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Nikoli

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Everything posted by Nikoli

  1. Just curious, would it at all be possible to do a new edition of Magic World - new font and art, preferably in tone and style like Elric! rather than colourful - that was just for fans and could be printed by fans at their own cost from a master PDF? Basically, to just make it more visually appealing as a book. Just wondering. I think it’s a brilliant system. It’s just in need of a makeover. I’d happily pay to print and bind such a nicer version.
  2. Hey, Just to maybe add to the ideas here, on Maelstrom magic, the Classic Fantasy Toolkit for Maelstrom expands the probability magic to now also include elemental magic, body alteration, scrying, alchemy, necromancy, and a few more as I recall. So it’s a really useful addition if you want flexible magic that isn’t just rooted in probabilities. For example, a higher grade fire spell does more damage or conjures more of the element, etc. So it uses the same roll under to know the incantation and roll several times (once per grade) to cast the spell, only it divides it by schools of magic. A wizard starts with 3 schools, which seems good. You might allow a wizard to buy grades (power potential) in the schools at a cost of one grade per Con maybe (more starting power, weaker body). Or whatever you fancy. You would need to adjust the damage to make it MW consistent though, but that’s easy enough. The elemental goes 1D6, 2D6, then jumps up significantly. For MW you’d just need to set a scale you feel happy with. I’ve been watching The Wheel of Time series lately, and loving it, and it got me to thinking again about The One Power. Spell Law could do it quite well, with lists as weaves. But potential power set by Pow/3 or /2 or straight Pow depending on the potential - minor, medium, strong. So Rand et al would be strong. Most regular Aes Sedai might be minor. Or alternatively using the above Classic Fantasy Toolkit (Maelstrom) approach. But I think Spell Law would suit The One Power more. And of course MW for the system. 🙂
  3. @Questbird I did! I got the full bundle. It’s almost perfect. I would likely make the tens units in stamina a damage bonus and a toughness/soak, so a monster with 30 would get +3 to damage and -3 to damage done, as a kind of size/scale modifier like WEG Star Wars. A character would have +1 and -1, so they’d cancel out generally on the PC scale. That way a dragon is not just a lot of stamina, but can splat you and take a lot of attacks. The rule where a successful attack is always -1 stamina means it won’t make things just go plink. I like it when large creatures FEEL large. My main issue is the wizards and priests using the same spells and the same scroll mechanic. It lacks any distinction, which is odd. Warpstar uses half the career skill as the maximum number of spells (glyphs), without scrolls, so I might use something like that for priests. So a priest with 10 in Priest can receive up to 5 prayers (spells) and cast them from memory. I guess I’ll keep the resource pool of stamina, though I was thinking of Luck for Faith. I frankly don’t like the scrolls either. I might allow spells in memory, but the character needs to study a grimoire each night for an hour or lose one spell. I really wish one of the compendiums did something more with the priests. It’s the one thing I don’t find satisfying. Having said that, though, I suspect the old WFRP 1e spells could be used with a little tweaking. If you have any thoughts about making the initiates/priests feel more like priests, do let me know! N.
