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Found 15 results

  1. It is twenty years after the end of the global wars. Our world lies in ruin. Once-great cities are now nothing more than shattered hulks populated with bioengineered soldiers, giant rats, and rogue robots. This is the world of Rubble & Ruin, a setting inspired by the classic post-apocalyptic fiction of the 1970's and 80's, where players take the role of prospectors searching the rubble for surviving technology. Here you'll find a description of the ruined city and its denizens, a bestiary, information on hostile elements, common trade goods, and sample gangs. Character generation includes six cultures, seven new races, and a section for biomodifications, cybernetics, nano-psionics, and dozens of new failings. Spot Rules for barter, firearms, the building of and fighting from cars, and the prospector’s best friend; the common dog. Also includes two full-length adventures. By Rich LeDuc. 130 pages. Published by Chaosium April 2010.
  2. And what better way to end the year than making a new setting available? The Shade Land lies under a cover of impenetrable clouds where dwells the Dark Goddess, mother of the ruling race of dark elves known as Sha'zir. Here creatures of darkness lurk in the shadows, from poisonous dragonkind to huge insects. And here mankind has retreated to the highlands, where it breeds giant featherless birds as mounts, in a fight for its very existence. This introductory Fantasy setting includes: Dark cult examples Monks of the Order, a unique blend of arcane magic and martial arts Necromancy Flying Mounts Giant Insect statistics and many more "dark" fantasy elements that you can insert into your Revolution D100 campaign or easily adapt to any percentile-based RPG. The setting is 40-page long and is released as PDF-only, available on DriveThruRPG/RPGNow . A saddles-stitched print version is possible but not planned yet.
  3. All, I am running a Magic World game ostensibly set in the Moorcock's Young Kingdoms geography (and using sorcery) but with scarcer use of demons and more mundane threats than than what is suggested in the various Stormbringer adventures. I am constructing a sandbox with the Purple Towns, particularly the Strong Arms as the central location focused on mystery, political intrigue and outdoor adventure more so than combat. I am avoiding building a dungeon crawl of any ilk. I have been considering buying Clockwork and Chivalry so as to leverage its setting, but am worried that it is so closely tied to historical England that applying the setting to the Purple Towns would be too troublesome. Can anyone suggest a setting that has political intrigue, outdoor adventure, mystery, etc... that I could leverage? It could use any rule set (D20, D100, etc...)... A few notes that might be helpful: My world is experiencing the Renaissance with the cultural and technological advances that brings.There are two forms of magic. My own free-form magic and tweaked sorcery rules from Mongoose's Elric of MelniboeMagic is more rare in my game and it is associated heavily with sorcery, murder, evil, etc...Of the plot hooks I have developed much of them tie in some grand way to the conflict between law and chaos.
  4. A Fire Upon the Deep by Vernor Vinge would be a great setting for either a space opera or a space horror campaign. I highly recommend the book. 1993 Pyramid article from Steve Jackson Games about the setting: http://www.sjgames.com/pyramid/sample.html?id=367 Wikipedia article on the book (contains plot spoilers): https://en.wikipedia.org/wiki/A_Fire_Upon_the_Deep Hey, just buy it already. It won the Hugo Award, for Pete's sake: http://www.amazon.com/Fire-Upon-Deep-Zones-Thought/dp/0812515285 Setting Description: Humans are a minor species in this setting, one of millions of biological species living in the Beyond. Unlike many Hollywood science fiction settings, aliens are as likely to look like dogs, or elephants, or butterflies, or rhododendrons, as they are hairless bipedal apes. Most biological species are approximately human-sized, and nearly all are between the size of a mouse and a blue whale, although there are exceptions. The Milky Way galaxy and deep space outside the galaxy are divided into four zones of thought, based on their distance from the galactic center. Technology and even intelligence itself becomes more and more limited the closer you get to the center of the galaxy. There are no sharp dividing lines between the zones; one zone gradually fades into the next, and the quality of the zone gradually changes from the top of the zone (closer to the edge of the galaxy) to its bottom (closer to the center). Also, storms, extensions, or tendrils can extend from one zone deep into another zone. The zones are likely a natural phenomenon, a function of gravity or star density, but this is never confirmed in the book. It is likely that other galaxies experience similar phenomena. The Unthinking Depths surround the galactic core. Here, biological and artificial INT is limited to 5. That limit likely gradually decreases as you get closer to the center of the galaxy, but that has never been tested. Faster-than-light travel and antigravity are not possible here. Space ships that go into the Depths will be permanently stranded there. Computers and other artificial intelligences moving toward the depths will slow down until they stop working entirely. Biological intelligences will experience something similar, becoming more and more stupid until they reach animal- or zombie-level intelligence. The Unthinking Depths begin about 30,000 light years from the galactic center. The Slow Zone is the next outermost layer, from 25,000 to 38,000 light years from the galactic center. Old Earth is said to exist somewhere in this zone. Faster-than-light travel and communication are not possible. It is possible to jump into the Slow Zone, but not out of it. Most ships in this zone use Bussard ramjets and coldsleep facilities for the crew. Generation ships are also possible. INT is limited to 24, and that limit gradually decreases as you near the Unthinking Depths. Computers don’t work particularly well. Trade, diplomacy, development, and