For General Material, Amber Diceless RPG, Tri-Stat / Big Eyes, Small Mouth, (Original) Marvel Super Heroes, GURPS, Godlike, Star Wars d6, World Tree, Rolemaster, Magic The Gathering: The RPG, Baba Yaga, and various other games, see “Other Games”. There just isn’t enough material for them to justify their own headings yet.
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Other Games Subpage (General Material, MTG:RPG, Tri-Stat, Classic Marvel, World Tree, Amber, In Nomine, Baba Yaga, Godlike, Rolemaster)
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White Wolf Subpage (General WOD, Exalted, Scion, Aberrent, Etc)
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RPG Design:
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Backstory; why it’s vital.
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Game vrs World – The fantasy world versus the rules of the game.
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Getting your Encounters in the Zone; fitting your encounters to your world and vice-versa.
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The Elements of Magic: things to consider when creating a magic system.
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Battling the Balanced Encounter: The advantages and disadvantages thereof.
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Cliff Notes for the 1940’s: how to make a 1940’s-1950’s setting convincing.
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Features of Victorian Settings: the basic characteristics of a Victorian-style world.
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Small Changes and Large Changes – a pair of essays on how tinkering with racial characteristics may – or may not – lead to massive social changes.
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The Basic Adventure: a basic guide for game masters.
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Role Playing Game Design Part I: a general look at designing tabletop RPG’s, using L5R as an example.
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Realistic and Unrealistic Injuries: Making the combat system reflect the world you want.
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Creating Skill Systems: Basic Considerations, Fundamental Skills, Optional Skills, Practical Example – Revised d20 Skills.
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Wild Dawn: an example of a quick on-the-fly rules system
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Shapeshifters and Cursed Lycanthropes. Making Lycanthropy something to fear. A few d20 specifics, mostly general.
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Medieval Price List and Economics. A realistic price list for medieval settings, for both major and minor purchases.
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Dark Ages Cultural Worldviews. For Celtic, Nordic, and Christian characters in classical medieval settings.
- The Corruption of Power: How does power corrupt and what can be done to prevent it?
- Ceremonial Magic. A general system for creating magical effects without great personal power.
- Priestly Examples of how various groups of priests relate to their deities
- Malavon Player’s Handout: A sample world background handout.
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The Magical Languages of the Twilight Isles: The unusual effects of languages. Eclipse d20 mechanics, but not much of them.
- Martial Arts Basics. Designing your own combat styles, and using them for Weapons Design and Sample Weapons.
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Designing game mechanics to meet Style and Player Goals.
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The Mathematics of Practical Melee Weapons.
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Narrative Mechanics: With a d20 Template to buy them in less story-oriented games.
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Designing Freeform Magic Systems.
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The Eightfold Soul: Adding some mythic depth to the spirits of the dead.
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The Laws of Death: How to prepare for and handle character deaths.
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Making Magic Mysterious: Making magic in your game a thing of wonder any mystery again.
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Battletech Level Four
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Champions:
Welcome to the Emergence Campaign: Character basics and Allowable Character Cheese
Characters and Templates
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Adolescent Dragon Template. The basic framework for Celestial Dragon characters.
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Agrios. A centauroid brick-archer.
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Angel Template. The framework for summoned spirits of light and similar characters.
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Baen. A young Celestial Dragon. Thanks to losing a duel, now serving as a mount.
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Ballistic. A slightly psychotic cyborg weaponsmaster.
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The Bane Mummies. Primordial nightmares of humanity.
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The Chauffeur. The undisputed master of vehicles and speed.
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Children of the Silver Twilight. The basic framework for most of the extra-dimensional children at the orphanage.
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Cyber Were Triplets. Amara, MIchel, and Dulcine. Young werewolves with nanite enhancements.
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The Darkmage. A powerful mage. Everyman, Hero, Villain, and Hero once again.
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Darius Metaxis/Castellan. An extradimensional master of Earth and Architecture. Now believes he’s Satan.
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Das Impetus and his Telekinetic Constructs. A ghostly WWII German hero/villain.
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Demon Cultist Template. The framework for Demon Cultists.
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Demon Template. The framework for summoned demons and demonic characters.
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Dreamwalker. An astoundingly powerful astral projection, and another HELP member.
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Flenser. A psychotic flesh-shaping villain.
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Foxfire. A young werefox apprentice of the White Necromancers.
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The Hauntsman. A professional imaginary friend and ritual mystic.
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Henry Blake. An Elemental Magician of the Heroic Extra-Terrestrial Law Protectors
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Horse Boys. Transformed victims of the War God.
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Hugin. A WWII German telepath.
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Ilarion Drake, one of the young Celestial Dragons currently helping out. A corporate raider.
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Jamathial, a young Celestial Dragon, Thrillseeker, and Rock Musician.
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Jason Byrum. The White Necromancers 25-point jaguar-shapeshifter follower.
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Justifier Super-Soldier Template. The U.S Governments current supersoldier. Now in beta-testing.
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Khai Lung. An ancient chinese ghost who teaches politics and martial arts at the orphanage.
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Kheileos Skipping Stone and his Serpent-Spirit Familiar Nithi. A serpentine demigodling hero.
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Kimai. A sexless, vaguely catlike or doglike telepath of unknown origins.
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Kitsune Shan. A competent-normal Demon Fox.
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Kristin Stanwell. A Champions version of an old d20 character – a cyborg commando.
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Lesser Werewolves; Hayley, Mina, and Theodore. Three young lesser werewolves.
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Local Villagers. A selection of Chinese villagers who were played during an adventure prequel.