  4. @Questbird, I’ve just bought the Warlock bundle and also Warpstar, thanks to you! 🙂 Warlock looks very nice. I read online that a possible conversion to percentile is skill 1 is 10% (because 19 and 20 is a success on a D20), and every number after is +5%. So 10 is 55%. It looks like a fine system as is. Warpstar also looks great. I’m very interested to see how it works. I like simple but not too simple. Warlock doesn’t have any different mechanics for the races (communities), so my inkling is to use something like the career skill. I would probably use Fate Points as per WFRP, and fortune points as per WFRP 2e, but only allow fortune rerolls for race-relevant things. An elf shooting a bow, for example, or a Dwarf doing an endurance test. Maybe a table of relevant adjectives can be drawn up related to the races, like ‘keen-eyed’ or ‘doughty heart’ etc. Humans are ‘adaptable’ or ‘survivor’ or such. Just some way to get the races involved as ignoring them altogether is too simple. I think the magic is interesting, though I’m not crazy about everything being about scrolls (easily fixed) or about priests and wizards having the same spells. I’m not too sure what to do about that. I’ll read a little more. There might be a fix in a later compendium. Thanks for bringing it to my attention! 🙂 Nikoli
  5. Hi Michael, I’d be very interested to hear how you get on. I love The Old World, mostly the first edition version and some of the second. I have some fondness for the system, but on the whole I prefer Magic World. For races, I think the Middle Earth document on this site has some great stats and options that fit the WFRP first edition feel, especially for elves and dwarves. For professions, Magic World has a nice way to model those with experience being D8 instead of D6 for professional skills, and one automatic increase too. I think adding in a bank of talents from wfrp 2 might be good to give it more flavour. I would also consider a possible generic skill linked to each profession, like ‘Bounty Hunter’, that perhaps might work like a profession specific knowledge role or for various less-than-obvious skill rolls, or which interacts with skills by conferring a 1/5th bonus to profession related skills. So tracking game is one thing, but tracking a bounty activates the bounty hunter bonus. (A bit like the alignments maybe.) I only mention it as it means something of the unique profession, independently of the shared skills across professions, can come into the game. Like a speciality or an advantage. That might help give the professions a bit more of a presence in the game as opposed to just being reflected in skills that two different professions might share. So now a bounty hunter bargaining and a merchant bargaining can be quite different, depending on the nature of the bargain (e.g., a mark’s location versus a crate of wine). I suspect your main challenge will be magic. My own view would be to use Rolemaster spell lists as skills and to divide the spells into the colleges. Though again I prefer the first edition that was less stylised with the magic and only brought in colour magic at higher levels. Adjusting to the second edition magic never felt right for me, mainly because I didn’t like the options and felt they overlapped with the clerics too. For clerics, the Rolemaster channeling companion is great, as it divides spell lists by ‘sphere’, like war, so you have your various god’s reflected there. I’d love to know how you get on and would be interested in what you design for your game. Good luck! Nikoli
  6. I agree with the OP that MW needs more magic. I think Spell Law is a great approach. I believe there’s a compiled fan or ultra spell law edition, which has maybe even more spells across numerous companions. Not entirely sure; I’ve seen it, but not in detail. I personally sought out and bought the companions I mentioned in my post that Questbird cites above. The only issue I have with Spell Law is that some of the professions are perhaps too rigid at times, expecially for Mage, since it’s so elemental. I think it might be useful to just use profession lists and closed lists for a PC to design their approach, or if the GM has an idea in mind. But the channeling companion does that work well for priests/clerics in a way that feels appropriate. I only mention mages because it was a typical MERP class but it now reads as very limited relative to other games like D&D or BRP. So more flexible profession design might be good for wizards. I think that could work well though. E.g., a wizard with perhaps two or three alchemy lists might reflect a Saruman type. One could also use Spell Law as a massive grimoire and buy individual spells with Int. I discuss a combination of the list and grimoire approach in the post cited above. I think with a bit of tweaking, Spell Law and its companion books can give one everything in terms of magic, with MW becoming a more elegant and streamlined chassis on which to run Rolemaster magic. I do love lists as skills as opposed to spells as skills. :-) Nikoli
  7. As a further thought, one could always use a d10 for each of those outlook skills too, if the bonus is a worry. It might mean some players get unlucky and roll low a lot, though it creates an average of +5 with the possibility of more, which seems to make it motivationally worthwhile to include in chargen for the players.
  8. I agree. Though Climb (rope) might suit. I can see how some players, perhaps based on concept or the ongoing adventure, might choose or end up with specialties that are not strictly as useful. But I’d aim to make them useful and not be TOO specific. It’s definitely important to keep in mind!
