jagerfury

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jagerfury last won the day on February 5

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About jagerfury

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    vanishingtower.blogspot.com

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  • Location
    Aspen, CO

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  • RPG Biography
    long
  • Current games
    Currently running a Clockwork & Cthulhu campaign online via Google Hangouts. Previous online campaigns have been USR Sword & Sorcery in the World of Xoth, BFRPG based in the classic known world of Mystara, and a Classic Traveller adventure arc.
  • Location
    aspen, co
  • Blurb
    looking for enthusiastic role players on the western slope!
  1. I have more BRP books on my shelf than any other game. Different flavors for sure, but the BGB BRP system is the system I use when I'm creating my own homebrew campaign. I can rely on it to fit into the flavor I try to derive. No other system hits the mark every time. The systems strength is in the universal tool kit capabilities.
  2. "More spells" is my shorthand for what I really mean; a dense magic chapter in the Magic World rulebook which details all sorts of magic "systems" so a game master has many templates to work from when designing their fantasy campaign. And yeah, I would want sample spell lists for each system. Kind of a call for Magic World to earn its name. The ship sailed a long time ago and Magic World is what it is and anything between its covers can be cobbled from other Chaosium editions. For what it is Magic World is a useful utility, but there was an opportunity to create a gigantic rpg classic with a voluminous magic chapter.
  3. Yep, and it should be under the covers of Magic World. Big, fat, chunky. And just the beginning. Come on, "twenty four new spells for sorcery", that needs to be one hundred for starters.
  4. So I'm feeling the World of Greyhawk is a great setting for starting a homebrew fantasy campaign utilizing Magic World. Here are my initial thoughts on hacking this classic D&D setting for a BRP based game; Character races available; Human, Elf, Dwarf, Halfling. The three demi-humans use the bestiary stats for characteristic rolls. Otherwise follow regular character creation steps. However you qualify magic ability for starting characters establish the "schools" of magic for the type of magic wielding "classes". Wizards/Sorcerers use the school of magic known as Sorcery. This is established in the MW rulebook so you have your mechanics. Create some "academies" where sorcerers come out with specific known spells. Utilize MW, old Rolemaster Spell Law Essence lists, and TSR's Player's Handbook for custom spell lists. The other sorcerer school would be "shamanism". A specific, hand me down or self-taught path of spell casting. This would need a limited starting spell list customized by the player and the DM. Don't forget to blatantly rip off Palladium for the summoner and use the Stormbringer mechanics for demons to iron out the mechanics. In true MW fashion new spells would have to be acquired through adventure. Clerical or Divine magic I would use Jennell Jaquays' fabulous Revised & Expanded Petty Gods and make the PC pick a deity if they are unhappy with the standard Greyhawk pantheon. Useful as well for Paladins and Druid-like characters. Once again customize a starting spell list specific to the conception of the god/servitor chosen. Lamentation of the Flame Princess is a good place for inspiration here and the DM would be wise to keep future acquired spells a bit of a mystery while at the same time allowing the player to craft future spells per the rules. Rolemaster's spell law book "Channeling" is useful in crafting custom spell lists. The important thing here is not get hung up on what further spells will be available from the "Cleric's" god. The PC should be required to define their deity's wishes and attributes through play. Then appropriate future spells will naturally occur to both the PC and DM. What about those f#$ing demi-humans? You will need an additional school of magic and call it Fey. Here the magic is inherent to the race. Not learned. Both spells and rune magic would need to be defined. Runes for those stubborn dwarves. Elves and halflings just eat berries and smoke weed and fart magic out of their ass. Dwarves need to crush metal and burn ore to get their magic rocks off. The mentalism book from Spell Law and the druid spell lists from the Player's Handbook are good resources here. Of course you will want to rip off the Diabolist from Palladium for the Dwarves. While you are at it steal liberally from the Alchemist rules for an additional school for the Wizards/Sorcerers. You do all this and you should be able to use Magic World rules for a very Greyhawk fantasy experience built on BRP. Magic World is aptly named, as this is what gives the game its unique stamp. So why is the book so light on magic? I think Magic World should see the magic section just massive. DCC has shown that a very thick fantasy rulebook is saleable. Magic World could really show how a b-i-g fantasy rpg rulebook is done.
  5. I use the three +10% cultural skill bonuses as not affecting skill point totals, so you could get one skill getting 70 points. Curious if there has been any debate on at high levels of experience do characters all start to look the same? All the PC's getting high weapon skills, and insight skills, and potion skills..., etc.?
  6. Was searching the D101 site for the SRD. Where would that be?
  7. Vague, I can work with vague...
