlock!

     

    Enter the madness of the chaotic void and those that follow and worship it.

     

    The void is a swirling mass of chaos where madness inducing creatures live and plot to eventually take over the known world. Powerful gods are worshipped that slowly send their agents into our world to corrupt and twist the essence of the very fleshy fabric of all mortals.

    Luckily they cannot just enter into our world at will, but unfortunately they have to corrupt mortal flesh to do so.

     

    A large cult exists that worships the void and seeks to gain its end goal of world domination.  The four branches of the cult make up factions all unto themselves but many of the front and public factions put on an air of goodness to fool others and bring the public into the fold so they can further the will of the void.

     

    In this product you will find:

    5 new backgrounds

    13 new professions

    4 new factions that can be expanded to create numerous different factions

    14 new divine spells

    10 new sorcery spells

    A new type of magic called void magic with 58 starting spells!

     

    Also full conversion rules for the most popular d100 games on the market today!

     

    Delve into the madness of the void and see what crawls out...

     

    Get it here for only $4 USD!

  4. For those who recognize this title as a RQ6 release from Solace Games, it's now a Magic & Flintlock release instead. Just clearing that up first.

     

    Check out our new product for Magic & Flintlock!

     

    Enter the madness of the chaotic void and those that follow and worship it.

     

    The void is a swirling mass of chaos where madness inducing creatures live and plot to eventually take over the known world. Powerful gods are worshipped that slowly send their agents into our world to corrupt and twist the essence of the very fleshy fabric of all mortals.

    Luckily they cannot just enter into our world at will, but unfortunately they have to corrupt mortal flesh to do so.

     

    A large cult exists that worships the void and seeks to gain its end goal of world domination.  The four branches of the cult make up factions all unto themselves but many of the front and public factions put on an air of goodness to fool others and bring the public into the fold so they can further the will of the void.

     

    In this product you will find:

    5 new backgrounds

    13 new professions

    4 new factions that can be expanded to create numerous different factions

    14 new divine spells

    10 new sorcery spells

    A new type of magic called void magic with 58 starting spells!

     

    Also full conversion rules for the most popular d100 games on the market today!

     

    Delve into the madness of the void and see what crawls out...

     

    Get it here for only $4 USD!

    post-1393-0-70725800-1410660876_thumb.jp

  5. Well for one there is no Common (or any Legend equivalent) magic it's all broken down into Divine, Sorcery and Spirit

    Divine is ruled by a Spirit attribute which determines how powerful your spells can be. When casting a divine spell you pick how powerful a magnitude spell you want to cast, the more powerful the more of a penalty to cast it. If you succeed then the spell goes off no problem, if you fail you gain fatigue. There is no MP cost to cast Divine Spells.

    Sorcery is ruled by the typical MAG attribute, but all Sorcery spells cost 1 MP and no fatigue unless you fumble a Sorcery test when casting in which case you'll incur a level of fatigue. The spells that you cast are more powerful depending on how high your MAG attribute is, but they all cost the base 1 MP to cast.

    Spirit magic is also determined by the Spirit attribute and that determines how many spirits you can bind or command instead of a rank in a faction/cult.

    And of course there are dozens of new spells for both Divine and Sorcery magic that you won't find anywhere else as well as many angel and demon spirits in the bestiary to use for your Spirit magic.

    Yes, there will be a POD version. I'm just waiting for the printer proof to come in and if it's satisfactory, it'll become available. Hopefully that'll be soon!

    If you have any more questions please ask!

  6. This is an art free (to keep costs low), Renaissance based RPG for all to enjoy!

    A good chunk of it is familiar with a couple rules changes in regards to movement and additional actions.

    The biggest changes are in the magic and equipment chapters which add many ships and spells from Legend along with 80 new spells between the two types of magic presented. The rules for magic are also different and unique for all divine and sorcery magic users.

    As well there is a full and detailed bestiary with plenty of new monsters for use in any d100 system.

    Hope you enjoy! Find it here!

  7. I agree, I really liked that book. I think Mongoose will be sticking with the Arcania line of books, which I also like. Just my guess since I have no inside info. There is an old thread on their forums. http://forum.mongoosepublishing.com/viewtopic.php?f=79&t=50757. They put together a bunch of player built spells that's pretty extensive. Some are OK but some are pretty good.

    Miles

    It's a good idea, but like you said, I think they're just going to stick with Arcania line, which honestly I'm fine with. Gives different options for magic that are well thought out.

  8. So have the plans for CF & Legend changed? Saw this on the RQ forum (underlining mine):

    I wouldn't fancy buying RQ just for CF, as I already got a bunch of Legend books. I know the systems are kin, but nevertheless bit a bit different. Or will the CF book come with the rules as well?

    From what they said on The Design Mechanism news release, CF was going to be a fully contained game that uses the RQ6 rule set. If that's the case you would only need the CF book to use its material.

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