  9. Thanks! Lots of ideas to mull over. I like the idea of giving specialisations to the professional skills at character generation. Makes sense. I think the 51% also makes sense. I had considered it, and saw the 75% as something to attain, though it likely makes more sense to make the threshold at the entry to the professional level, or to profession skills generally, since the benefit of specialisations is the dept it gives to characters. So in that case having it as a carrot for development is maybe not as good as allowing them earlier on, either at 51% or in professional skills. Perhaps house ruling that increased professional skills get a specialisation as standard, as you do, and all other skills at 51%, might be the way to go. That would further make professions differentiate, so two with Bargain can have very different specialisations right out the gate (e.g., Bargain - for horses; Bargain - for contracts). Nice!
  10. You might be right about the mechanic being a bit fiddly. Maybe an extra reroll is enough, though I might try the flip mechanic. I like your ideas. I’m also sympathetic to the general melee, missile, unarmed, etc., skills, with specialisations in particular weapon classes. WEG Star Wars does that. Though perhaps a person really can be a noob with certain weapons, like a swordsman trying to use nunchuks. But specialisations in general give more depth and colour to characters, which I think is needed in a game that is not heavy on skill lists and, with MW, has no talents. I kept looking at the character sheet and imagining that characters would appear too samey...but now I feel they can have some colour, with specialisations relating to their histories or, if a skill goes over 75% in play, it should relate to the adventure. A WFRP Troll Slayer might have Battleaxe (trolls) and dodge (trolls), for example. Previously I was struggling to pitch the game to counter the way D&D can allow such customisation/differentiation. I think specialisations are the key to do it. I’m wondering whether to allow more. Perhaps another ever 25% or ever 50%. So either another at 100 or 125. I’m not sure. I suppose allowing it at 100 would also further allow customisation and for the adventure to shape the characters. So an adventure that took players navigating through the High Nines, where the navigate skill increases over 75% or 100%, would see High Nines taken as a specialisation (if being quite specific) or, perhaps my approach, with ‘Navigate (passes)’. The current MW character sheet has plenty of room to write in specialisations, so I’m quite happy about this. I neglected to mention the flip (or reroll) might only occur once per session. I’m not sure if it should be a constant, but maybe it should be? I suppose it might make sense to have that benefit always on. I’m not sure if it’s too powerful then.
  11. Hi Guys, I’ve always liked the idea of talents to diversify characters, or the old White Wolf and WEG Star Wars (2e) system of specialisations. For Magic World, this could be easily implemented to further diversity characters and give then more colour. -System When a skill reaches 75%, the player chooses a word to specialise the skill and to denote an area of talent or further focus. E.g., Climb (trees/building/sheer surfaces/wet surfaces); dodge (swords, axes, etc); track (greenskins); Sense (danger, lies, movement, ambush) etc. Anytime a character gets 75%, he chooses a speciality. When the player rolls under the sphere of this speciality, he can ‘flip’ the die, making the units tens and the tens units, in order to succeed. (I would use this instead of a reroll, as I would use fortune points for regular rerolls.) So a roll of 63, whether successful or not, can be flipped to 36 at the player’s choice. Weapon skills might denote the particular weapon being used, such as broadsword, though if you have other suggestions, let me know. Perhaps the type of opponent: broadword (orcs; humans; duels) or bow (long shots; hunting; from cover) etc. Knowledge skills can likewise be specialised, such as Own Language (research/translation/oratorical tone) etc. So, what do you think? It seems a relatively simple and colourful way to add depth to player characters and NPCs. Thanks, N.
  12. Thanks. Yes, I’d aim to do that anyway. (Within reason. I wouldn’t expect a noble to be entirely helpless in a rural setting due to familiarity with landed estates, game, etc.) Though I’d be interested in a way to balance. But since the careers seem haphazardly pointed, it looks like the only way to do so would be to give out a standard amount of points to all careers and use the current listing as ‘skills you can choose from, coupled with maximum values’. So if a career has +20 in X, one can choose to put up to 20 points there. Advanced skills might cost 10 points to buy the base level. Maybe 100 points would suffice. It’s just unfortunate that the careers are so variable, as it also makes creating new ones an issue. I’m surprised the game recapitulates a well-known wfrp 1e issue. A standard approach, as with CoC, seems more useful. It’s maybe not an issue for most, though it doesn’t sit well with me. I was curious if others house ruled it. N.