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Mystic Ninja Template. The basics for creating Naruto-style mystic ninja. A request for a player-run campaign.
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Nimrod the Hunter. An escapee from that pre-d20 fantasy game and a member of HELP.
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Panzer. A WWII german hero who “absorbs” vehicles and uses their abilities.
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Ranko Anchienkienda. A felinoid Martial-Artist/Enchantress, married to the War God.
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Senca. A shamanistic guardian of the otherworlds, loosely drawn from Inuit mythology.
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Shadow Hounds. The minions of the Hauntsman.
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Shaman. Another fantasy-game escapee and a member of HELP.
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Stefan, Subordinated Werewolf. An animalistic werewolf, dominated by Vasilko.
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Stranglevine, a plant elemental of obscure motivation.
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Das Ubermensch. A WWII German supervillian, now returned in ghostly form.
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Vasilko, Master Werewolf. The youthful leader of the local werewolf pack.
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War-Wiring and some WarWired Kids with Advanced Weapons – a few samples of galactic military technology.
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War Zone Template. The basic powers for members of the War Zone.
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The White Necromancer (Offsite Links). Bobby Anderson, the young heir to the original White Necromancer’s power. There’s also a selection of the Equipment in his Lab, his Bone Crypt, his Secondary Forms, and his Character Diary.
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Xaliotl. A celestial dragon fire mage. Also available in a non-draconic d20 version.
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Yukikaze. A young ninja, also – oddly enough – an heir to Anubis and cold-manipulator.
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Zachary Zann. A youthful greek demigodling, scion of Eris.
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Zoe Zann. Zachary Zann’s little sister. Also a troublemaker.
Major Groups:
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Major Superhero Groups. Superheroes of the World, Unite!
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Major Villian Groups. The worldwide roster of major bad guys.
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Major Player Characters. A bit out of date unfortunately.
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Alien Races. A list of the alien races currently known on earth.
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Old Mandate Roster. The roster from before the campaign break.
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Noteable Corporations. Major business organizations of the setting.
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Old Mandate Roster. The older incarnation of the Mandate superhero group.
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The Whermacht: A team of WWII German ghosts.
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Project; Thunderbolt. The U.S. Governments superhuman-related programs.
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Darkstormers. Creatures imbued with the magical energies of the Darkstorm.
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The Heroic Extra-Terrestrial Law Protectors, including the character sheets for Omega and Electranoid
Champions Timeline:
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Prehistory. Big Bang to the Formation of the Milky Way Galaxy.
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The Solar System. Birth of the Sun to he Colonization of the Land.
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The Ancient Days. Colonization of the Land to Neanderthal Man.
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Modern Man. Cro-Magnon Man until Entrance to the Rho-Field.
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A New Beginning. Within the Rho-Field until Current Interglacial Epoch.
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Recent History. Founding of Civilization until Early Campaign Events.
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The Codex Draconis. The history of the Celestial Dragons and of Earth’s Dragon Circle.
General Champions Material:
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Metacreator Files Set 1. The list of what’s included can be found HERE. There’s also a passworded set of character-creation and background files purely for current players HERE, but they won’t be any use to random surfers. Sorry.
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Allowable Character Cheese. You allowable percentage of cheesy character building in convenient slices. In the files set.
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Prepackaged Spells. Prebuilt invocations for building magicians. In the files set.
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The Cabalastic Esoterica and Masterclass Enchantments. A rather lengthy selection of exotic magical spells and powers for Champions – including some of the most powerful effects that any mage ought to have available.
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The Dragonlore: Occultechnics and the Mandates of Heaven. The exotic powers of the Celestial Dragons.
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The Encyclopedia Heroica. A reference catalog and glossary for the setting. If you want general information about how things work, I’ll be putting it here.
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Exile Package Deals. Packages, equipment, and material suitable for heroic fantasy characters.
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Explosive Benchmarks. How powerful are champions characters anyway?
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Power and Super Power. The limits and restrictions on various power sources in the Emergence Campaign
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The Conventional Military. The weapons and equipment available to ordinary organizations and street heroes. In the file set.
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Superheroic Law. How do ghosts, duels, contracts, lycanthropes, super powers, and nonhumans operate under the law?
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Champions Minus II – Building the Base Character, including senses, reproduction, and species-defining disadvantages.
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The Obsidian Claw. A powerful Aztec artifact.
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Superheroic Answers. Athletic Standards and Lycanthropic Law questions answered.
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Artifacts of Darkness. The devices gathered by the Darkmage during his villainous phase.
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White Necromancer Log (first entry, continued on his Player Blog).
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The Box of Eris. A curious gift from the goddess of strife and chaos.
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Spirits, Devils, and the Astral Plane. What you find outside of the material planes.
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Runestones, the magical technology of the Celestial Dragons.
