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Moonowl67

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Files posted by Moonowl67

  1. World of Rel'Pek

    I like a real “kitchen-sink” style fantasy campaign; one in which I can seamlessly drop in my favorite demon lord from the classic Monster Manual to perhaps offer assistance against some Lovecraft inspired lake creatures who have kidnapped friends of the PCs for a horrible transformation. Originally designed with the Sorcery of Magic World in mind, I recently re-vamped the rules to incorporate the concepts of Enlightened Magic. Still included are classes from Classic Fantasy, muskets, trains, and flying ships.
     
    So here it is, re-imagined and edited, your favorite campiagn of post-apocalyptic pseudo-renaissance steam-punkish flare and an ancient dragon empire over the map of Pangea . . . Grab your enchanted shortsword and telekinetic flintlock-style pistol and let’s jump aboard the next train to Iredella – let's go vampire hunting!
     
    Included are a map of the area, a Campaign Guide with tons of original Fluff, and a Character Guide for the crunch (includes some house rules that show how I've handled certain aspects of the BRP system).
     
    Use this material as you will, and if you decide to borrow from my ideas, please allow me the courtesy of due credit, as I have done for Lynn Willis' team at Chaosium and Rodney Leary. This idea was originally cooked up as a BRP Monograph submission, but life beckons me to other projects. I am not an editor, or a professional writer (I have The City of Charter that appeared in The Rifter, #61 to my credit), so expect typos and other shenanigans.
     
    You won't find rules for train hijacking or high-altitude ship to ship combat - if that is desired, let me know and I'll see what I can recommend or come up with. In the meantime, I plan to develop the city central to my campaign in this setting (Indracore) for a similar gratis publication, so keep an eye out for that one, too.
     
    Your feedback, questions, and comments are of course sought and warmly welcomed.
     
    Thank you for checking this out! - John P. Meyers.

    229 downloads

    0 comments

    Updated

  2. Defiling Magic 2

    Remember that certain desert world, where magic destroyed the environment? Well, certain powers unlocked the secret of that powerful magic . . . use it with caution.

    103 downloads

    0 comments

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  3. Wild Magic

    'Bringing back an old favorite of mine. All I did was look up the on-line SRD from an older iteration of that-other-rpg, made some tweaks and adjusted the language to fit the BRP magic spells system. I then added a sentence to make it Enlightened Magic friendly.

    Let me know your thoughts and observations.

    Thank you,

    John

    128 downloads

    0 comments

    Updated

  4. Aerial Adventure Guide Conversions

    So, one of my Player's Characters has a personal quest that will take them off the map. Then another player wanted to make a winged elf character (as well as try out the revised Deep Magic rules). I decided to enchant their patron's riverboat to fly, which inspired me to dig up the old Aerial Adventures Guide by Mike Mearles. I'm using the Winged Elves as the natives of Sellaine, wrote up their history as it relates to the rest of Rel'Pek. Knowing how the players love ship to ship combats, I made a rough, first draft conversion of the sky ships to the BRP Basic Gamemaster stats.

    That's all this is: the Winged Elves (for my Rel'pek campaign, which can be found elsewhere on this 'site), and some charts and ideas for the ships found in the Aerial Adventure's guide ... the later version.

    Thank you,

    John P Meyers

    94 downloads

    0 comments

    Submitted

  5. AD&D (1E) Psionics for BRP

    So, after downloading Trifletraxor's Monster manual, and seeing all the classic creatures with cool old-school psionic powers, I looked around for a conversion of the First Edition AD&D powers that had no parallel in BRP. I could not find one, so I made them myself! I also have a player in my group who runs a dwarven psychic crafter and thought that he might appreciation an expansion of the power available to him.

    These powers do not replace the system published in the BGB, but instead are intended to be an addition to those powers already provided.

    Note that this version has not been play tested (as of 9/26/2014), and I've leaned heavily on existing spells and powers to try to keep them in line with the power-level of what has been published before (I run Magic World sorcery alongside Classic Fantasy wizardry to give you an idea of the power level that I'm shooting for).

    As is usual, feedback is appreciated.

    Thank you,

    John P. Meyers.

