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threedeesix

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Everything posted by threedeesix

  1. Mythras Classic Fantasy has rules for all of these including... A chapter on the Cosmology of Classic Fantasy, including rules for many different planes of existence. Rules for ethereal and astral travel by both spell and magic items. The ghost as a creature that attacks opponents by becoming semi-material. Several spells dealing with the summoning of both mundane and otherworldly creatures. Edit: I do want to point out that Classic Fantasy is very D&Dish, so 'might' not work for all campaigns. However, as the terms your using are also kind of D&Dish, it might work for yours. Rod
  2. Hmm, I wonder what might have brought about that change. The world may never know.
  3. Well, as I'm the only writer working on the Companion, its a prison of my own devising. I do have a number of playtesters however, and they are all under the affects of an Intensity 8 Mass Charm spell. They really think they enjoy re-reading the same chapter every time I rewrite it. Rod
  4. Yes, there is a map and information, but nothing released yet. Greymoor will be fully detailed in the Unearthed Companion, plus you will be getting glimpses of it in the upcoming adventures, as I worked with each writer to make sure the adventure fit in Greymoor, while remaining as setting neutral as possible. Rod
  5. They differ. I had already written up Classic Fantasy psionics before I had seen the Luther Arkwright version. Rod
  6. Plus a 'kick-butt' monster to use said psionics.
  7. And well deserved Clarence, I finally got my copy in the mail and have just yesterday started reading it. Fantastic job, you should be proud. On a side note, can you describe an X-Fighter and a T-Fighter so I can better visualize them? And What's a Falcon? Love it. Well done. Rod
  8. Grabbed both this and M-Space. Now the waiting begins. Rod
  9. If only it could happen. However Modiphius has that license all wrapped up. Rod
  10. Great job Paolo. I only gave it a quick glance for now but it looks really awesome. I did catch a typo in the Elf stat block. The average INT is listed as 14, so the dice should be 4d6. However the dice are noted as 2d6. Rod
  11. While not a conversion for Mythras, about 10 years ago I converted Star Frontiers when playtesting BRP. It was really just a copy-n-paste of the books with BRP conversions replacing the TSR ones. They can still be found here in the Download section if your interested. Maybe they can be of some help. Rod
  12. Hi Verderer. In the original RQ6 version, there were basic rules for using miniatures in the Appendix of the book. I took those rules, including separating Move from Actions, and expanded upon them. Like everything else in d100 gaming, everything is pretty modular. It should be pretty easy to pick and choose elements of both systems to find the best fit for your group. Enjoy. Rod
  13. Of course not, any more so than I would allow a character with an INT of 8 to make all the intellectual decisions for the group. You role play the skills on your sheet in the same way you role play the characteristics. That's the basis of good role playing, playing the character you designed, as designed. In a previous post in another thread I mentioned how I wouldn't allow a character with a low INT and no science skill to invent gun powder just because his player knows how to do it, this is no different. Rod
  14. Actually, I would simply allow a player who role played a solution to a problem to check off an appropriate skill 'as if' they had rolled it. So a character that role plays a dialogue to get past a guard simply checks off an appropriate 'persuasion' skill. The skill was used, whether or not the dice were rolled.
  15. Mythras Classic Fantasy, a supplement for the excellent Mythras game system (formally RuneQuest 6th Edition), brings Old School Dungeon Crawl Adventure to skill based d100 gaming, emulating classic level-based fantasy from the golden age of the hobby. The following post on the excellent blog site "the Ubiquitous Rat" covers the history of d100 gaming with it's RuneQuest origins, the early predecessor of Mythras, and takes us on a nostalgic trip from then-to-now. Touching on early RuneQuest and D&D, as well as Mythras, and Classic Fantasy. The blog was written by Peter Webster, a fantastic writer with lots of D&D content as well as additional Classic Fantasy material. Feel free to further explore his site if you enjoy his content. http://ubiquitousrat.net/?p=3559 Rod
  16. Classic Fantasy has seen a very successful launch, and while we have several projects being developed to support the line, we want to keep the momentum moving. Therefore, we’re looking for writers familiar with both Mythras, Classic Fantasy, and Old School dungeon adventure, who would be interested in writing adventure modules to help flesh out the line. Prior writing experience isn’t necessary, as long as you have some awesome ideas and know how to put them on paper. We’re looking for adventure modules similar to (but not copies of) the classics of old, both in tone and feel, preferably starting and mid-rank adventures to get things going. Setting material may be included as well, however the module should be generic, able to be slotted into any high fantasy setting, and center on a dungeon, tomb, or other ruins. Feel free to include one or two new monsters, magic items, or spells if desired; however, most should be pulled from Classic Fantasy. New monsters, spells, etc., should be fitting of the genre. Finished modules should preferably be 16 or 32 pages. Writers will be paid for their work for submissions that are accepted and published. If any of this sounds interesting to you, feel free to send us your proposals via private message on this forum. Said messages should be sent to “threedeesix” to keep everything together. We’ll send out writer’s guidelines to those proposals that interest us. However, we’ll freely answer any general questions via private message as well. TDM
