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Found 12 results

  1. Version 2.1

    668 downloads

    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.
  2. Version 1.0.0

    8 downloads

    Nephilim PC language skills and how they will affect the way the game is played here. Originally uploaded to yahoo group by agarthan Jun 18, 2004
  3. Version 1.0.0

    8 downloads

    Liber Ka - A Summary of the Changes It Brings to Sorcery (and PC Generation) Originally uploaded to yahoo group by agarthan Jun 18, 2004
  4. Version 1.0.0

    6 downloads

    Describes the retaining of Occult Development Points from Past Lives for use in the modern-era game, instead of in acquiring occult skills etc during character generation. Originally uploaded to yahoo group by michael.bishop Sep 5, 2000
  5. Version 1.0.0

    5 downloads

    Originally uploaded to yahoo group by jessejmulkey February 21, 2012
  6. Version 1.0.0

    5 downloads

    Three mechanics to add depth and complexity to non-combat and combat action. Originally uploaded to yahoo group by falseidentity Jan 1, 2012
  7. Version 1.0.0

    4 downloads

    Some ideas on the new system Originally uploaded to nephilim yahoo group by vagusumbra Sep 4, 2005
  8. Version 1.0.0

    5 downloads

    Version 1.2 of my Nephilim rules Originally uploaded to nephilim yahoo group by frank_rafaelsen Jun 18, 2010
  9. Version 1.0.0

    3 downloads

    Pendragon/HW health level mod, Originally uploaded to nephilim yahoo group by exubae May 31, 2005
  10. 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
  11. 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
  12. --"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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