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Conrad

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Posts posted by Conrad

  1. I'm glad to see CoFE getting the amount of pages it deserves. RQ6 is the rising star of BRP with some quality publications. I hope that CoFE goes from strength to strength with a company that can support it and that it eventually becomes a much loved classic setting like Glorantha is.

  2. I can give it a shot. Do you know what version of Drakar och Demoner?

    Thank you very much. I don't know what version, but hopefully it is an earlier one that is more compatable with BRP. I have one other page from DoD to do with theurgists that could do with translating too, but I couldn't download it due to  some form of restriction on file size in a thread. If you are up for it Clarence could you please translate the next page if I post it in a new thread?

  3. BTW, despite DLOM being a really wretched incarnation of the Eternal Champion...

     

     Slaves of Fate is, in my modest opinion, a VERY good adventure, well worth playing with the Elric! conversions.

     

    Alas! I never had the occasion to actually run it.... Maybe I should do something about that.

     

    Smiorgan

    It's a good job that I recently purchased Slaves of Fate then. :D

  4. On the Mongoose forum Matt Sprange wrote "...I regret to say there will be no further Elric books forthcoming in the foreseeable future."  So we'll most likely not see it in that form in the future. However, havercake lad, one of the writers working on the book, notes that

    "I am sure a good deal of the material I wrote for Talons of Winter will get used in some RPG system. I'm sorry for anyone who kept campaigns on hold waiting for the book, I had sent the draft in over a year ago and it was recieved very positively by its playtesters. I'd urge budding RPFG writers not to be discouraged by projects like this, I gather situations like this happen to far better writers.
    Ideally the book is best left as uinchanged (sic) as possible and placed in a Young Kingdoms campaign setting, but if no one goes for the license then I will try to get parts of it published in another RPG setting such as RQ6's The Realm (RQ6) or in Uma (Orbis Terrarum)."
     
    So we may yet see some of the setting published in some other non YK supplement. :)
     
  5. Is this going to be one of the last Elric! Books through Mongoose? I heard they lost the licence.

    The Elric! line has been defunct for a long time, if memory serves it stopped around 2001. Mongoose produced the MRQ based Elric of Melnibone game, the last version of which covered many eras of the Young kingdoms. If the Lords of Chaos are on our side we may yet see Talons of Winter published as a Legend supplement, or not.

  6. We can only hope that the Mongoosians get enough cash fom somewhere to publish the rest of this supplement. What a pity that the pdf doesn't add back in what was cut out. Mind you, uncut Pete Nash's full fell magic, of the bloody kind, is perhaps too much of a threat to humanity. Maybe some group of plucky investigators did us a favour by removing such eldritch horror?   ;)

    • Like 1
  7. I heard about that. From what I understand from his forums, Chaosium sublicensed out Corum, and he says they didn't even have a license for Corum.

     

    I can see that falling out being a reason he wouldn't want you to give your money to Chaosium, but I would think if you were handing him money directly for digital copies of licensed products which he has the rights to and the original company no longer does, he wouldn't turn down free money.

    The problem goes far deeper than just licensing. Moorcock wasn't enamoured of a lot of aspects of Chaosium's products, and the way they did business with him. I very much doubt that Moorcock would touch any Chaosium  products with a Filkharian pike, even if he could make money from them.  

  8. I could have sworn in the blurb about Blood Magic on the Mongoose website bloodlines are stated to be in the (sic)boom.

    Can someone confirm that the rules for bloodlines are in the book? The author says not (as quoted in the first post).

  9. I don't think Michael Moorcock has much taste for roleplaying games. He likes comics more.

    I doubt Moorcock will sell you a copy of Elric! RPG in either dead tree or pdf format. He had a falling out with Chaosium a long time ago, which is why Mongoose was the last company to produce a Young Kingdoms oriented RPG.

  10. "Æther is a rare combination of things. It is a system that emphasizes it’s universal nature without being boring and generic. It focuses on skill-driven characters and role-playing and team building instead of number crunching and charging blindly forward. Character creation is incredibly robust, but at the same time, it is startlingly simple. In a nut shell, the system is quick to learn, easy to teach, and your imagination is the limit to what you can do with the system."