military operations take lifetimes to come to fruition. The Beyond is where the action is, 38,000 to 48,000 light years from the galactic center. Here, faster-than-light travel and communication are possible, as are superhuman intelligence and antigravity. Millions of species live here, and they mix freely, although not without conflict. Interspecies prejudice exists, although the most successful species are able to deal with nearly any other species. Trade and diplomacy are constant. When wars happen, they tend to be very destructive, involving hundreds if not thousands of star systems, and over quickly, in a matter of days or weeks. Genocide against individual species has been known to happen, but most violence happens in bars when a species with a biological predisposition to dislike another one gets its arm/tentacle/frond/servomechanism bumped. The Beyond is connected through the Net, a region-wide communications network. Rumors fly across the Net quickly. Because high-intelligence AI is possible, the Net can be data-mined easily. Some species in the Beyond are unthinkably old; others only recently made it up from the Slow Zone. The Transcend begins near the edge of the galaxy, about 48,000 light years from the center and extends into deep space around the galaxy. This is the region of Powers, entities with intelligences so vast that it is dangerous for humans and other biological organisms to interact with them. Powers can manipulate, possess, destroy, and re-create thousands of biological entities at a time as easily as we play with building blocks. Sanity rules apply, although Transcendent Powers are able to put a small piece of themselves into a biological organism in order to interact with other bios without driving them mad. Transcendent Powers have been known to extend their reach down into the Beyond, for both good and ill, though such terms may not apply to Transcendent Powers. Some Powers may be dormant; it is possible to awaken a dormant Power at the top of the Beyond, if you find one. It is also possible for biological entities to transcend and become a Power. It is difficult for Powers to reach into the Beyond, and impossible for them to reach into the Slow Zone. When Powers are interested in affecting affairs in the Beyond, they usually use biological or artificial proxies, though it is as interesting and useful for them to do so as it is for human beings to try to communicate with bacteria. Humans have been known to experiment with or exterminate bacteria, however. It is possible for one Power to kill another Power.
  5. I uploaded a setting in ancient 3rd Millenium Mesopotamia I made a while ago : "URUK". It was not anymore available for download, so instead of leaving it on my hard disk or on a lost server, I'm proposing it now in the download section for everybody who may be interested. It is perfectible and unfortunately in French, but can be a good help to whoever likes to start playing ancient Sumerians or Akkadians. There are 2 scenarios.
  6. Version 4.0

    76 downloads

    This is a 100 pages amateur BRP-setting I wrote about ancient Mesopotamia (3rd Millenium). It used to be available for download on another BRP-webside, which has now been stopped, so I moved it here. It is far from being perfect, but you can find ideas, material and inspiration -or use it as it is if you like. It is unfortunately written in French.   Upon request, I can upload a printer-friendly version on a white background.
  7. The year is 1092 in the Age of Itania. King Girart of Mirensa, villified as the killer of children, schemes to bring the Nine Kingdoms under his crown while Safiro of Tivonna engages magi and spies to thwart Girart's ambition. Mad King Bertrant of Ossirenza bears the burden to defend the lands of Men against marauding Krek even as his galleys war on Tivonnan ships to satisfy his raging temperament. In the wild North the rangers, always outnumbered, battle the depredations of ruthless Kyaksa tribesmen who strike from mountain strongholds. In the steppes to the east the Solok tribes battle each other to satisfy the blood-lust of their gods and raid the West for its riches. The Vashaniin, an ancient and prideful people, spurn involvement in the affairs of Men while they prepare for the coming of a threat more dire than any of the petty squabbles of the West - an enemy that even now may be probing the defenses of the gray walls of the mountains of the Eastern Divide. By James Brian King. 136 pages. Published November 2010 by Chaosium. TarsaPreview.pdf
  8. This scenario/sourcebook features two open and non-linear adventures and information about the city-state of Miraz and the setting of the Shattered Lands. It is an epic self-contained mini-campaign that is designed to be picked up and played, or be a mine of ideas for a Gamesmaster looking to adapt it to his/her own campaign. Miraz the Golden sees itself as inheritor of the old Lion Empire. It is an oppressive military police state which seeks to dominate its neighbours. Some say the wrath of the gods has been brought down because of its hubris and it is currently stricken by a plague. Its Tyrant looks on from his remote palace, as the victims of the plague shuffle round the streets as newly-risen zombies. While his heirs fight amongst themselves to see who will succeed their father, once he is toppled by the rebellion that is fermenting in the streets.Into this madness step the beginning adventurers, out to make a fortune and a name for themselves. A Travellers Guide to the Shattered Lands: A brief overview of the setting with Cults and example character concepts. Enough for a GM to use the setting without clipping the wings of inspiration. Dead Pot Country: Enter the ancient ruins of the River Valley Civilization in search of a missing Merchant. Life and Death: Journey to the tyrannical city of Miraz and stop the plague of Undeath that afflicts it. Six Pregenerated characters: So you can pick up and play. “One day this city will have to choose between Life and Death” The Prophet, before being taken to his execution one hundred years ago in the city state of Miraz. By Newt Newport. 100 pages. Published by D101 Games November 2010.