Session Logs: Compiled Earlier Sessions. Session 1: The Regathering. Session 2: The Children of Chaos. Session 3: Castles In The Sky. Session 4: Crash Go The Castles. Session 5: When Dinosaurs Ruled The Garden Maze. Session 6: Trick Or Death. Session 7 Part I: Legal Sorcery. Session 7 Part II: Getting Schooled. Session 8: Darius Metaxis, the Castellan. Session 9: The Mandate-Mexican War. Session 10: The Deeper Shadows. Session 11: Baked Alaska. Session 12: Into The Depths. Session 13: Try, Try Again. Session 14: The Lists Unlimited. Session 15: Castle of Black Sand. Sessions 16-17: The Tokyo Terrors, The Gates of Light. Session 17 Coda: Lycanthropic Coda. Session 18: Between Enlightenment and Darkness. Session 19: The War of Souls. Session 20: A Spirit of Mischief. Session 21: Wherefur Art Thou. Session 22: The Golden Daze of Siberia. Session 23: A Wind from the East. Session 24: Trials and Tribulations. Session 25: Within the Kremlin. Session 26-27: Six Weeks of Chaos. Sessions 28-29: It’s Not My Fault, It Was The Ninja’s Sister’s Husband. Session 30: Trials and Tentacles and Bears, Oh My. Sessions 31-32: Ride the Whirlwind. Session 33: Nor Iron Bars a Cage. Session 34: The Faerie Queen, Sessions 35-36: A Sea of Troubles, The Fall of Manchow, Session 37: The Bamboo Fox. Session 38: Murder at the Museum. Session 39: The Little Ice Age. Sessions 40 and 41: The Spirit FIsher and the Barque of Ra. Sessions 42 and 43: The Return of SETI and Homeland Security. Session 44: The Raving Maniacs. Sessions 45, 46, and 47. Gates of Darkness, The Unquiet Realm, The Akhasic Plane. Session 48; The Cyborg and the Fox. Session 49; And From the Darkness Light. Session 49a. The Codex Draconis.
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d20 Material:
All of our campaigns use the point-buy rules from Eclipse: The Codex Persona and the magic design rules from The Practical Enchanter (both available via the links below). It’s the only d20 character-creation and power book we’ve needed in quite awhile – and none of the local players are willing to use anything else any more anyway – so all of the various characters, races, and templates listed under the general d20 or specific campaign settings are suitable as sample designs. Since Eclipse is fully compatible with 3.0, 3.5, Modern, Future, and many other d20 products, there should be something here for most d20 gamers.
Eclipse Classless d20 Character Construction Cribsheet
The Books We Use:
- Eclipse: The Codex Persona: Print Edition (Lulu.Com), Electronic Edition (Lulu.Com), Electronic Edition (RPGNow.Com), Shareware Edition (at RPGNow.Com), and Shareware Edition (Box.Net Download).
- The Practical Enchanter: Print Edition (Lulu.Com), Electronic Edition (Lulu.Com), Electronic Edition (RPGNow.Com), Shareware Edition (at RPGNow.Com), and Shareware Edition (Box.Net Download). Handy for designing special powers and items. There’s a nice RPGNow Staff Review too.
- Paths of Power (a free d20 magic supplement). Paths of Power II, Monstrous Paths is available in PDF form HERE. The Complete Paths of Power – combining the two – is available in Print Here.
- Eclipse Web Expansion One: a free expansion for Eclipse: The Codex Persona. Includes races, a level-by-level sample build, levels without XP, d20 without levels, and FAQ.
- Magic the Gathering; The RPG. This was originally designed as a submission to WOTC, but they were uninterested in any submissions related to M:TG. The system stretches d20 to the limit, since it uses magic cards as character attributes - but since the playtesters have let the draft files out, here it is. Who knows? Maybe Wizards of the Coast will see it and decide to pick it up after all (not likely, but we reserve any commercial rights that may apply just in case). The playtesters had a lot of fun with it, and – for personal use in its current form – it’s entirely free.
General d20 Point-Buy Sample Characters, Races, and Templates:
- 3.5 Races for Eclipse. The standard Players Handbook races – plus Elan, Satyrs, and Centaurs – broken down for Eclipse: The Codex Persona.
- The Revised Human: why humans are unique – and more than just the “baseline” for playable races.
- The Merchant. This is a level-by-level, level one through level twenty, point-buy sample design.
- Level-by-Level Base Class Breakdowns: Barbarian, Bard, and Cleric, Druid, Fighter, and Sorcerer, Paladin and Ranger, Rogue and Wizard, Psion and Psychic Warrior, and Monk.
- Sample level one point-buy builds: ”Iron Dragon” (unarmed and unarmoured tank), Shamanic Adept (a speaker to spirits), the Vedic Master (a matter transmuter and self-enhancer), The Bulwark (a MMORPG – or 4′th Edition D&D – style tank/controller), the Kabalistic Ritualist (a ritual mage with several variants), The Street Rat (a roguish street kid with several variants), The Wraith (a short-range teleporter), The Swashbuckler (with a dozen variants), The Primal Warrior (a shapeshifter-berserker), The Animist-Wizard (a non-spellcasting wizard who speaks with creatures and objects), the Scholarly Priest, the Hellguide (a revenant from the abyss), the Werewolf (a young ECL1 shapeshifter), The Cyber-Warrior (and how to buy Cyberware), the Runesmith and building spells, Tollers (characters who summon essences into themselves, the Poseur or Mad Cultist (single-school spellcasters), the Mystic Adept (design-it-yourself spontaneous spell point casters), the Collector (a ritualist and collector of magical devices), the Tech Wiz (a build for hackers, security breakers, and tinkerers), the Hotshot Pilot (whatever the type of vehicle), the Investigative Reporter, the Elementalist (a specialist in a particular branch of magic), the Fortunate Hero (a character who can provide his own lucky breaks), the Bloodmarked (a victim of his or her own innate powers), the Courtly Witch, the Paladin of Death (a guardian of lifes cycle).
- Building Spellcasters. Various magical options in point-buy.
- Building d20 Psychics – Sample Level One Classless Builds: Power Sources and Basics, Types of Psychics and The Battlerager, the Witch, the Gifted Psion (a second-edition style build), the Dweomer Master (and some notes on flexible powers), the Starfire Adept (a stress-powered master of psychic skills), the Revised Psion (and variants), and the Transhuman (also known as the “mutant” or the “superhero”).
