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Found 10 results

  1. Version 2.3.2


    A custom form-fillable adventurer sheet for Magic World. The sheet uses JavaScript to auto-calculate many fields dynamically, includes a built-in dice-roller (species-sensitive), changes base skill values based on species (the eight mentioned in the rules), automatically applies the correct category modifier for weapons skills, contains numerous tool-tips, lets you import a character sketch in JPEG, BMP or PNG format, and more! Feedback welcome.
  2. I want to go ahead and do an update here since most folks Interested in AB&B follow this forum. We have been silent the last two months as schedules sent team members to do other things. So the promised pdf will hit in lat July or early August. I have a couple (or 4) projects I need to finish by then anyway and we can go full tilt in the last half of the year. Where are we? These first six months were spent laying the ground work. Frankly the project is bigger and better now. It will be something worth your time and I hope folks expectations. But we know where we are headed.
  3. Version 1.2.0


    A custom Magic World adventurer sheet inspired heavily by the official Chaosium adventurer sheet found in the back of the Magic World rule book. (There is a form-fillable version of this sheet available as well). Feedback welcome.
  4. Sunwolfe


    Greetings all MW loyalists and Chroniclers, The Entangle spot-rule (86-7). I find the phrase, "A successful entangle prevents movement or attacks by the target, for the rest of this round and all the next round" (86), problematic. I cannot imagine an entangled target passively awaiting his or her or its fate during their turn to act in the round. I would imagine they'd resist at every opportunity or attack with whatever means remains at their disposal. I've done my homework, researching BRP BGB, RQ3, SB/E! versions of the rule. I am leaning hard toward Durall's "...there are few entanglin
  5. I am setting Magic World Adventures in an old rundown world with varying levels of technology. There is magic but there are also black powder firearms. I borrowed the black powder weapons from RQ6 Firearms. I included the rules for Reload, Sneak Peak (AGLx5 or exposed), Steady weapon (+20% to hit), Take Cover, Damage weapon and Dual Firearms (-20% to hit for both to attack same rank). Also I have firearms bypass armour of the available to this setting types and make parry and dodge useless. Any thoughts. Has anyone else created rules for firearms in MW.
  6. It’s been a few months now since the “Old One’s Returned…” in early June and the only official mention of BRP or MW since has been in Ben Monroe’s tagline: “Chief Operations Officer, Magic World/BRP Guru, Earth Ro-Man”—I wonder if he’s even “Chief Operations Officer” now that the company is a web address? We forumites haven’t heard from him in sometime. Since June, I’ve been hoping for some official shout out, even a small one, from Chaosium: “We’re keeping BRP, but (understandably) it is the lowest of our priorities…don’t worry though, we remember all our loyal fans…”. Save for brief flashes
  7. I'm curious how many people play MW exactly as written (neat), with optional rules from the BGB (straight up), or with heavy house rules (on the rocks). How do you play? If you do change it up, what changes do you make? I switch out the variable armor system with fixed armor value. Not really sure why, other than thinking it's simpler.
  8. My mind runs the dry ocher covered sea bottoms of Barsoom as I continue to read and reread Burroughs’ work collecting materials for a BRP-MW based sword-and-planet game I hope to GM someday. I say ‘hope’ and ‘someday’ because the members of my game crew can be rather fickle. Once it’s served up to them, my efforts are just as likely to result in, “meh” as they are to illicit, “cool”. Seriously, the whole endeavor could turn out to be nothing more than a mental exercise. I wonder at times why I continue with it at all. I suppose, first and foremost, I continue because John Carter and Burroughs’
  9. Here's what I already know: Magic World is an update of the Stormbringer rules. Advanced Sorcery is a rules supplement with more subsystems and magic systems for Magic World. Stormbringer/Elric have a bunch of magic systems. So; I've got a question: Are there any mechanical subsystems that I would need to hunt down the old Stormbringer books to use, or are there modern updates of all of them? What am I be missing out on (mechanically) if I don't go hunt them down?
  10. So, I recently finished a playthrough of the Witcher 1, and am about to start a Playthrough of the Witcher 2, and just saw the Trailers/Gameplay Presentation for the Witcher 3 https://www.youtube.com/watch?v=xx8kQ4s5hCY, which is scheduled for release in February. Needless to say, I'm pretty stoked about it. Looking forward to playing the game; probably going to pick up the novels (the ones that have been translated, at least), and planning on picking up This Book in combination with the Wiki as a setting guide, to possibly run a Witcher-Based tabletop game; either in RQ6 or MW.
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