Jump to content

sharky

Member
  • Posts

    6
  • Joined

  • Last visited

Posts posted by sharky

  1. 4 hours ago, Mankcam said:

    I would think you may like 'Investigator Weapons Vol 1 & 2', and also 'Aces High'.

    Investigator Weapons Vol 1 pretty much covers late 1800s and early 1900s. Vol 2 covers from WW2 to the contemporary era.

    Volume 1 is what you may find of interest I think, although the bulk of it will have 1920s and 1930s guns, but there are a fair amount from the late 1800s:  http://www.drivethrurpg.com/product/100789/Investigator-Weapons-volume-1

    The BRP's monograph 'Aces High' has a reasonable amount of western-era firearms as well, plus other info that may be relevant for your setting: http://www.drivethrurpg.com/product/82068/Aces-High

    Not sure where to start on Steampunk. The BRP Renaissance system 'Clockwork & Chivalry' does have rules for Clockwork inventions, which may or may not be what you are after. I think I would just let my imagination run wild with steampunk inventions, and stat the technology up as I need it.

     

    Sweet! I'll check these out, I figured that would happen for steampunk stuff.

     

    And is there any more info on this free srd coming out?

  2. Hey folks doing some more work on my Western/steampunk campaign and was starting to work on the gun/items list. Was wondering if you guys could point me towards some guns, stuff before 1900. As well as any kind of steampunk weapons. I don't have the money to just download ever pdf that I think might have some guns in it so I appreciate the help.

  3. On 9/17/2016 at 4:56 AM, Mugen said:

    Rules for such cristals already exist for Chaosium's RuneQuest 1, 2 and 3 (which all precede Mongoose's RuneQuest 1) without the need to tinker with MRQ1 rules.

    RQ1 and 2 can be found on drivethrurpg. RQ3 rules for crystals only exist in the "Elder Secrets" supplement.

    From my memory, crystals has a POW value, and can be of one of 3 types:

    -Storage crystals hold extra magic points.

    -Spell crystals grant their users use of spells.

    -Enhancement crystals double the effect of the MP spent to cast a spell, up to their POW. So, if a caster casts a Sharpblade 2 spell and has a Sharpblade 3 enhancement crystal, his spell will be treated as a Sharpblade 4 spell (2, doubled by the crystal). If he now casts a Sharpblade 5 spell, the crystal will only add 3 (its POW) to the spell's.

    Good POW values are between 4 and 8 for storage crystals, and 1 to 6 for the others.

    I'd also use OpenQuest 2 SRD rather than MRQ1, and use Battle Magic as a base. MRQ1 uses 1 skill for each rune, which is rather cumbersome.

    http://openquest.d101games.com/openquest-srd/

     

    Appreciate the replies on all this, checking all this stuff out as soon as I get the time. When I have more of a solid idea/system in place ill come back and share it with everyone!

  4. 36 minutes ago, Vexthug said:

    In mongoose RQ1 they had spells tied to a physical rune stone. What spells you had access to depended on what rune your stone was tied to. You could just change the runes to match a type of crystal and your good to go. I think you can download the mrq1 SRD on this site. You can also make the crystals the only source for magic points. The size and quality can determine the amount of magic points. At this point I would call them power points. Spells and machines can be powered by them. An air crystal could power an airship and it's lightning cannon, but it would be massive and rare. 

    Sounds like a cool campaign, let us know how it pans out.

    Miles

    Sweet yes thats the kinda idea I was going for! Crystals of different types would have different uses and different sized to power bigger and better things! I'll look into that as well as Devils gultch.

  5. Let me start by saying im not entirely sure if this is where I should post this. 

    Been dming for about 2 years and currently running a pathfinder campaign. Im wanting to use the brp system for my next campaign but im not sure where to start. It is a homebrew.

    Setting: In short were on a "desert" planet very dry very sandy lots of western themes here. There will be alot of Coal powered things almost a steampunky vibe. Airships will be a thing or something close to them probably blimps. Low tech guns like revolvers, lever action rifles etc.  Now where its going to get a little complicated probably is I want to throw in a very small amount of magic. I thinking in the form of gems that can power scifi like weapons and vehicles. Rifles that can have fire or lightning effects, or faster ships. maybe power cities or have the ability to create water and such.

    Just looking for some resources to use here. Anything would help. :)

×
×
  • Create New...