- Advanced Companions or Upgrading your Critters: Templates for Companions, Familiars (Spirit Fetches, Liflings, and Shadow Guardians and the Wealth Level Templates from the Practical Enchanter), Mounts and Companion Creatures (Flying Steeds, Firehawks, Stormcrows, and other beasties), and Animal Companions.
- Cadmel, Anime Sorcerer. A roguish anime-style sorcerer with unlimited use of his spells.
- The USS Charleston. Yes, this is a WWII Cruiser designed as a character. Silly, but doable with Eclipse.
- Doctor Wrath, a power-armor supervillian who can fit nicely into most d20 parties.
- Esteria, a slightly senile old woman with poor control of her magic and entirely too many dragon-cats.
- Khamsin The Wanderer, a warrior-mage designed to buy each of his spells, and their casting level, individually.
- Lesser Outsider Template. A generic +1 ECL template for those who want to play minor angels, demons, spawn of chaos, jinn, or whatever.
- Li Kao. A d20 Samurai and Shintoist mystic. Exchanges favors with spirits for his magical talents.
- Raven: Character Sheet and Wyld Magic Template, History, and Friends and Allies. A Druid/Thief who’s been wandering about since first edition.
- The Ri’aal: A change-of-pace nonhumanoid player-character species for d20 games which has innate magical powers instead of the ability to use tools and equipment.
- Sith and Jedi Templates and Powers: How to build Sith, Jedi, and similar psychics in Eclipse: The Codex Persona.
- Building the Warlock. How to build (and make variations on) a Warlock-style character in Eclipse.
- Incarnum Weilders. How to build, and vary, Incarnum users in Eclipse.
- d20 World Tree: The Prime Races and Special Abilities from World Tree for Eclipse.
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The Allomancer Template – available for anyone who wants to build a Mistborn character, or for talismanic magical systems in general.
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d20 World Tree: The Prime Races and Special Abilities from World Tree for Eclipse: The Codex Persona Classless d20.
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Converting a Balor to Eclipse: The Codex Persona – so that you’ll know how a demon can come up through the ranks when someone wants to play one.
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Building Gandalf and the Balrog in Eclipse - and why they’re not really all that high a level.
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Sample Minor Relics for Eclipse: The Codex Persona
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Inaro Montban, a dimensional exile and a mystic agent of the Limbo Wheel.
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Felix Moreau, a speed-obsessed cheetah-morph secret agent / minor superhero.
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Sir Laurent Onn, a knight who channels celestial energies into magical auras
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Haurgrim the Sagacious, a magus, mystical artist, and demonstration of how to build an advanced skill.
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The Iron Raptor, a basic superstrong / flying / super-tough superhero build.
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“Types” as “Classes” in Eclipse: The Codex Persona.
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Duskblades and Magically-Enhanced Fighters for Eclipse Classless d20.
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The Harbringer of Doom, a level one optimized skirmish build.
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Kysen Nial, a nemesis for low-level characters.
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The Time Lord Template and Building the TARDIS.
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Fitting characters to the world with Eclipse – the world of Vindahl and the Courtly Witch level one build.
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A Dealing with Dragons – how a young dragon might take advantage of the Companion rules, and a series of possible encounters with him.
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Eclipse Race Creation Examples: Gargoyles and Bat-Winged Electric Cat Mutates.
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Elven Variants: Basic elves and better than a hundred variants broken down for Eclipse.
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Building the Fair Folk: Races and Templates for Lesser, Greater, and High Fey, along with the powers of the fey.
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Common Races for Eclipse: The Blink Dog, Bugbear, Gnoll, Goblin, Hobgoblin, Janni, Lizardfolk and Ogre broken down for Eclipse.
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Building the Thaumaturgist in Eclipse: A more detailed look.
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The Malconvoker and the Master Summoner variations
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The Half-Giant: Broken down for Eclipse.
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The Ancient One +2 ECL Template – for a mortal suddenly infused with many lifetimes worth of ancient memories.
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The Transhuman Template: For characters from very high-tech worlds.
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Building the races/templates from Monte Cook’s World of Darkness White Wolf adaption in Eclipse: Vampires, Werewolves, Demons, Awakened and Mages (with sphere-based magic and notes on the innate specialization of the various White Wolf games).
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The Narrative Powers Template: Building characters who can manipulate the storyline in Eclipse.
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Star Wars d20 Base Classes for Eclipse.
Random d20 information:
- Eclipse Power Packages. Answers to requests on how to build particular powers with Eclipse.
- Archetypes and Roles – Power Packages to suit a variety of character types for Eclipse: The Codex Persona classless d20. Part I, Part II, Part III, Part IV, and the How-to-use-them guide.
- Literary Magic Items and Sample Relics: Part I, Part II, Part III, Part IV, Part V, Part VI, and Part VII (with Index and Summary).
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The Celestial Martial Arts. Some additional martial arts for d20 characters built using Eclipse.
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Mecha Design System. A simpler, and more versatile, system for building d20 Future Mecha.
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Harpist of the Weave Mystic Martial Art. A martial art designed to channel and enhance magical powers.
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Bright Blades Recruiting Poster. Just for fun, although appallingly accurate as to how characters tend to be played…
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Medieval Price List and Economics. A realistic price list for medieval settings, for both major and minor purchases.
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Dark Ages Cultural Worldviews. For Celtic, Nordic, and Christian characters in classical medieval settings.
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Weapon Benchmarks. Damage benchmarks for improvised hand- through major strategic- weapons in d20.