  8. Butters wrote up a concise synopsis of the games arc to date on our community page. Here it is reprinted for those interested in the plot which has unfolded so far... What is he up to?Mallebench and his brother come to Norfolk looking for heretical items all of which are possibly connected with the order of Kites a religious crusading order which their ancestor belonged to.Mallebench brings in the Crows a mercenary band whilst his brother brings in the Cardinals to support him.Mallebench goes to a great deal of trouble to get himself set up in Norwich, he arranges to have Randolph Nutley (A clockwork engineer) murdered by the Crows so that he could take his place at Norton Ironworks. This gives him access to a clockwork production facilities and after impressing the owner with his skills managed to become part of the companies inner circle very quickly especially after he helped secure a major military contract and happened to discover a nearby source of cheap coal.All this seems to have been done to be able to secure men to mine and further guards/enforcers as the military contract required armed guards to be employed and as he was so trusted by the now grateful owner there was very little oversight on how resources were being used.His brother remained outside of Norwich itself and seemed to be roaming around the surrounding countryside with his gang (The Cardinals) collecting artifacts and gathering information.They were killed during the incident at Gothards hollow where they had attempted to recover a strange ruby bell from the tomb of a knight who later on appears to have been their ancestor from the Order of Kites.Meanwhile Mallebench was spreading his influence in Norwich bribing some whilst corrupting others through blackmail he even hired a local gang by the name of the name of the Tenebrous handSeemingly one of the first to fall was a man called Rimehart a man who ran an import /export company of somewhat shady reputation and ideally placed to help Mallebench gain more artifacts and blackmail material. More weak men followed including a Captain in the town garrison.Also during this time he seems to have set up a satanic temple and recruiting members of the upper classes into it this provided more funds as he soon made requests for soft loans.All this effort seemed to be in aid of gathering resources and funds for some big operation various tunnels were explored under Norwich including several under the castle (The source of the cracked wall?)It seemed he was after something in particular though as he seemed happy to sell a powerful artifact to one of the new Satanists (The cursed sword) for a huge amount of money.All this effort seems to be spent suddenly after something was found at the small hamlet of Conistan and even though his brother had died the plan was still on.Mallebench now started spending money and transferring miners from the New Norton coal mine at Wythburn to excavations now starting at Coniston.More and more resources were diverted from Norton ironworks including men, digging equipment and a variety of clockwork devices.This couldn't go on for too long though as the diverted resources started to effect the main ironworks the dwindling supply of coal being the most noticeable.The dig at Coniston uncovered a strange and terrible structure which seemed to be a vast temple complexSoon all the German miners were sent to the Coniston dig where they were all sacrificed to call forth a demon of some sort if this was the plan then due the somewhat accidental actions by the Party this failed to go off correctly resulting in the destruction of Coniston, the sending back of the demon? and the creation of the blighted area.Mallebench then seemed to go into clean up mode as the effective removal of the demon combined with the Parties return from the Pale Ladies realm not only caused a big explosion, the Blight but brought other strange changes. So after leaving the Coniston area via Keswick (This resulted in the centre of Keswick being burnt down during a flesh beast attack) he returned to Norwich and seemed to begin eliminating anyone who could identify him.The Hand were set up to be attacked by the Party after failing to recover some books that he wanted he also arranged for the murders of the Satanist group he had set up.The last of the Crows died in a cavern under a ruined church in Norwich to some sort of hell toad ? Whilst trying to return those self same books.So what's Mallebench up to his brother is dead, the demon didn't work out, he blew his cover at Norton's by using up all those resources, he hasn't managed to get his books back and seems to be destroying whatever was left of his Norwich network so what is he up to and what if anything is he still looking for? What were Ghwon and Tobias doing in that cavern and more importantly where the hell is he?Still aliveRimehart
  9. In answer to the opening post; I use Renaissance, Elric! and the BGB. Elric! I run straight out of the box for Sword & Sorcery gaming, Renaissance because I am running a Clockwork & Cthulhu campaign and BGB to create my own homebrew Top Secret, Traveller and Gamma World settings.
  10. Does River of Heaven have rules for exposure to hard radiation?
  11. I have found that some of the best "source books" is a copy of the inspiring fiction in one hand and a simple rules set in the other! So yes, I agree with your sentiment 101%.
  12. Thanks for the input. That is exactly what I am doing. Utilizing what SRD's are available and filling in the gaps from there.
  13. But I take it the rules from the BGB are not freely-reusable, right?
  14. Yes I've seen those on line docs. They will be very useful in completing what I have in mind. I want a complete, bound POD version with a mega-list of mutations and setting suggestions. So I'm going to make one...
  15. As I continue to fall down the original Gamma World rabbit hole; is there a d100 SRD document I could legally use to build a complete Gamma World inspired d100 hack off of?