  13. Hi Guys, I’ve recently become interested in Renaissance Deluxe and C&C, however despite being almost perfect it looks like - maybe similar to 1st edition WFRP - that the professions are not balanced in terms of awarded percentiles. Is this the case? Has anyone managed to balance them? I loved 1st edition WFRP, but I also don’t want people being short-changed because they want to be a certain concept and yet the system rewards X and not Y. I know, of course, that reality is like that. But in a game, it seems to me, it’s good to give everyone an equal footing - especially when the game has social standing. If there was a random roll for career, it might work, but even then it would be nice to balance professions so that people can choose a concept without being mechanically limited relative to another concept. I like the idea of every profession having value and so representing that in the game mechanically, too. Any thoughts or tips? Thanks! N.
  14. Putting a limit of one modifier use per adjective per session might be good. So a Vulcan can call upon ‘disciplined’ once a session, for a stat (1/20th) or skill (1/5th) bonus, and likewise can use the other three adjectives just once in the same session. Or alternatively 4 uses of any adjective per session; so a Klingon might use warlike 4 times in a session, rather than calling upon others. The situations would shape what might be needed. Edit: One might use other keywords or tags, too, to simulate abilities with the rating acting as a skill. For example, ‘Vulcan neck pinch’ and ‘Mind Meld’. They would not be adjectives but special racial abilities with the skill to use equaling the passion. (The GM would work out particulars of what the abilities can or can’t do with the player.) So a Vulcan racial profile might then be: logical, strong, neck pinch, mind meld (implies limited telepathy). The latter two abilities would rely on the Way rating itself; the other two would add to either skills or characteristics as mentioned before.
  15. Hi Hix, I had the same idea. It could be three or four adjectives. So Klingon might be: warlike, honourable, brave, intimidating. Vulcan might be: disciplined; logical; telepathic; strong. (The latter would be a bonus purely for strength, whereas Klingons would get their bonuses for combat generally.) Humans: Cooperative, adaptable, just, curious. Etc. I wanted to avoid working out specifics for each race/species, so the allegiance or passion would maybe start at 40% or 50% Way of X, and would increase as the player roleplayed and used their species traits. Like any skill, it could increase at the end of an adventure. Thanks for the book! I’ll take a look! 🙂
  16. Hi, Any more news about Space Cowboys? I was wondering if there are files available to look at. Unrelated to that, I’ve been thinking about Star Trek a lot lately, and to avoid the trouble of figuring out all kinds of species stats I think a general ‘Way of X [e.g., Vulcan]’ might work as a percentile passion. 1/5th of The Way of X would add to relevant skills or situations (like a Vulcan using a science skill) and 1/20th to characteristics (e.g., a Vulcan using Int to play 3D chess, or even to Str due to their low gravity homeworld). The player asks the GM if it can apply. It would be a flexible source of modifiers while keeping the core statistics for all characters the same. It would work for species previously defined in the setting (Ferengi; Klingon; etc.) New species would need development.
  17. I agree; it’s great. It seems to have fleshed out more background detail relative to Cthulhu Rising, such as extra info on psionics as well as making them rarer (and the rules allow for more than one power, so there are changes too; I think extra powers as well). It also has interesting rules for personality restructuring in case people go permanently insane. One may not use them, but it’s nice to see these mechanics as they can be used in futuristic settings to simulate various procedures. I really like the core mechanics; it will take me a while to survey all of them. All it’s missing are aliens and starship design, and some clearer (for me) starship combat examples. But I reckon the book is filled with many more useful nuggets to play as is or to use or adapt for other related systems. Even with Cthulhu Rising, one could use that at the table but keep NH as a compendium of extra info and options to add to CR, or as an alternative game of its own. I think it’s a significant compilation either way, and definitely an unofficial big book of sci-fi for more classic BRP as opposed to, say, Mythras.