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A quick Fourth Edition Review.
- The Corruption of Power: How does power corrupt and what can be done to prevent it?
- Small Changes: An essay on the impact of relatively small racial changes on cultures.
- Large Changes: An essay on how – sometimes – big changes don’t really mean much.
- Charms and Talismans of the Rings: Matching up the Charms and Talismans from The Practical Enchanter with the items used in the Lord of the Rings.
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The Silmarils of the Manifold – the version of Tolkien’s Silmarils that have made an appearance in the Federation-Apocalypse Campaign.
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The Realm of Kadia – A PC’s (semi-)private afterlife for his followers, along with some rules on building your own dimension.
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Political Positions: some rules for playing a politician, ambassador, general, or other influential individual.
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Battling the Balanced Encounter: The advantages and disadvantages thereof.
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The World of Iselin: A quick d20 campaign setting. The map is linked both in the post and here, for your convenience.
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The Practical Maladiction: Additional information on the Maladiction Spell Template from The Practical Enchanter.
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Building Spellcasters. Various magical options in point-buy.
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Building Reserve Feats in Eclipse.
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Buying Cyberware in Eclipse.
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Building Weapon Specialists in Eclipse.
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The Battling Business World Accounting occult skill.
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Thaumaturgy – Machine Mastery and Chaos Magic (in two flavors).
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The Wolf Wood and the Pool of Shadows – a location for adventure: Part I – The Basics, Part II – The Keeper and his Pets.
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Shapeshifters and Cursed Lycanthropes. Making Lycanthropy something to fear.
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Thematic abilities for those who have returned from death: Deathly Feats and Spirit Riders (powers bestowed by symbiotic spirits).
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Revised d20 skill system. For making rarely-taken skills more attractive (and less costly).
- Thaumaturgy and Dweomer. Details and three new schools of magic.
- High Level Spells Index. Why should the spell list stop at level nine?
- Glowstone Alchemy: the Basics (including the benefits and costs of using Glowstone) and the Items – for when you want to introduce radioactive temptation into your world.
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Federation-Apocalypse Campaign:
Subpage: Since this is the primary game in play at the moment, it gets its own subpage for updates…
Federation-Apocalypse Characters and Templates:
- A’ikana Kalil (and the updated version with skills, A’ikana Kalil), a psychic monk , a dimension walking chi master and agent of the Unified Church.
- Arnold Jeremyn: a cyborg superhero.
- The Battling Business World Sentient Office Device Template.
- Benedict: a mystic swordsman of the manifold, and his Homeworld.
- The Preatorian template: a +5 or more ECL template for physical juggernauts.
- Adam, Praetorian Nightmare: a melee death-machine nightmare for entire high-level parties.
- Dragon Template: a +0 ECL Race or +1 ECL Template for those who want to play low-level dragons.
- House of Roses Package Deal: an exceptionally good sample package deal.
- Lotus Lefarge: an influential on-the-spot reporter who can influence what happens with what she says.
- Ithulsin the Outcast: a powerful mentalist with the Krell Psychic Adept template.
- Jamie Wolfe, Combat Cyborg. A formidable cyborg warrior.
- Jarvian Mitchell: a wandering mechwarrior and his mech)
- John Jack: a paranoid James Bond-style gadgeteer/secret agent.
- Kelsaru Ana’Nasu, a crystal dragoness, powerful telepath, and Kevin Sanwell’s girlfriend…
- Kevin Sanwell, unseelie knight and would be demon lord: Character Sheet, Contacts, and Identities (the examples at the bottom of the page). Also includes some information on his Thralls – human youngsters infused with dark energies to serve as his aides and minions – and where they’ve all wound up at the moment. As a bonus, we have the Realm of Kadia – Kevin’s (semi-)private afterlife for his followers, along with some rules on building your own dimension. Here too is the Thrall Assignment Update and a selection of updated (and more powerful) Identities/Power Packages (Knight of Faerie, Roman Lordling, Sorcerer Antihero, Victorian Spy, Demon, Eccentric Hedge Wizard, Werewolf, Red Wizard, Gray Jedi/Sith Force User, Anime Swordsman, and Dragonfire Master), plus two absurdly overpowered identities for him (Ailill the Dragon and Lord of Kadia).
- Limey, a Sentient Laptop (Offsite Link) and a couple of Identities for him.
- Lingering Smoke: A quick conversion of a Sidereal Exalted character to Eclipse classless d20, a minor favor for a friend.
- Marty, a cartoon battling businessman: Original Character Sheet and some Offsite Links – his Updated Character Sheet, History and Contacts, Identities, and the rules he operates under – the Battling Business Regulations. The return of Martin Tabard (a grotesque power-build upgrade), and some Identities - Martin O’Dale (a wandering bard), a nameless extortionist, Black Marty (a pirate captian) and The Animator (a comic supervillian)(some offsite links). The Battling Business World Sub-Index: For all your extremely-violent-businessmen-with-knives needs.
- MLELF Cyborg Super-Soldier template - yet another cyborg template.
- Neanderthal Template: a familiar, yet very different, species.
- NeoDogs and NeoDolphins: Templates and racial histories for two genetically-engineered uplifted animal races.
- Neohuman Template: a cheesy build for augmented humans.
- Peter Leland (Offsite Link), a cartoon business raider and possum breeder.
- “Pureblooded” Humans: the majority genetically-enhanced human race for the Federation-Apocalypse setting.
- Raphial Midwater (offsite link): cyborged master technologist and computer programmer.
- Ruth Gelman: A young – if very deadly – level one sharpshooter from the Federation-Apocalypse setting.