  9. So I was listening to Golden Earring and came up with this, basing it on pre-existing and failed programs the U.S. and Soviets worked on, as well as conspiracy theories about how both nations handled human rights. {The Setting} [Pitch] It's the 1980s- Mutagenic combinations of chemicals have been discovered that can cause develoupment of psionic abilities in humans, though the consequences are unknown for those not born with such abilities due to exposure in the womb. This has created a secret arms race alongside of the nuclear arms race, in which neither side wishes to be left behind. The Operatives resulting from the programs stemming from these discoveries are highly valued, but officially nonexistant. Upon being recruited into these programs, your next of kin are informed that you have died, and you are given false names with no previous association to any citizen, living or dead, of your nation. You have been trusted with top secret information about the Cold War's Psychic Warrior programs regardless of which side you're on (Nato/Soviet). Be it from recruitment into these programs, or Working with people that were part of it and are members of the resulting Military organizations, you will come to know intimately the capabilities of a highly trained human mind. In situations where none are expected to survive, you are capable of thriving. Any situation where a small army would fail, or your nation wishes to avoid openly dealing with, will be your specialty. But remember. War is ugly, and to get the job done you must often sacrifice the very core foundations of morality itself. [Details] Setting Basis: Earth 1980s Setting Theme: Spy Games Setting Factions: Soviet and Nato Powers: Psionic Nature of Powers: Mutagenic followed by Sensory Deprivation Tank. [New Skills] Contacts- (For getting boons and information at cost of money, as well as reducing favor loss with countries) Urban Survival Wilderness Survival Disaster Survival Favor: (Faction) -(Cannot be checkmarked for increase)- (For getting better supplies between missions, and as drops) [Notes] *Both sides will engage heavily in crimes against humanity during each sub-section of the cold war. *GM is heavily encouraged to use this for moral dillemas between country and morality *Not getting the job done and not sending a message both can cause Favor with the Faction you represent to go down. *When Favor reaches Zero with a Faction that the spy serves, the spy is considered to have gone rogue. Favor is ranked from 0 to 100 *Openly aiding a Rogue Spy subtracts 1d100 Favor in each instance if a Contacts check isn't made. *Favor is subtracted based on severity with options of 1d100, 1d100/2, 1d100/3, or 1d100/4 for the GM. *Rogue Spies, if caught, are dealt with in very cruel ways. Same with anyone else that commits treason during the Cold War, though the punishment's severity depends on side and nature of the crime.
  10. This supplement is a companion book for the Aces High setting. Incident at Alice is split into two sections; the first section is concerned with historical, geographical and societal issues that will allow the Master to explore some of the land of New Mexico during the appropriate period. The second section is a scenario which will allow the players to interact with some of the people and creatures that live here. In the scenario the characters will be involved in a bank raid and will chase an Apache outlaw across rugged terrain. Along the way they will begin to learn of the supernatural entities called the Kachina, sacred, mythical spirits of the Pueblo dwellers religion. The Puebloans themselves have a long and, at times, dark history. Some of which waits to be discovered in one of their forgotten, holy sites. The characters may begin to understand that not all Native Americans are the same. Being able to tell the difference between the thoughtful, artistic Puebloans and the warlike, aggressive Apache will give the characters some insight into the many divergent philosophies that are endemic of the native populations. In the end, learning this difference may be the weapon that allows the characters to succeed or fail in their quest. By Stuart Godbolt. To be submitted to Chaosium by October 2011.