  18. Hey, I’m not sure what a WIR is! 🙂 But I imagine it’s a review. I’m currently still reading M-Space, and ordered The Companion, received Cthulhu Rising (the older edition) and Worlds Beyond (disappointing), and ironically am having trouble with my eyes lately - I think from too much screen watching in lockdown. So pdfs are giving me trouble. I’ve tried filters and all sorts, to no avail. I might just need rest! But from what I can tell New Horizon seems to essentially have the Cthulhu Rising chassis with some additional aspects, like demons and luck points, and a separate characteristic - Bravery - which means that one can have low POW, but be brave. I like that POW x 5 is now an intuition roll. I really like it. It’s little touches like that which give me a new sense of how the basic BRP system can be used to greater narrative effect. (I’m not aware if the intuition roll mechanic is from another BRP variant ruleset.) My first port of call is the character sheet, and as I’m on a Star Trek buzz lately I’m constantly looking for a game that can emulate that. I like the New Horizon character sheet - just enough detail to reflect various Star Trekky careers (and so relevant to sci-fi and starships generally) but still elegant, with an integrated approach based on primary and secondary characteristics as per RQ3. I find it very appealing and it instantly gets me thinking of characters and adventures; and the New Horizon banner heading is sufficiently vague that one can project any kind of setting into it. (I’m personally NOT a fan of character sheets that say ‘Basic’ on it. Who wants to play basic roleplaying? I love the system, but the brand needs updating.) Some people may find the RQ3 skill modifiers niggly, and while I do like the simpler Magic World approach, I don’t mind this either - it’s just for generation and it’s nice to feel that everything on the sheet is significant and integrated. I think the classic CoC approach was always too two dimensional; this yields, admittedly via mechanics, more of a sense of depth. There are no occupations with skills: instead, you have career classes, of sorts, which determine the characteristics you use to generate skill points. You seem to select the skills you then find appropriate. The starship combat looked, upon glancing at it, somewhat like the Star Wars 1st ed approach. But it seems a weakness of the book is the lack of examples, so I’m not sure if all ship weapons are fired on the firing phase or just one. But my first brief read through liked it. However it wasn’t a focused read, as I found it by accident and was already reading some other material and trying to judge that. There are no rules for aliens, as the setting is centred on humans vs horrors, but there are rules for being born on worlds with different gravity, which affects your characteristics. So it’s rather like The Expanse. As a source for ideas, or a base for a sci-fi game, along with a skill list, it seems excellent. At 570 pages, for just the core book, it’s a lot of content. Then a 170 page sourcebook. I have’t gotten through it all. Not by a long shot. The android stuff seems like Cthulhu Rising but with extra Bioroids, too. I’m not convinced of the distinction, but it’s synthetics versus biological replicants. The bioroids in this sound a lot like lab-grown and genetically engineered humans; I guess I never saw replicants quite like that, though they did have flesh and blood. I haven’t looked at the cybernetics, yet. What I will say is the inclusion of Forbidden Science as a skill (like Cthulhu Mythos) and the inclusion of magic, along with psychics, has made New Horizon a rather unique compilation that seems to fit very well together. I think one would likely choose whether to use demons OR the mythos (if either; both together seem tricky to integrate), but the compilation presents a very workable system, with all the extra subsystems one might need, along with some additions (I like the Luck stat - it regenerates and you spend it 1 for 1 to alter percentile die rolls). My first impression, and still my impression, is that New Horizon is the kind of fully fleshed sci-fi horror game that BRP could produce if the will or market was there. We have seen great indications, like Cthulhu Rising, oddly vanish, so I’m thankful that some fans got together to compile such an impressive tome for any GM looking to run a sci-fi BRP game. At the same time I’m surprised that it takes fans to do this, rather than having such a book for sale. Then again, because material is perhaps sourced from many places, maybe it takes the best of all worlds. I might personally use the M-Space ship rules if I did use NH, partly because I can design my own ships (New Horizons doesn’t seem to have design rules), but the rest of game looks excellent. Whether one plays it exactly as is, it’s a fine repository of BRP-based rules to use as a toolbox for sci-fi gaming. I’d definitely pay for a hard copy. I wish it was a real product, because I’d love to present that bad boy at a table.
