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Conrad

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  1. Conrad

    Elric! rpg

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

    Elric! rpg

    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.
  4. Will there be wizardry in Xanardwys for Legend? I've got my music sorted for some Young Kingdoms doom laden hijinks, LOL! http://www.youtube.com/watch?v=Oy62eV-sbrQ
  5. "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...
  6. "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.
  7. 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
  8. 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?
  9. Like dying from diarrhoea!
  10. Elric!/Corum, my heart's ease, I doth love thee with all my dice!
  11. Merrie England has some rules on that too!
  12. Merrie England has some rules for leylines in it, but they can give you magic points, not POW. RQII Necromantic Arts mentions that relics, spirits & demons, darkplaces(like the grave of a god), and areas of mass deaths can be tapped for POW using a Bleed Power spell specifically designed to work with another spell like Create zombie, etc. However it does not mention how often they can be harvested for POW.
  13. I'll be a zombie pirate tonight because the Halloween party is a night late for some reason...
  14. The BRP quickstart rules on P18 are what is missing from MW, and needed for Blood Tide. So you should be able to run Blood tide with that, me hearty, arrrrrrrrrrrr. And you will need your girlfriend's CoC rules for SAN. If you have any other hassles at running a pirate campaign then we're always here to offer help and advice. Now I be goin' off to splice me mainbrace, me bucko!
  15. You can use MW instead of the BGB, but you may have some minor difficulty interpreting stunts that use skill difficulties (difficult, average and easy etc). On the plus side you can use MW sorcery as European sorcery within the limitations imposed by the setting. Voudou is the main magic system for the setting and it is detailed in the Blood tide book itself.
  16. You might want to check out the magic/contriving in Corum. If you can find a copy. http://index.rpg.net/display-entry.phtml?mainid=1113
  17. Bloodtide offers more detail and history when it comes to the historical setting. It also offers Voudou magic too. The magical setting for Bloodtide also has a sorcerous conspiracy, various creatures and monsters, some derived from folklore and cryptozoology, and a scenario. You need the BGB rules with it to get the full use, though.
  18. Alan Moore might disagree with you Seneschal! http://www.youtube.com/watch?v=cFK2Xq2RyiU
  19. One of my players has this old WotC D&D supplement. It has illos for every monster described.
  20. Good is a relative term. And in some cultures a necromancer might be in it to combat what they consider evil. For example, monster hunters may use necromancy against the undead, to protect others against supernatural threats. Mongoose RQ II Necromantic Arts has some varied reasons why necromancers of various kinds would do what they do.
  21. http://www.reocities.com/TimesSquare/Galaxy/3773/waroftheworlds/
  22. It wouldn't be a new book just an old one with some minor corrections. And you have to spend a small amount of money to keep in business. Otherwise Chaosium wouldn't publish anything. Like I wrote earlier, it ain't a new book. And it would require less work than, say, that done for the new Magic World. And they got a freelancer to do that work for 'em. So it isn't as unlikely as you make it seem. So making a cleaned up version of WoW is completely out of the question because you think that it won't make money, even though it would be less expensive than the BGB, and with less rules to handle for the first time player. I'm with you on that one. But it still doesn't stop WoW being viable, especially since the BGB is expensive and its massive load of rules would put some first time players off of buying it. Ever hear the phrase "where there's a will there's a way?" Funny that. I said to my players, and anyone that would listen at the time, that Elric! would make a great set of rules for a more generic fantasy setting. Many years on Magic World appears. So don't write off that "cool idea" just yet, not that I expect Chaosium to jump to make real anything I've written here.
  23. Maybe it has to do with green bits of paper that have some worth attributed to them? And it would attract newbies to BRP, which they could then entice to buy the "advanced" rules in the BGB, thus getting more of those aforementioned green bits of paper.
  24. Meanwhile, in reality, I'm asking for the original WoW with the errata for the Superworld section added in, and some minor corrections and alterations to Magic world rules. Not the great big zonking rules compendium that is the BGB. WoW is simpler and would attract a lot more newbies, and by being less expensive than the BGB too.
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