"Go to the sign of Marvel's Axe, a dubious inn on the edge of the Thieves Quarter, in the City of Greyhawk, and look to your own wrist. If you perceive a bracelet and dangling dice, watch for the next throw in the war between Law and Chaos and be prepared to follow the compelling geas." -Signal
Showing posts with label Fantasy. Show all posts
Showing posts with label Fantasy. Show all posts

Tuesday, April 3, 2012

Atlantis - The Lost World


This is the other half of what was the Atlantean trilogy of which The Arcanum is the first half. This is only in two parts but it was originally three books when it was first released. I always found all three books amazing material too draw from but never used them as a system.

 

Published: 1988
Pages: 278

From the Back of the Book:

"Return to the Second Age of Atlantis; to a time when the race of men was young, and giants still walked the earth..."

ATLANTIS is a complete and comprehensive world setting for fantasy role players and Gamemasters alike. This book contains the original text of THE LEXICON (Atlas of the Lost World of Atlantis) and THE BESTIARY (the Atlantean creature compendium), plus new material never published before.

Includes:

• Atlas of Earth in the Second Age...
• Detailed regional maps...
• Ten cities (human & demi-human races) with annotated maps...
• A compendium of hundreds of mythical creatures, Deities, devils, demons, and wild animals native to the Atlantean world...

• and much more...

Saturday, January 14, 2012

Adventures in the Northern Wolderness, Magical Sting

The Palladium Role Playing Game has always been one that I have  had a soft spot for. I am not sure why but I always have. I know  that the time period when it was released had something to do  with it. I had just graduated high school (please no one do that  math) so I had free time and a larger player base to draw from.  It was also the system though. I remember thinking it cool to be  able to play races like Ogres, Trolls and Changelings.

The Adventures In the Northern Wilderness supplement added some  great information on the Wolfen. This was not a race that I had  any interest in for a long period of time until I saw this cover.  I think of this cover to a great extent when I think of the game  any more. The book also spends some time going over the  environmental concerns in dealing with adventures in the north. I  think that this should have been expanded on even more but then  that leaves room for the GM to put their own stamp on it.

The book spends a some of its space dealing with the tribes and  politics of the Wolfen Empire. I think that this is something  that should have been expanded on even more than the weather.  There is enough there to build a framework off of but other areas  in the game world received a better treatment.

The real strength of this book is the six included adventures.  Each of these are of varying length but each holds up well on  their own and would provide the GM enough information to run as  printed or serve as the start for something grander if they chose  to work off of the adventure.

If there is an area that I think the book has a notable weakness in it would have to be some of the interior art. As  great as the cover is some of the interior art leaves something  to be desired. The work by Kevin Long is as always good but some  of the other art is not up to what I would have expected from a  professional book of this quality. It may have been an attempt to  capture the rough nature of the area it is set in. I will leave  it at that and hope that it is right.

I think all of the Palladium fantasy books are worth owning. Even  if you never play the system the books are gold mines of maps and  ideas. Many of the books seem to still be in print or were up to  some point in the recent past. This is one of the last ones that  went out of print and it crossed the editions of the game or was  right at the end of the first edition. Still the books can be  found fairly inexpensive online and I would suggest picking up  any you can.

Published: 1989
Pages: 96

Front cover summary: 

An adventure and source book for the  Palladium RPG. Six stunning adventures!

User summary: 

Adventures in the Northern Wilderness is a 96-page  sourcebook with six adventures: The Pirates of Dragon Claw,  Journey to Darkwood, To Serve the Pixie Crown, Avaxa's Gate, The  Forest of Broken Wings, and A Most Royal Conspiracy. The book  contains rules for traveling during winter and many illustrations  and maps.


Spell:

Magical Sting


Level: Fifth
Range: 9"
Duration: Instantaneous
Area of Effect: 6" Radius Sphere
Components: V,S
Casting Time: 3 Segments
Saving Throw: Halves + Special

When this spell is cast the magic user causes those in the area  of effect to suffer damage from the magic items in their possession. Those affected are entitled to a save but making the  save could affect the magic items.

The victims of this spell will suffer 1d4 damage to to magical  feedback from the magic items in their possession. Only higher  types of magic items will cause any damage. Potions and Scrolls  will be exempt but rings and wand up would still count. The spell  can cause no more dice of damage than the caster has levels as  well. So if the caster were 12th level and the victim had 20  magical items they would only suffer 12d4 of damage.

The victims of this spell are entitled to a saving throw. If the  save is made they will only suffer half damage. If the save is  made though the mitigated damage will affect the magic items  that caused the damage. Each magic item will need to make a save  at +4 or be destroyed by the magical feedback. Items such as  Artifacts and Relics can not be destroyed in this manner. Instead  the DM will need to come up with an new negative effect upon the owner of the item. This will persist for a number of game months  equal to the owners level at the time of the change.