  19. Hi Guys, I was reading a review of an older Cthulhu Rising monograph that I bought (I could only source the 62 pg one, rather than the updated one), when I discovered a comment beneath the review linking to what the commentator said was a kind of new incarnation of Cthulhu Rising. I took a look. I very nearly didn’t, then I very nearly didn’t hang around to download as there was a little delay. I’m so glad I did. I would suggest looking at the core product and sourcebook asap, as you’ll find an incredible amount of work solely made for play (not commercial use), which I assume is okay. The core book is over 500 pages and has some wonderful ideas that I haven’t seen before. The sourcebook also has starship rules, though admittedly I’m not entirely sure if one fires all the weapons on the firing phase, or just one, with depleting ammunition. Check it out. Anyways, if you like Cthulhu Rising, M-Space, or any sci-fi setting, you absolutely should check this out. I feel like I’ve hit the motherlode. It’s like Cthulhu Rising on steroids. It’s obviously a compilation of many rules, even demons feature, but it really shows what BRP can do for sci-fi. I love the expertise levels and how they were used to gain further specialisations in some skills. https://gitlab.com/NHcthulhu/NewHorizon Any comments, I’d love to hear them. Note that I’m not in any way associated with this product. I just stumbled upon it by sheer chance. I’m so glad I did.
  20. I’d love to see or hear more about the Starship design and combat rules. For me, that’s the key issue for BRP sci-fi. I’m very interested in seeing other approaches. I’m still reading M-Space (Mythras), and I have Worlds Beyond (I had high hopes when I snapped up a copy recently, but the ship stuff there strikes me as very unplayable - lots of errors in the text vs the worked examples, and the design process is a mystery of where to begin - but the setting is nice). But I would love other models. Only M-Space seems the current model for ships right now. I’m currently trying to create a very simple design approach based off the Elric! demon summoning rules, with MPs as Manufacturing Points. Ships have characteristics, like Hull Con(struction) or Weapon Str(ength), or Ship Pow(er) etc. (Modelled on character stats.) Each MP gives 1D10 in a stat. With the demon method, that way there’s both a damage rating and a skill rating for investment. E.g., 10 MPs is 2D10 shields. It’s just an experiment, but I’m tweaking it. The central idea to ground it is to link Traveller Tech Levels to percentile skill, so that the mean or median skill of a culture translates to TL. E.g., median specialist Physics of 100%, or a scientist with that, could develop TL 10 tech related to physics. By tying BRP percentile skills to TL, we can get rules for tech creation that maps onto Traveller or similar, and then likewise it sets design limits to ships based around a similar scale: 100 Manufacturing Points. My aim is to see if I can leverage the percentile system to set standards that would cover a lot of ground in sci-fi. (E.g., to develop AI is, in TL terms, about 14 if memory serves. Hence we need 140% in a skill and maybe 10 years - the ten year rule as a nice template for research.) Given that TL 10 is stellar travel, I’m trying to see if I can build The Enterprise with a TL 10 optimal ship design rating of 100 MPs. (Enough to put 10D10 into all ship stats and then purchase weapons, shields, and sensors by using the demon rules for damage or percentiles. If I finish writing it up, and it works, I’ll post it for feedback. I reckon it will need the insights of people far more skilled at design and gameplay than I.