    Reminds me of another RPG... :)

  11. "Inheritance – The gaining of powers via bloodline and birthright" These rules sounded interesting. It is indeed a pity that they don't seem to be published elsewhere.

     

    "Assimilation – The consumption of the flesh of other creatures to gain their powers." I'm pretty sure that MW Advanced Sorcery has a spell that does this kind of thing.

  12. Abraxas: The Lost Continent is a setting that was developed by Dave Morris and Jamie Thompson, with art  by Russ Nicholson. It reminds me of the BRP setting Chronicles of Future Earth, despite it being set in the past.

     

    "Abraxas is a lost continent from before the dawn of history. A place of high adventure, flashing swordplay, wild jungles, deserts of black sand, floating cities, classical temples, primordial animals, exotic wizardry and evil psionic aliens. When Abraxas finally sinks below the ocean, survivors will reach the mainland and seed the great civilizations of antiquity. SO WHO ARE THE HEROES? Mighty swordsmen, gladiators, statesmen, scientists, explorers, barbarians. And wizards who watch the stars to predict threats to their homeland and their ideals. Some – the noble champions of the five city states – are born to greatness. Others achieve it despite humble beginnings, and even Neanderthal heroes are possible. On the mainland, new young races of men (both Cro-Magnon and Neanderthal) are populating the world. Our heroes are destined to be remembered in legend as tutelary deities who guard and guide new cultures in the difficult struggle to survive. At the same time, they strive to confound the prophecies that say Abraxas itself is doomed. WHO ARE THE VILLAINS? Alien beings whose own worlds are dying have designs on the young Earth. Projecting their psyches across the gulf of space, they can influence the minds of weak mortals who worship these beings as if they were gods. The most powerful aliens such as the Churuk – and the Ulembi, whose home lies beyond the Coal Sack – are capable of physically manifesting themselves in our world. HOW DOES MAGIC WORK? Magic is part of daily life (like technology for us today) and comes in two types. The first is Thaumaturgy. In this period of the distant past, glittering rings like those of Saturn still encircle the Earth – remnants of a second moon that exploded. Adepts trained in the use of Thaumaturgy can draw down psychic energy from these rings. It is a form of magic that is powerful but unpredictable, based as it is on the solar-magnetic “weather” within the rings. The other main form of magic is Wizardry. It is derived from the combination of the Four Substances (Earth, Air, Fire and Water – the “elements” as they were handed down to the ancient world) with the Four Essences (Aether, Life, Ur and Death). Wizardry is typically less epic in scale than Thaumaturgy, but more reliable and controllable. WHY SET ROLE-PLAYING GAMES IN ABRAXAS? Abraxas is very far from the usual quasi-medieval style of fantasy. There are no orcs, goblins and dragons. Every animal and nonhuman creature is unique to the Abraxas world, making it highly brandable and distinctive. Many of the fauna of Abraxas are mutated versions of mid-Tertiary animals that have survived on Abraxas itself until the time of the game, around 35,000 B.C. The cities of Abraxas are wondrous metropolises, mighty proto-civilizations of the great cultures of history such as Egypt, Babylon and Carthage. This provides a core of familiarity within the fantastic setting."

    The how and why of its development. http://fabledlands.blogspot.co.uk/2012/11/salvaging-treasures-from-sunken.html

    The art and setting.  http://fabledlands.blogspot.co.uk/p/lost-continent-of-abraxas.html

    The Kindle edition at Amazon. http://www.amazon.com/dp/B005FZ26MK

    And at Amazon UK. http://www.amazon.co.uk/Abraxas-Lost-Continent-Jamie-Thomson-ebook/dp/B005FZ26MK

    • Like 1
  13. A while ago Pete Nash wrote this about Blood Magic on the RPGsite: "Looks like its been more heavily gutted than I thought, since as well as Spirit Magic its also missing:

    • Assimilation – The consumption of the flesh of other creatures to gain their powers.

    • Headhunting – The taking of enemy’s heads to enslave their spirits within.

    • Inheritance – The gaining of powers via bloodline and birthright.

    • Totemism – The development of a mystical bond of brotherhood with an animal species.

    • Soul Sucking – The stealing of life-force by thaumaturgists, supernatural beings or undead creatures to empower their own magical abilities.

    Pity."

    Were the edited parts put back into the pdf or were they published in other Legend supplements?

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