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parejf63

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Everything posted by parejf63

  1. So, is this sheet a keeper, I saw a lot of downloads. I hope it has everything you need on it, any revisions needed?
  2. https://www.dragonsfoot.org/php4/archive.php?sectioninit=CS&fileid=445&watchfile= I am known as Milo on the DF site. I created this a few days ago, and Steve, the site owner kindly hosted it.
  3. Yes, but some things have slowed it down. Alot of projects going on right now. Hopefully by May
  4. Professional, NO! I am not a professional writer, just a fan supplement. Mongoose, though I like what they did, I want to do this with OpenQuest rules. White Magic is non-corruptive magic, some of the gods will have access to Sorcery, which will still be Black Magic. Cults will be written out, as per OpenQuest 2 cults. Corruption will be used for Black Magic Although not really a part of Lankhmar, and I am debating if Shaman's will be included. I could easily incorporate them. Battle magic will not be available to everyone, just Priests and Sorcerers, and Shamans if they are included. To cast magic, wether Divine or Sorcery, a POW of 16 of greater will be needed. All I can say at this point.. This is something I have wanted to do for a while, a low but powerful magic setting for OpenQuest (Runequest) As stated above (Races) Lankhmarts/Eight Cities folk, most common humans Mingols, wild horse (or sea!) raiders Northern barbarians, tough viking like warriors Easterners, Arabian/Asian cultured empires Quarmallians, tunnel-dwelling sorcerous race, former overlords Ghouls, transparent-skinned desert warriors Very few references were made as to Ghouls being Translucent. I believe this was done by TSR first. A few passages said they were cannibals, and their lips, genitals, and Nipples on the breast of females vaguely "pinkish in color (almost translucent)". Mongoose confirms this. Yet, I like TSR's interpretation of them being translucent, so I will use that version of it.
  5. I am hoping to do a short conversion of Lankhmar to OpenQuest. I feel the setting fits the game, perfectly. What will be done: 1) Black Magic and White Magic. Divine Spell casters will use white magic, Sorcerers will use Black magic 2) races available 3) New Creatures 4) Corruption and Black Magic 5) Cult Write Ups If you have any ideas, please let me know on here.. THANKS
  6. I have added some more rules for corruption, these are all just ideas at this point. Keep that in mind. At 50% corruption (50% above your original score in Dark Magic), you must make a test vs a d20 roll and your current MP's on the resistance table, if you fail, you must cast a spell that day on a living target, and it must be a damaging spell of your choice. At 100% corruption, you no longer gain or use Magic Points, you rely on those of others through blood sacrifice. (rules Pending) Also, for each 10% corruption you have, you receive a chaotic feature will can be many things, some even helpful. NOTE These added rules reflect how addicting Dark Magic is. You cannot rely on players to role-play this out.
  7. This is my ghoul interpretation from the 2nd Edition Lankhmar setting. GHOULS Although called Ghouls, they are not undead or even related to them. Some ancient curse made their skin transparent, and they do have an appetite for human flesh (this can controlled, however). The are purely carnivorous, and their food is never cooked. Special Abilities: -6 APP Ghouls have normal stats after this restriction. +20% to disguise skill. When a Ghouls is attacked, they get a +10% to parry. In complete or magical darkness, ghouls are almost invisible --- Invisibility rules apply. Restrictions: Ghouls cannot wear but they can use shields. Ghouls are generally not welcome in most civilized areas, and they rely on outfits that cover they faces or the disguise skill. Note: To play a ghoul, it is wise to adjust their skills for their lack of armor.
  8. Thank you, Questbird. Given the nature of Lankhmar, and me not wanting to be too rulesy with it, I have devised this simple corruption system Magic is powerful in the world, but it is also feared by its people. Using magic must be done carefully, mostly in secret, where no one can see you practicing it, unless you are foolhardy to do it openly. I have added three Magical Skills to the Game: Dark Magic (used to cast Dark or SHADOW Magic) INT + POW at the start, Hedge Magic (Balance and Light Spells) INT + POW, and Enchantments (INT). These skills cannot be raised in character creation. This reflects less powerful mages at the start. Each time you increase your Dark Magic skill by 10% you receive either a chaotic feature, or in my game a corruption feature. When you reach 100% in Dark Magic casting, you are 100% corrupt, and an abomination to look upon. Of course, your physical appearance can be masked. A Dark magician can only cast Shadow Spells. A Hedge Wizard can only cast Balance and Light Spells (which are all taken from the spell compilation from this site. Hedge Magic is non-corruptive. But still needs to be done in secrecy. I look at Hedge Magic as "White Magic", they can cast Both Light and Balance spells. PS one of the reasons I like Magic World is its spells. I wanted to devise a system that utilizes all of them. Not restricting any of them from the game. You still need a POW of 16 or higher to become a sorcerer, regardless of which magic you choose to cast. I will also use Demons and summonings in this game, which is only available to Dark Mages.
  9. After getting the Savage Worlds Lankhmar Map, I was AWE STRUCK, best thing I have ever purchased. I have all the RQ books on Lankhmar, as well as those of TSR. I love the MW rules, which is easier than even OPENQUEST, which I also like. But MW seems to fit the setting better. I do have to pose a few questions though: 1 How would you draw up stats for the Ghouls? I have my own ideas but wanted other insights. 2 How did you use sorcery in the game, and the Three Allegiances? I am in the process of converting the Black Magic Rules from MRQII Lankhmar. I will post them when done. My players like a low but powerful magic campaign, and this is the perfect setting for it..