  11. Zamonia is a rather obscure fantasy world with a cult following, created by German author and cartoonist Walter Moers. It is the setting for such amazing novels as The 13 1/2 Lives of Captain Bluebear, and The City of Dreaming Books. The world is rather silly in the tradition of Terry Pratchett's Discworld, but its novels contain quite a bit of interesting philosophy and drama. They are charmingly illustrated with amusing cartoons, and yet are intended for an adult audience, which is awesome. The only Zamonia books I have so far read is The City of Dreaming books, in which an anthropomorphic dinosaur visits a city called Bookholm in search of a mysterious author. Bookholm's economy hinges almost entirely on the sale of books, and rests on top of a massive network of book-shelf-laden catacombs containing long-lost libraries and tome-laden tombs. Our hero is marooned in this cave network, and must survive deranged Lovecraftian monsters and amuzingly sadistic traps in order to survive. Its a lot of fun. I think it would adapt beautifully to BRP. More so than d20, anyway. The characters aren't really defined by classes, combat is dangerous and gritty, monsters are truly terrifying, there are a vast multitude of useful skills, and much of adventuring isn't combat. All these elements fit perfectly with BRP.
  12. Contained within is a Saga of Swords and Sorcery action set in cold barbarian lands, where savage warriors stalk evil monsters in mist shrouded forests. New lands and religions to explore and four new adventures for OpenQuest, also compatible with other D100 systems: Guide to the Savage North: A new mini-setting filled with Tundra, Glaciers, Mountains and Barbarians. Although self contained it ties in with the setting in the OpenQuest rule book. Cults of the Savage North: The Barbarian Gods and the terrifying Blood Gods detailed with full cult write ups. Adventures: • Sellswords of the North: Adventurers are working as caravan guards, and arrive at northern trading post to find it ransacked. Hired to track bandits and bring them to justice. • To Frost Hold!: Adventurers meet priestess who is on quest to recover a magical artefact from the Sorceress daughter of a Frost Giant. Their Quest leads them into an ancient fortress half buried in a Glacier where even more ancient horrors awaken. • The Cauldron and the Pig: A priest has been cursed and thinks he's a pig. Has to be taken to the druids in Bogdan to have curse broken. • The Isle of the Sorcerer: An isle of riches untold and death in abundance. Appendix A: Six heroes of the North: Six pregenerated characters to use directly in your games or as inspiration for your own characters. "Know, oh Emperor, that between the years when the Dragon Drakkar froze the evil Serpent Empire and the rise of your own father's domain to the south, there arose barbarian kingdoms in the Savage North..." By John Ossoway and Newt Newport. 122 pages. Published by D101 Games March 2010.
  13. Berlin 61 is an espionage horror setting explores the darker side of post war europe, where magic and demons are worshipped by cults and sorcerers, and good men and women draw the line between good and evil. Includes information on life in the city during the cold war, key locations, and special organizations. Battle spies, assassins, cultists and the Dark Herald Kototh. A great back-drop for espionage adventures in the 1960 style, and silver age superhero action! By Christopher Barnhart. 130 pages. Published by Chaosium July 2008.
  14. Ashes to Ashes is a dark fantasy setting where wizards deliberately broke the world around a century Ago. The remnants of a mighty, high fantasy civilization litter the world, but civilization is no longer great. It's now a world of poverty, low magic and scarce resources, where people struggle to survive. This setting casts the players as mavericks in a fantasy world that is losing a war it does not even know that it is fighting. Hidden demons and their mortal minions, many of whom do not even know who their masters truly are, manipulate events from the shadows, experimenting with social control mechanisms to steer the human cattle in the direction that they want them to go. The adventurers' goal is to discover and stop them. Ashes to Ashes is a role-playing-heavy, philosophy-heavy, conflict-heavy type of game that would be best enjoyed by serious-minded folk. Ashes to Ashes must, if run correctly, continually force the players to face moral dilemmas. Two introductory scenarios have been included. By Jeff Moeller. 180 pages. Published by Chaosium June 2008. Supplement for this setting: Dust to Dust
  15. Val-du-Loup is a setting for medieval adventures using the BRP roleplaying system. It details a backwards, danger-fraught region of the dense, primal Ardennes forests, and is intended to serve for either an Early or a High Middle Ages setting. The Church wields little influence among the counties and baronies along the river Loup. Christian fervor clash with Frankish and Celtish traditions. Barons feud for land, while greedy princes grab the last tidbits left of the Empire. The monograph contains the following sections: • The Player Section: A primer on life in the Middle Ages - medieval society, knighthood, castles, military orders, medieval cities, universities and religion. Detailed information about the setting itself, i.e. the region of Val-du-Loup: the ruling families, assorted personalities (nobles, clergy and commoners) and a lengthy gazetteer of important and interesting locations. Character Creation with suggestions on how to involve player characters in adventures set in Val-du-Loup; and a character sheet designed for a medieval setting. • The Gamemaster Section: The Bestiary with random encounter tables, The Mythos Bestiary, secrets and background for the main personalities and villains in the campaign including game statistics for all major characters and some stock characters. • Adventures: This section includes two complete adventures: A Black Heart and Prelude to War; two adventure synopses; and finally a list of story seeds. By Guy Dondlinger. 160 pages. Published by Chaosium July 2009.