Disclaimer: The spells that you will see, for how ever long the  write ups last, were all written up or conceived of back in the  80's so the terminology may not appropriate for anything other  than 1e and depending on how well I did back then it may be  slightly off for that as well. If there is any duplication of  spells that exist now it is most likely I wrote mine first :)  Please feel free to comment on them but try not to be too hard on  me. If anyone wishes to use these in anything they print please  let me know in advance and all I ask is proper credit.

Sunday, July 31, 2011

Agone - Multisim, Arcane Syphon

Agone is an RPG published by Multisim. They are a French company that published board and RPG games. Agone was originally released in 1999 as a French game. It was translated into English and released again in 2001. It was supported by a few accessories and one module in translation but has many more products available if you can handle French.

I remembered seeing this book at either Barnes & Nobles or now defunct Borders and liking the look of it though I balked at the price. I was eventually able to find it on eBay at a deep discount. The game can still be found online and dirt cheap I might add.

The price that the game goes for is not indicative in any way of the quality of the product. Let me start by saying that this is one of the most eye appealing games I have ever seen. This starts with the cover which for some reason just draws me in. In the interior it is not done with full color glossy pages. There are some pages in color but overall it is done with b&w art that is amazing.

The game itself is a variation on the Unisystem with parts added from others. The GM sets difficulty levels and then the players roll against these. The are open and closed rolls which makes things more complicated at time. The mechanics themselves are secondary to the setting and the storyline here.

The setting is epic level high fantasy. The players are assumed to be established in their lives and have been called upon to fight the evil that threatens the world. They are called the Inspired and the GM is actually a character in the game who leads them.

I think one of the reasons most people will never have heard of this and fewer will ever own or play it is the fact that it is so different from your standard RPG fare. I think it is closer to Nobilis in nature than D&D. There is much that open to the creativity of the player which them must be handled and adapted to by the GM. The game is not one I would use to introduce someone into gaming.

The game world is Harmundia and there is a run down of all the countries that exist in the provided play world. Since this is one continent in size I wonder of some of the non English material explains on this. The nations described are varies in nature which will allow the GM to use a setting they are more familiar and their players might be comfortable in as a starting place.

Since the game can be had for a song as can the published supplemental material I would say pick it up just to see if I know what I am talking about. I think if noting else there is always something that can be "borrowed" for incorporation into existing games as house rules.



Spell:

Arcane Syphon (R)


Level: Fifth
Range: 9"
Duration: None
Ares Effect: One Creature
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: Special

Through use of this spell the magic user is able to syphon away spells from another individual or creature that is able to cast spells or has spell like abilities. The intended victim must have spells that they can cast or abilities that would be in the repertoire of a magic user.

The spells syphoned away are converted to levels. The spells lost will start with the highest level and work down converting as needed so no levels of syphon are lost. If the victim does not have enough spells to complete the syphon then those levels are lost. The caster can then add spells as desired even exceeding the number they could normally cast in a day.

The number of spells that can be syphoned away is a function of the spells level and a combination of level and intelligence difference between the caster and the victim. The caster will be able to syphon five spell levels plus another (2-5 levels). They will also syphon away one additional level for every two experience levels they are higher than the victim. They will also take an additional level for every point of intelligence they have greater than the victim. If the victim is of higher level than the caster then they are entitled to a saving throw. The same will be true if the intelligence of the victim is more than three points higher than the caster.

The reverse of this spell will allow the caster to send spell levels to another caster. In the case of the reverse the recipient must be an actual magic user and not someone or something will spell like abilities. The caster will also be able to specify the number of levels they syphon away.

The material component of this spell is a lodestone that has been prepared for this purpose specifically. The cost of preparation will be no less than 100gp. Each lodestone will be able to serve as the syphon for 201 to 600 spell levels (100 plus 1d4x100 plus 1-100) before it crumbles away.

Disclaimer: The spells that you will see, for how ever long the write ups last, were all written up or conceived of back in the 80's so the terminology may not appropriate for anything other than 1e and depending on how well I did back then it may be slightly off for that as well. If there is any duplication of spells that exist now it is most likely I wrote mine first :) Please feel free to comment on them but try not to be too hard on me. If anyone wishes to use these in anything they print please let me know in advance and all I ask is proper credit.

Sunday, March 20, 2011

Fantasy Hero - Hero Games

As a long time player of Champions when this first came out I rushed to the store to buy it. Champions is cool in that it lets you replicate anything if you are creative enough. This should be the same with a fantasy system right? I found that though the system works well and does all that I just said there is something that gets lost in translation. IMHO the mechanical nature of the system works for a super hero game but not for the fantasy one. Having everything broken down to a "mechanical formula" seems to take all of the awe and mystery out of it. Your mileage may vary though and it seems to have a following. If you like Champions try it.

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