  10. If all else fails, for those rules not covered in skills, I use and attribute check x4. or 3 depending what they want to do...
  11. Love it. Thanks Jason. Savage North, I use the Corruption and blood magic. Having The Conan D20 books is a big plus. Especially Road of Kings and Faith & Fervor
  12. Decided to adapt magic world to Conan, using loosely Mongooses D20 conan. What changes: Relatively nothing. Sorcery is used by all the gods, as well as the other types of magic listed. I have added Blood Magic for a type of sorcery also. A sorcerer must choose to follow a god (gaining those spells the god teaches), be a solitaire sorcery (accessing Shadow, Light, Balance, Necromancy, Blood Magic, or Rune Magic.) Blood Magic brings corruption, and requires a sacrifice to gain the MP of the victim. These can only be used for blood magic, and blood magic is quite devastating. In Conan, spells take longer to cast, so the casting time is 2 rounds per spell. When a sorcerer choose which type of sorcery above, they can only cast that type.
  13. I have always liked Howard's setting. And RQ or OQ are a great system to run it in. I have all the races with any special abilities and skill done. I am almost done with gods. I see no reason why all magic cannot be used in the setting, but BATTLE MAGIC is a little harder. What I am proposing is NO GENERAL MAGIC. Not everyone can use magic, but you must be an Initiate of a cult or higher, or a Sorcerer to gain Battle Magic Spells. Shamans will only have access to certain spells that are required for their practice, not all of them. My problem is, how do or should I incorporate this into game mechanics. What rule shall I set down for Battle Magic, since I want to limit this in the game. I am referring to Sorcery here: will it be a type of Hedgemagic, gained when the sorcery skill gets so high? I know this may be confusing, cause it is hard to put it into words. What requirement would be needed to cast Battle Magic as an apprentice sorcerer? Also, I have incorporated the rules from The savage North for Blood Magic and Corruption. Also added a bit to it. In this game, only those choosing to use blood magic will be affected by corruption (Divine and Sorcery).
  14. Hey there, I Love OQ so do my players. However, we have a few questions which we hope can be answered. 1) The book SHAMANISM chapter mentioned non-shaman binding spirits. So, we take this to mean that any one can choose the shamanism spells and use them, and not be a shaman? 2) Why are Shaman's not recommended for starting characters? They seem to round of a group very nicely. 3) On opposed rolls, it says the higher roll wins in circumstances, it makes more sense to me that the lower roll wins, as it comes closer to a critical. 4) We are not quite certain when a characteristic is reduced, what exactly happens? I cannot find the answer in the book. Are skills reduced? If they have to be recalculated, that seems to be a lot of work. Done with that. Now, I found OQ and Magic World (BRP) to be incredibly compatible. I have taken a lot of the spot rules for combat and applied them to my game, and I changed a few rules that seemed a little akward - 1) We play if your skill is under 100%, your chance of Fumble is 95-00. If your skill is greater than 100% that is reduced to 00 2) The rule for suffocation and drowning seems a little too much. I made a change there, you can hold your breath for a 1/4 of your con. After that, you must make a resilience test at -10% per round (Cumulative) to keep holding it. Major Wound: the chart remains, and I love it. However the rules change. I just do a resilience roll (not opposed) Fail = Unconscious. they lose 1/2 DEX and INT as it applies to INITIATIVE. (they are so much in pain, they go later in combat). Each attack, parry, and dodge are at -50%, -25% to all skills for the remainder of HP in rounds. RULES I ADDED MYSELF Attacks vs. Larger targets: +10% for every 5 points of size larger (reversed for smaller than yours) Blind opponent rules added (throwing sand or dirt in opponents face) Combined Armor damage with critical hit. They can choose for forgo damage to the body for damage to the armor. (only if not parried or Dodged)
  15. I think the supplement is excellent and I am using it in my campaign. A few things though, my players INSIST on (well two) races that are not aknowledged for the setting, namely Elves & Ducks. Where would you suggest I put these settlements? Other than the that, it is an excellent setting.
  16. No you are not. When I posted that, I found that it was already answered. I was looking for a completed spell list, but I found it on here..
  17. Greetings. I am currently running a game of Magic-World, which I love. I am running it in the Young Kingdoms, way before the time of Elric! My players love the game and the simplicity of it. So much better than AC, HD, and THACO. I also have Openquest2. My Young Kingdoms plays as is, (But Dwarves, Elves, Melniboeans (SP?)... and Myrinnh are playable races) luckily I had the supplements, with a particular love for Isle of the Purple Towns. Any way, I use Chaos, Law and Balance. However, I use the rules presented in Cults of the Young Kingdoms monographs, which makes it more interesting especially for Law players. I allow Law to use Law Spells, without any consequences of gaining Chaos, but they gain Law points. Chaos are restricted from using Balance and Law Spells. Balance has a small selection, but they can use any, getting chaos points for each spell cast. Using Chaos spells grants points to Law and Balance. That is about my only change.
  18. Hi, I am hearing great things about this, but the links for it say it does not exist. Any where else it may be? Thanks
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