  21. Tarot cards are great. I collect them for artistic reasons and considered using them more in games (I even have a Cthulhu set somewhere and a Science set.). For example, at the end of the session have the character draw a tarot card - assuming you have a pack, or use an app - and then look up the meaning (go to learntarot.com) together. Somehow, bring those meanings into the next session - call upon a skill roll at various times and perhaps the PC makes a link to something going on. Keep that tarot card exposed during play to add suspense. (Think of the Ninth Gate.) In essence, use it like a spooky Idea roll at various points. You might also allow the other PCs to draw a tarot card, and let the player interpret it via the website for them - or just make it up (state a singe keyword). Then, if during the game a player can link the meaning keyword to an event, they can use the card like a reroll: something tells them to zig rather than zag. There's an echo in the meanings... As mentioned previously, it can also be useful in other ways. One way the Occult skill can be useful is by delineating the boundaries of the regular occult and something else - the mythos. If something is encountered, the character knowing it is not in any wiccan or hermetic tradition that she has read would tell her something truly blasphemous is at foot. Reinterpreting Cthulhuisms into occult language is also useful, the way Cthulhu Dark Ages does - those spheres of Ezekiel sure do sound like Yog-Sothoth, and of course Nyarlathotep has a relationship with witches. Perhaps the PC can learn to detect, behind the more eerie prints and plates of those occult books, hints of the mythos? You might also look up 'sigil magick', which is popular these days, and actually get the player to define a goal and create a sigil for that goal in game. If applicable, maybe they get some benefit. As a further suggestion - you can make it very useful by allowing a PC to interpret happenings through the lens of their knowledge. Basically, the occult skill might give a 1/5th bonus to San rolls. Knowledge of the arcane maybe allows the character to defend their mind/aura, but that's up to you and how bleak you want to get. I prefer a little Nodens and Elder Sign to my games, or some folk magic like in the new Grimoire. (If you haven't seen the movie To Cast A Deadly Spell, check it out!) Finally, check out the Hastur Mythos in Delta Green: Countdown. There is an explicit description of the King in Yellow tarot. Her knowledge of tarot may prove invaluable... 🙂
  22. Did you take a look at the atlas? It's quite a piece of work! Must have taken a long time to pull all those bits and pieces together.
  23. Glad you like it! I think it's open to play once you have the setting material - available in the paperback book, or via the rpg books. I have both. Conversion of creatures specific to Titan - some are quite unusual - would take a little bit of work. Most of MW creatures are a fine fit, and the Big Book of Monsters provides many more, but some of the more unusual ones from Out of the Pit would be ideal. You might just read those descriptions and eyeball some quick stats. Skill in FF, which can reach 12, might be 120% or perhaps 3 attacks (9 + 3 = 12), 90, 60, 30, depending on the creature. (For example, two claw attacks and a bite.) But that would be down to the GM to do. I've not done that conversion myself. Right now I'm focused on sci-fi and am thinking of attempting a simplified starship design approach - I'll post it if I do. But I wanted to let people know about the Titan resources. Especially the atlas! But if you have any ideas, let me know! I think for the most part it provides a nice new world, reasonably detailed, for games. The Classic Fantasy I meant was the BRP version, not the Mythras version. Those old tropes, like Paladins, could fit in Titan. And the magic isn't bad, too. It's still fairly simple, but yes - MW is fine as is. Maybe add in some Cthulhu Grimoire spells. Great suggestions! And playing some of the app games, from Sorcery!, would help provide more knowledge for the GM. I second the art - the original art is fabulous and weird. The reissue FF books art is not a patch on the originals. I adore those old covers and interior art.
  24. Nick above also posted a reformulated Deep Magic glyph and spheres table, if I recall. They were ordered in a more logical way, with more logical opposites and adjacent spheres. (I think I have the file as Deep Magic Revised.) I would also use that if using Deep Magic.
  25. I got a copy. Found a reasonable price via the German Amazon site. (Not my local site!) 🙂
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