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Hello, I would like to dedicate this topic to a more-or-less classic BRP solution related to Toughness and Readiness present in Revolution D100. That is, the usage of unified Hit Points (or Hit Locations Hit Points for those preferring the localised damage), as well as Action Points in general. I have been considering tweaking Action Points into my own game, as I am currently running on Mythras and seeing a lot of interesting things in Revolution D100. Perhaps it is the slight unfamiliarity of mine on how the Readiness (SR) functions in general as I didn't get to try it just yet.
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The Second Way (TSW) is a set of homebrew freeform magic rules for Chaosium’s Magic World setting. The goal of TSW is to provide a definitive yet flexible way for crafting and scaling spells. Inspired by Chaosium’s Deep Magic and Atlas Game’s Ars Magica, TSW changes Deep Magic’s spheres and glyphs and adds rules for specifying spell range, area of effect and duration as well as for affecting mass, affecting character condition and casting spells against multiple targets. For maximum benefit readers will want to purchase Chaosium’s excellent Advanced Sorcery book.- 12 comments
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I have a few ideas concerning scenarios bouncing around in my head. I'm quite new to CoC (but not horror rpgs) and would appreciate a tad of input/help. The scenarios are nothing more than some scribbled notes, and some historic research. Below are some of my scenario seeds: Voyageurs I have always been fascinated with the historic fur trade in Canada and North America. Voyageurs will be a scenario were the PCs/Investigators will be Quebecois fur traders who travel down some remote river only to notice that something is stalking them among the trees of the riverbank. It's basi
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So while I think I like the intended seasonal flow of adventures in RQG, I wanted something a bit more specific in terms of how training, downtime, and so on are handled. This is what I came up with. It's somewhat rough (and I'll start rolling it out to players this upcoming session) so fair warning. My goal was to get something a bit more granular and ongoing than "Okay, adventure's over, let's narrate a few events then jump to end of season..." but not go so far as the bookkeeping of counting hours and estimating hours available for training and occupation and all that like I remember from R
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--"Dragonrise", Glorantha Sourcebook, p.40. My adventurers are currently exploring the region around Dragon's Rift and the ruins of New Lunar Temple, and the above text caught my eye in re-reading the section on the Dragonrise for ideas. As far as I'm aware, a True Dragon is really more a cosmic entity than a Middle World one. Further, magic crystals are IIRC the blood of gods either still-living or dead (I don't think this is noted in the GM's Pack, and think my memory comes from RQ3's Elder Secrets or maybe some sidebar in the Guide but I claim no certainty). So that got me thinkin
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Stumbled on this document I put together years ago, that had converted some effects familiar to World of Warcraft players into RQ3 terms. Maybe someone finds them interesting. The Death Knight ones I used for abilities of some of Delecti's Lieutenants, the Druid for a player that wanted to be a healer but not "just another Chalana Arroy". Yes, some of the effects are fiddly and will require things like tokens marking effects - for example a green d20 for plague, a red d20 for tracking bleeding, and a blue d20 for tracking frost effects. For that purpose, I'd typically say that the st