- Sith and Jedi Templates and Powers: How to build Sith, Jedi, and similar psychics in Eclipse: The Codex Persona.
- Terin Aderath, mystic ritualist and martial-artist assassin.
Federation-Apocalypse Background Information:
- The Federation Campaign Sheet and the Federation Campaign Sheet (both should be identical).
- The Battling Business World Sub-Index: For all your extremely-violent-businessmen-with-knives needs.
- Introduction to the Manifold Setting: The Quantum Worlds, Intro to Quantum Realities, Realms, Souls, and Mana
- Playing in the setting: Identities and Wealth (two of the more important skills for the setting), Skill and Purchase Benchmarks, and Sith and Jedi Powers(a breakdown of Sith and Jedi Powers – and the minimum requirements for each – for Eclipse: The Codex Persona).
- Federation Timeline and some Timeline Extensions, as well as the Ecumenical Council and the development of Modern Education.
- Some Notable Inhabitants: Major Factions (Updated Faction List), Multiversal Personalities, and Encountered NPC’s (Updated Encountered NPC’s)
- Equipment: Basics of Federation Technology, Common Gadgets, Small Arms, Effectors and Remotes, Medical Care, Mecha and Power Armor, Core Psitech, Weapon Benchmarks, Battlemech Conversions (and a few more d20 Battlemech Conversions), Flit, Orb, and Starship Shields, Orb Stats and Singular Tech, The Mirage – a Mech using both Singular and Core technology – and the uses of Singular Nanotechnology.
- Life in Core: (1) People and Economy, (2) Wealth, and (3) Law.
- Character Information: Personal Motivations
- Shadows in the Twilight, Walking: A mood piece for the setting.
- The Silmarils of the Manifold.
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The Anime World Laws, Anime Template, and Anime Identities for Kevin, Marty, and Smoke
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Statistics on Populations, Openers, and Gatekeepers.
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The Linear Realms: a heavily-populated region of the Manifold.
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The Disaster Realms, where millions of stolen souls have been sequestered.
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The Crusader Kingdoms – a Setting and World of the Manifold.
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The Battling Business World Accounting occult skill.
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Battling Business World Medicine – and how it does really strange things (Offsite Link).
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The Sentient Device Profiles for how the various kinds of devices interact with their world (Offsite Link).
Federation-Apocalypse Campaign Log: Session 1, Session 2, Session 3, Session 4, Session 5, Session 6, Session 7, Session 8, Session 9, Sessions 10-11, Sessions 12-13, Session 14, Session 15, Session 16, Session 17, Session 18, Session 19, Session 20, Session 21, Session 22, and Session 23, Session 24, Session 25, Session 26, Session 27, Session 28, Session 29, Session 30, Session 31, Session 32, Session 33, Session 34, Session 35, Session 36, Session 36a, Session 37, Session 38, Session 39, Session 40, Session 41, Session 42, Session 43, Session 44, Session 45. Session 46, Session 47, Session 48, Session 49, Session 50, Session 51, Session 52, Session 53, Session 54, Session 55, Session 56, Session 57, Session 58, (due to interludes, Session 59 was Marty’s Vacation, but has been listed after session 60 to keep thing in sequence), Session 60, A Draconic Interlude (Part I, Part II, and Part III), Marty’s Vacation Interlude, Session 61, Session 62, Session 63, Session 64, Session 65, Session 66, Session 66a, Session 66b, Session 66c, Session 67a, Session 67b, Session 68, Session 69, Session 70, Session 71a, Session 71b, Session 72, Session 73, Session 74a, Session 74b, Session 75a, Session 75b, Session 76, Session 76b, Session 77, Session 78, Session 79, Session 80a, Session 80b, Session 80c, Session 81. Also the Current Timeline (and the previous Updated Timeline), Current Projects (and the old Things to Do list) and the original Session Timeline – to help keep track of plots and developments.
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Twilight Isles Setting:
- Twilight Isles Subindex
- Background
- Races
- The Ikam: Culture and Racial Traits.
- The Shadow Elves: Culture and Racial Traits.
- The Thunder Dwarves: Culture and Racial Traits.
- The Veltine: Culture and Racial Traits.
- Sample Level One Characters:
- Ishinomorel. Shadow Elf Archer-Runemaster. Level Two Upgrade.
- Tristan. Shadow Elf Pirate-Elementalist. Level Two Upgrade.
- Ysmir. Shadow Elf Scout-Firemaster. Level Two Upgrade.
- Vehn Rageclaw: Veltine Warrior-Mad Scientist.
- Rudra Mogzul, Thunder Dwarf Warrior. Level Two Upgrade (offsite link).
- You can also look at several posts related to Fredronon, a Shadow Elf Conjurer, over at his player’s blog
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Shandar Campaign
Shandar was the original test setting for Eclipse: The Codex Persona. As such, the players were allowed to go hog-wild with their builds. They needed to: the place was incredibly lethal.
- Shandar: The Fallen World. An introduction – History, the World, the Balefire of the Cinghalum, Glowstone, and Languages.
- Starting Areas. A selection of starting locations, with the advantages, disadvantages, and usual character types for each.
- Glowstone Alchemy: the Basics (including the benefits and costs of using Glowstone) and the Items – for when you want to introduce radioactive temptation into your world.
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Ironwinds Campaign
- Arith Lewauken. A tribal warrior and witch-doctor turned mecha pilot.
- Ironwinds Timeline. How the Ironwinds world wound up in its current mess.
- Ironwinds Campaign Sheet. Character build restrictions and bonuses for the Ironwinds setting.