  17. Absolutely. Classic Fantasy is too large to fit in a single book. The following is from the last page of Classic Fantasy: Classic Fantasy Unearthed Companion Throughout this book, references have been made to the Classic Fantasy Unearthed Companion. While Classic Fantasy itself is packed with content, there is so much more on the way, for a second volume has been excavated, and preliminary translations hint at pages and pages of new information, including More spells. There was just no way to fit all the spells useful to a Classic Fantasy campaign in this first volume, and the Unearthed Companion packs even more. This includes awe inspiring arcane and divine magics of ranks 4 and 5. More magic items. Like spells, Classic Fantasy limited the quantity and type of magic items to those suitable for characters of ranks 1 to 3. The Unearthed Companion promises many, many, more, including rank 4 and 5 items, and unique and powerful artifacts. More monsters! While this book only scratches the surface with regards to the strange and fantastic beasts found in the worlds of Classic Fantasy, the Unearthed Companion contains many more. Within its pages can be found deadly monsters, such as the shamble and the terrifying orb tyrant. Also included are rules for psychic powers and the horrible creatures that use them, like the mind slayer and the intellect feeder. While in the World of Greymoor, the capability to enchant magic items is relegated to a time long past, the Unearthed Companion contains a chapter devoted to alchemy. This includes simple rules to create any of the potions found in this book, as well as a few new formulas yet waiting to be discovered by the player characters themselves. The Classic Fantasy core rules concentrates on subterranean adventuring in dungeons and cave networks, utilizing the rules found in Mythras to get the characters to the place of adventure, however the Unearthed Companion includes rules for overland travel in the form of the Hex Crawl. This includes rules for moving the party on a hex-based world map, random encounters based on terrain type, and detailed rules for survival, including hunting and foraging. Scribes and sages are working even as we speak to translate the book into the common tongue. With the blessings of the Gods of Greymoor, look for it sometime late 2017 or early 2018. Due to the nature of the forgotten language used in the original Unearthed Companion, this is a best guess example of what will be included in the finished translation. However, as even more is translated, the possibility exists for other compilations at a later date, dependent of course on how the first is received. Rod
  18. You can when the Classic Fantasy Unearthed Companion releases, its called a Flesh Golem. Just stay away from any parts labeled "Abby Normal". Rod
  19. Thanks groovy. You are correct, I believe you could run Classic Fantasy using only Imperative. Like you said, Imperative has no magic system, but Classic Fantasy includes all the rules needed for its magic systems anyway. The only exception is that Classic Fantasy uses Mythras Folk Magic as Cantrips. The rules for cantrips are included in Classic Fantasy, just not the individual spells. It would be pretty easy to just follow the "classic" rule where cantrips are concerned and just say the a cantrip cannot cause the least bit of distraction, damage, discomfort, etc., until Mythras can be obtained. Classic Fantasy does refer the reader to Mythras for a number of monsters, but itself contains more then enough to run a pretty lengthy campaign and still not meet them all. I'm sure there are some instances where the Game Master would need to improvise at some point, but there are enough examples between Imperative and Classic Fantasy that it shouldn't be all that difficult. It reproduces all the equipment tables and adds quite a few new items, and cults and brotherhoods are detailed as guilds and orders, the primary method of character class advancement. The Classic Fantasy miniatures combat system includes all of the rules necessary to conduct detailed combat, and between the two books, you should have everything needed to create a character. Now, with all that said, you will want to pick up Mythras at some point for all the monsters it contains, many of them common staples of the classic fantasy genre. Plus the Game Mechanics chapter is loaded with information, like groovy said; acid, weather, sickness, encumbrance, etc. I would also suggest Monster Island as well, for not only does it include an awesome campaign (anyone remember Basic D&D's "Isle of Dread"?), but almost half the book is made up of some pretty devious monsters. If I ever get to play in one of Pete's games, I'm bringing extra characters. Anyway, hope that helps. Rod
  20. Hey JavaApp, you might want to double check your link, it just seems to loop me back here. Good luck on the auction. Rod
  21. The Spanish 'PX-Magazine' has published an interview with me that we did about a month ago. Feel free to check it out. There is lots about my background as well as Classic Fantasy itself. I'm linking to the actual article (in Spanish), but feel free to use Google Translate unless you do not have the need. Google Translate will translate the entire website into English just by pasting in the address. It doesn't provide a perfect translation, but its more then usable. http://pxmagazine.com/entrevista-a-rodney-leary-autor-de-classic-fantasy/ Rod
  22. Sounds awesome Clarence, can't wait to pick up a copy!
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