    126 downloads

    1 comment

    Updated

  6. Deep Magic Rebuilt

    Ben Monroe's team did a great job with his supplement to Magic World. However, one of the player's in my game and I found Deep Magic, while a cool system, to be vague in key places and unwieldy in others. So, we re-wrote it to make it a little more in line with other spell casters in our game (a home brew that mixes Classic Fantasy, Magic World and trains and flintlocks).

    I've made quite a few changes from Version 2; adding Planes of Magic, like the planes of existence to the Spheres of Influence. A Magi navigates them mentally (or through talent) to create miraculous effects. This new version allows access to other energy types, and with a little imagination will expand a Magi's repertoire of combat effects. Note that I've kept V2 up for those who prefer a system that more closely mirrors the effects of the original Deep Magic.

    Note that a copy of Advanced Sorcery is required to use this re-vamp, and some of it is just copy-paste (to put all the info in one place).

    I'd be happy to hear what you think of the changes.

    389 downloads

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  7. Classic Fantasy Spells quick lookup

    I added page numbers and casting cost to the chart already provided in the Classic Fantasy BRP supplement by Rodney Leary.

    111 downloads

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  8. Enlightened Sorcery Quick Lookup

    I've recently adopted and adapted this to my Rel'Pek campaign (I found the sorcery of Magic World to be both too weak and way too powerful in places). Here's a quick two page lookup chart to assist those sorcerer's using Casual Magic. Note that Intercept Transmission is missing from the list, as I run a Renaissance/steam-punkish type world. I also made a couple of minor adjustments to accommodate a slightly more violent world. Note also that I allow the sorcerers to cast these spells without first having to activate Mystic Vision as it's in a high-magic world, and that all targets resist with their full POW.

    As is usual, your feedback is welcome.

    Thank you,

    John P Meyers

    81 downloads

    0 comments

    Updated

  9. Enchantment Ritual

    My campaign is run from mostly DnD 1E converted modules, so I've created a system that would account for the majority of the items found within those modules, but with a BRP twist and plenty of room for customization. Note that I use Magic World Sorcery rules alongside Classic Fantasy rules in my fantasy campaign that has a slight steampunk-ish twist.

    This file replaces the Ritual (Enchantment) skill used in my own Rel'Pek campaign, which is an INT - based skill (bonus of half INT) and is one of those skills that has no base score.

    As is usual, your feedback is welcome,

    John P Meyers

    111 downloads

    3 comments

    Updated

  10. BRP Alternative Character Advancement

    A couple of my players have voiced concerns about the slow pace and random nature of advancement for characters in the BRP system (we meet 2 to 3 times a month, and every couple of months, we actually get to devote an entire day to gaming . . . old school style!). So I did some research, gathered and distilled ideas expressed on forums and came up with a point-system that sits neatly on top of current concepts and processes within the game.

    In a nut-shell: This method still depends on a player getting check-marks for successfully using a skill. If a character earned a check mark next to a skill, they automatically get 1% added to that skill at the end of the session. The GM then awards experience points at the end of the session that can be used to increase skills, Alignment/Allegiance, or characteristics. Skills and characteristics that your character used in game go up faster (more cheaply). Allegiances will go up 1% (or more) automatically, each time the GM awards one (or more) points the character, in addition to being able to be raised via experience points.

    The strength of this system is that it provides relatively even advancement between PCs, and the players and GMs can use it adjust the pace of character advancement as desired.

    Note that I've included rules to include concepts from Classic Fantasy.

    A note about version 1.6; a player observed that beyond character generation, class and profession skills are generally undistinguished from other skills. This observation resonated with other complaints on the forums that eventually characters may start to resemble each other (although in my campaign, I don't see that happening), so I added the rule that non-class and non-profession sills cost more to advance. He was looking for a break on the cost of class and professional skills, but I decided that the opposite tack would produce the same result. Yes, sometimes I can be that kind of GM . . . ;-)

    As is usual, your feedback is greatly appreciated!

    Thank you,

    John P Meyers

    157 downloads

    0 comments

    Updated

  11. Magic World Sorcery Spells Guide

    Provides a short-hand over-view/synopsis of the various sorcery spells offered in Chaosium's Magic World for use while selecting spells for your characters or NPCs. Note that this is not intended to replace the full spell descriptions and certain key details were left off the chart for brevity.

    Enjoy! - John Meyers

    161 downloads

    2 comments

    Updated

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