- Psychic Pilots Powers Sheet. How to build especially-talented mecha pilots in Eclipse: The Codex Persona.
- Mecha Design System. A quicker, and more versatile system, for designing mecha in d20 Future.
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Atheria Campaign
Sample Characters:
- Races of Atheria. A selection of fairly high-powered human variants for the Atheria setting. All of them are point-buy +0 ECL races, but – in keeping with the “no weak races” rule of the setting – are about as powerful as a +0 ECL race can get.
- Some uncommon Atherian human variants or Birthrights include Absolute Command, Divination, Venom, and Warding.
- The DragonBorn - the Atherian template for extradimensional visitors and those exposed to the primal interdimensional flux.
- Julius Gaius Maximus, a healer-priest of the Imperium.
- Thrall, a jackal-barbarian Lesser Dark Lord.
- Xaliotl, an obsessive fire mage. Also, due to player whimsy, available in a Draconic Champions version.
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Flowing River, an Ankorath Smuggler
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Sem the Sin-Eater a horrendously oathbound “paladin” from Kharidath.
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Fauve, a Chelmian Adventurous Scholar.
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Ragnar the Questionable, a somewhat crazed prismatic warrior of the Illusion Domain.
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The Alarian Legionaire Build and some Sample Legionaires.
Atheria Background Material:
- Atheria Character Design Sheet. The restrictions and bonuses which apply to all Atherian characters.
- Atherian Glossary. Common Atherian terms plus the rules on using the Blood of the Dragon to reduce spell levels.
- History of Atheria. Basic information that any Atherian character should know.
- The Ritual of Naming. A vital part of life on Atheria in every culture.
- The Magical Domains of Atheria: the Thousand Realms (Dimensional Birthright), Kharidath (Solar Birthright), the Ourathan Isles (Lunar Birthright), HuSung (Elemental Magic Birthright), the Great Savannah of the Ankorath Tribes (Life Birthright), Parack (Storm Birthright), the Barbarian Lands (Totemistic Birthrights), Chelm (Blood or Shadow Magic Birthrights), the Alarian Imperium (Order Birthright), and the Isles of the Sunset (Light Domain). The Minor Domains are discussed in Part One and Part Two.
- Alaria and Rome Part One and Part Two – a breakdown on the similarities, and differences, between the Alarian Imperium and Imperial Rome with respect to founding, government, law, citizenship, the games, development, and cultural interactions.
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The (Un-)Forgotten Gods of the Ancient Realm, as remembered in Kharidath and the Mri Desert.
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Lost Artifacts and Expeditions. Some of the legendary items which may lie within the borders of Chelm.
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The Order Of Arelm- What Alaria does with children with Chelmian Birthrights.
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The Varnic Church – a warrior-faith and one of the major religions of Western Atheria.
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Principles of Plant and Animal Birthrights on Atheria.
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Darkweird Campaign
Sample Characters:
- Amber the Dragon Sorceress. A young (ECL 6) dragon-sorceress.
- Charles Stevenson. An exceptionally deadly martial artist and master of C’hi Manipulation via Acupressure.
- Edward Elric, the Full Metal Alchemist.Yes, it’s the anime character. Someone wanted to know how to build him in Eclipse.
- Kristin Stanwell. A cyborg firearms expert.
- Matthew Carrington. An anime-styled paladin-archer and servant of the light.
- Shadow-of-Dark-Wings. A Dark Reaper, responsible for capturing evil spirits which have escaped into the human world.
Campaign Character Design Sheet. The restrictions and bonuses which apply to all Darkweird characters.
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Cemar Campaign Setting:
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The Theology of Cemar and the Xin Clerical Orders
Thera Campaign Setting:
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The Book of Thoth: The count of ages, the great cycle, the prophecy, and the relationships between the elements, races, gods, and powers of Thera
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Theran Faiths and Religions.
- The Runelord Epic Class and the Epic Hero Class. Thera’s two possible epic paths - the Path of Godhood and the Path of Exaltation.
- Channeling Exotic Forces. Rules for channeling order, chaos, fire, transformation, and many other forces beyond positive and negative energy.
- Magical Basics. Rules for Mana, acquiring and casting spells, using items, the Rule of Three, and working circle and rune magic on Thera.
- ShuKenja. The spell-improvising wizard-priests of the eastern empire
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Legend of the Five Rings
Characters: Asahina Ninsei (child prodigy fire shugenja), Neko Miyako (cat clan skillmaster), Tamori Kochige (shugenja-sumo wrestler), Toku Najite, a very high-ranking Monkey Clan Bushi, Smoke Balamada, Senpet Heka Mage (The Heka Magic rules, along with a lot of other stuff, can be found in the Campaign Handout PDF), Bayushi Michio, Phoenix-Schooled Scorpion Bushi, back in the days when he was only extremely deadly, rather than a menace to the structure of reality, Ambir Ryuko, A Dragon-Shapeshifter, and Bayushi Sakura, a Tainted Scorpion Bushi.
How to build an Asura or Deva character (towards the bottom of the entry), along with a quick list of (and a few notes on) the Asuras and Devas encountered so far.
Maps and Locations: Rokugan Area Map, Rokugan World Map, and a much-improved Rokugan World Map (at least the way it is in Tales of the Sunrise), Toshi Ranbo Circa 1124 Information and Full Scale Map, Alex’s Fief Information and Full Scale Map, and Naga Forest Map Key.
