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Found 4 results

  1. The Red Moon waxes on the dunes of Imara and wanes on the steel belly of Ashul. Where will the path of adventure lead you? Inaugurating a series of cross-media products based on Alephtar Games' new Revolution D100 game system, this supplement brings the world of the Red Moon Rising web comic, created by the talented Scottish artist Rose Loughran, to your gaming table. Get ready to take the role of ruthless soldiers, daring airship captains, powerful battle mages or brave insurgents in a world of steampunk adventure and human feelings. Will you fight for Imara, for Ashul or simply for your survival?
  2. SteamCraft Player's Guide

    Hello everyone! Today I am launching a Kickstarter to fund the creation of the SteamCraft Mucker’s Guide (Player’s Guide) on Kickstarter. Funding runs through 11:59 PM on May 24th. Please help us out by backing and sharing information about the project. https://www.kickstarter.com/projects/666449184/steamcraft-rpg-players-guide SteamCraft is a steampunk RPG. Why it might be of interest to people on this forum is that it is d100 based. It is very easy to pick up for those who know BRP. Thus, any official or homebrew mods you like to use with your games most likely can be used in SteamCraft as well. Additionally, Chad Bowser the co-writer and designer of Cthulhu Invictus is one of the writers. Please considering backing this project and sharing the link to the Kickstarter About Mucker’s Guide Faster character creation rules New edges/Flaws New items and equipment New steampunk gadgets New spells Introduce the societies mechanic to aid in character creation and development. PCs will have the option to join overt or secret societies at the beginning of the game. These societies will grant benefits to PCs but the societies will also require service from the characters. Societies is optional, but the goal of the mechanic is to help players understand how their characters fit into the world and give players and gamemasters ways to focus and structure play. Societies will provide agendas and personal goals for the characters that help develop your character’s story and the overall metaplot of your campaigns that goes beyond your character being a Mucker. And much more! About SteamCraft In the spirit of Gibson and Sterling's The Difference Engine, SteamCraft takes you to an alternate, dystopian world where gears, goggles, and airships dominate life. The Industrial Age is joined by an early Information Age, combining into a gritty world where corporations use technological advances to amass hordes of wealth and power at the expense of the working class. Meanwhile, technomages' ability to create by mixing magic with machine lurches ahead of their wisdom to control their creations and where scientific exploration is best done in coal powered airships venturing beyond the charted world maps. Just as Shadowrun mixes cyberpunk and fantasy, SteamCraft mixes steampunk and fantasy. The scientific wonders of Jules Verne and H.G. Wells mix with fantasy elements like dwarves and elves. The result is a world filled with ancient horrors as well as man-made beasts such as Clockwork Beholders. SteamCraft uses a d100/percentile system that is simple and intuitive to understand and easily modifiable to fit your game’s needs. Characters are skill-based enabling players to create and customize their team roles and individualize their characters as they prefer. About the Writers Monica Valentinelli is a writer, editor, and game developer. Her portfolio includes stories, games, comics, essays, and pop culture books. She is the Line Developer for the Firefly RPG. Additional gaming credits include Vampire: the Masquerade, Hunter: the Vigil, Brandon Sanderson’s Mistborn, and Robert E. Howard’s Conan. Philip A Lee is a writer, editor, and game developer. In addition to his previous work on SteamCraft, he is most known in gaming circles for his work on BattleTech and Shadowrun. Chad Bowser is a game designer living in Kernersville, NC. He has done work for various gaming companies. His credits include co-writer and designer of Cthulhu Invictus and writer for Victoriana.
  3. SteamCraft RPG

    I probably should have made my way here a long time ago. I am the creator of the SteamCraft RPG. While not BRP based, it is percentile, which should be of interest to most players here. I have many other games in the pipeline that will be percentile based, so I thought this would be a good community to run ideas by and maybe have people test out a few things before going to press. Before posting up about the new games and the new percentile system I will be using with those, I thought I would post up about SteamCraft and see if people have any questions about the setting or game system. About SteamCraft (Short version where I have to describe it in 5 seconds: Steampunk Shadowrun set in an alternate world but with a much easier system.) SteamCraft is a steampunk rpg. It is not a steampunk RPG (which IMO is what most games that are labeled as steampunk really are.) This is not to say you cannot play it pulp style, but the game is dystopian in nature. SteamCraft takes you to an alternate, dystopian world where gears, goggles, and airships dominate life. The Industrial Age is joined by an early Information Age, combining into a gritty world where corporations use technological advances to amass hordes of wealth and power at the expense of the working class. Meanwhile, technomages' ability to create by mixing magic with machine lurches ahead of their wisdom to control their creations and where scientific exploration is best done in coal powered airships venturing beyond the charted world maps. Just as Shadowrun mixes cyberpunk and fantasy, SteamCraft mixes steampunk and fantasy. The scientific wonders of Jules Verne and H.G. Wells mix with fantasy elements like dwarves and elves. SteamCraft is set on an Earth based world, but one that is not Earth. This allows you more freedom to play without worrying about getting historical setting details always just right. The setting is focused on a “New-World” where colonies have become independent and are now gaining power and influence. A wild frontier, filled with ancient tombs and other curiosities begs to be explored. Steampunk (not Victorian) attire required of course. Game System SteamCraft uses a d100/percentile system that is simple and intuitive to understand and easily modifiable to fit your game’s needs. Abilities and Attributes are rating from 01-100. Characters are skill-based enabling players to create and customize their team roles and individualize their characters as they prefer. Archetypes are provided to aid in character creation and inspire players on the types of characters fitted to the genre. The SteamCraft core rulebook also includes rules for airship creation and combat and item creation and invention. Other Products Wake the Dead – A trilogy of adventures Rusting Sands – Setting supplement designed to give you a North African steampunk feel. Shadows Over Newport – Setting supplement that focuses on building up some of the mystery and horror elements loosely based on a steampunk New Orleans concept.
  4. BRP Iron Kingdoms!

    Hello BRP Central! I am currently working on a conversion of Iron Kingdoms to BRP. While most of the items and equipment are pretty straightforward, I've had to get a bit creative get the "feel" of IK magic, yet keep it functional from a game perspective. I'm listing my conversion notes below: o Arcanists (wizards) and Sorcerers will have access to magic spells supplemented by a handful of psychic powers (all appropriately renamed or removed as consistent with the setting) to use with the standard Magic rules from the Big Gold Book. To differentiate between Arcanists and Sorcerers, I'll start Arcs with 6 or so spells at INT%, and they may learn any spell they wish. Arcanists may select spells as professional skills, using their professional skill pool to increase the percentiles. o Sorcerers start with 4 spells at a higher skill level (POW x2%), but must select a single element (earth, wind, fire, water) as a theme for any spells they have access to, and they cannot learn any spell outside of their element. Perhaps they only use personal skill points to increase spell percentiles at creation? Or, maybe that gimps them too much... o Arcane Mechaniks and Gun Mages use similar rules with regard to starting spell numbers and percentiles to arcanists and sorcerers respectively. The differences are that PP cost is double when casting a spell the traditional way, and not activating a spell inscribed into a mechanikal contraption or rune bullet. I'd need to figure out material costs, but a ballpark figure would be 10x the PP cost of the spell in addition to the basic materials? o Faithcasters (priests, paladins, druids, monks, etc.) purchase "super powers" from the BGB. I'm considering a 21 point budget to start. Power selection will be limited based on the character's deity (for instance, a druid of Dhunia, the Devourer, or Nyssor could justify taking "Alternate Form" of a woodland or tundra beast, while a Paladin of Morrow or Menoth could not.) I'd like to figure out a way to incorporate the Allegiance system from the book into the way a Faithcaster works. I'm just not sure what I'd do with it. Maybe they roll Allegiance to activate a power, with no base PP cost? o Warcasters... they are such a different animal in that they generally use powers that require upkeep to buff those around them, or cast area spells. Warcasters have a focus pool equal to 1/2 POW. With their focus, they may cast Sorcery Spells from the BGB (again, appropriately renamed and removed to fit the fluff), and select POW levels of spells at character creation. Rather than burning their Focus to cast spells like a traditional spellcaster, warcasters "slot" their focus to activate a spell. As long as they maintain concentration the spell stays active. If not slotted, Focus is at the ready to use - "potential energy" if you will. They'll also get the "Jack Handling (INT)" skill, enabling telepathic communication with their warjack. o Since so many warcasters are traditional spellcasters or faithcasters, I'll allow players to "cross-class". They simply select half the amount of spells/ powers for both careers. o Fell Callers... would they be similar to a Warcaster? o I'm considering allowing casters to alter such things as range, duration, or area of effect for a spell. To make this work, Arcanists, Sorcerers, and Faithcasters would cast their spell/ pray to their deity at a higher difficulty. Warcasters slot more Focus. I welcome any feedback, ideas, comments, or critiques that you might have. All of this is in the conceptual phase for a possible future campaign. Thanks!
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