Schools: The Guardians of Traitor’s Grove, Master of the Hidden Mountain, Tiger Clan Sohei, Ivory Kingdoms Geisha School, the Mandate of Heaven School of Rulership, Yobanjin Spirit Binders, Meishou Shokunin Master Smith Bushi School, the Spellstorm School and Technique, Jade Guardian Monk School, Iron Guardian Yojimbo, Yodatai Scout School, the Taimushifuto Mugen (Timewarping Dream) Courtier School, the Munashii Ji / Volgaren Merenae Void Manipulation Courtier School.the Ivory Kingdoms Geomancer School the Secrets of the Elders school of age, the Chikao Ronin Commander/Administrator School, the Demon Mirage Ivory Kingdoms School, Techynics, the Recondite Weave school of gaijin void magic, the Pre-Imperial Hadai Knight School, the Mountain Heart School of Earth Magic, a Ronin/Nezumi Technician School, the Ivory Kingdoms Meditations of Unity School, The Ivory Kingdoms Rahu-Ketu School of the Midnight Sun (a school for light and shadow magic), the Ivory Kingdoms Dheramada School (a school for imbuing agents with power), the Walking Dream (Nezumi) Courtier School, the City of Jewels Evil Grand Vizier School, Hosfera Madrase Old Yodatai Divine School (beast-archery), Merenae Morgantha “Ninja” Courtier School, the Sparrow Clan Calligraphy School, Sagmahi Kashti Madrase old Yodata Divine School (far-traveling), Thunderbolt Blade Bushi School, Timeless Wanderer Bushi School (for planar travelers), the Fox Clan Temple Administrator Courtier School, and Capsule discriptions of twenty-one other Ivory Kingdom Schools. Also, the Cheese Wheel Schools - or “How to get Techniques without Ranks”.
Background Information:
- Compiled Player Handout Book (PDF Download. Includes basic rules, character creation system, new advantage and disadvantage system, customizable skill style system, new equipment, design rules for custom schools and techniques, expanded spell manipulation, Mudra, Shadow, Art, Peasant, Psychic, Sensory and Reflexive magic, Heka, Jinn, Mantra, Rune and Totem Magic, Kabari, Techynics, The Recondite Weave, expanded Combat Maneuvers, Social Maneuvers, Mercantilism, Demographics, Kata Creation, rules for playing Gaijin, and some other extras).
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Updated Player Handouts. This is a subindex page. It currently contains crosslinks to the information on Techynics, new Advantages and Disadvantages, Merchantalism, the Guuzou Kami spell list, Elemental Physics, The Recondite Weave school of gaijin void magic, Peasant and Eta Heritages, Jade Magic (some of Kitsune Okari’s spell research notes), and Political Positions.
- Future Imperfect: The timeline leading to the Thousand Years of Darkness.
- The Tell of the Black Scrolls: Which scrolls have been found, opened, or destroyed.
- Around Toshi Ranbo: The neighboring political leaders and vassal families.
- Lion Clan Politics: The current Lion Clan Champion and Family Daimyo.
- Character Objectives: Some things the characters are up to.
- The Corruption of Power: How does power corrupt and what can be done to prevent it?
- The Current Strategic Positions for the upcoming Clan War – along with the slightly-prior Clan LIneups which led to them.
- Court Events: Part I and Part II. Several hundred court events, set up for random selection.
- Summaries for the current Player Characters situations.
- Duels and their variations. Some possible rules modifications.
- The Nightmares of the Clans – both their basic power and their weaknesses.
- The Madness Tattoos currently sported by Kochige’s Son.
- Stone Magic for L5R: Part I (Basic Rules), Part II (Additional Stones), Part III (Geomancer School)
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Who’s Who in Jigoku: A listing of the major groups of Oni Lords in Jigoku.
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Impersonal Magic Systems: The many ways in which the untalented can meddle in things best left alone.
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The Samurai Western: a guide to transferring plots.
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Role Playing Game Design Part I: a general look at designing tabletop RPG’s, using L5R as an example.
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Dimensional Traits and Path Design I: Generic rules for infusions of extradimensional energies and the first part of the design rules for Techniques and Paths.
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Art-Based Magic: Working magic through painting, drawing, etc.
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Exotic Magic Systems: Cabala, Heka, Folk, Ceremonial, Mantra, Vancian, Mana, Rune, Totem, Kabari, and Clerical Miracles.
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Mudra, the Magics of Meditation.
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Reflexive Spells. Magical techniques for use on a moments notice.
Player Contributions:
- Shigure: On Warfare: Shigure’s rules for winning wars.
- Shigure: On Administration: Shigure’s rules for running the world.
- Shigure’s Tale: Shigure’s version of what’s been going on.
- Smoke Balamada, Character Art.
- Ninseis Secret Diaries: Reflections on Power: Ninsei’s reflections on rulership.
- Ninseis Secret Diaries: Nightmares:
- Ninsei’s thoughts on the current clan lineups. Some musings from young Ninsei, would-be Shogun.
- Ninsei’s plans for After The War.
- The Nadare Family, and their Master of the Hidden Mountain Minor Bushi School.
- The Tiger Clan and their minor Sohei school.
- Shigure’s Goals. A bit on Shigure’s current purposes.
- Shigure in Hell- Shigure’s plans for leading a rebellion in Jigoku. Both Tactical and Strategic suggestions are very welcome.
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Ninsei’s Musings on Political Stability.
Campaign Log: Compiled (Pre-Blog) Sessions, Vortex of Time Series, Part 1, Part II, Part III, Part IV, Firestorm Series, Interludes, The Phoenix Debates, The Borderlands of Twilight, The Drunkard’s Walk, The Rise of Fu Leng Series, The Clan Wars Series, The Bloodsword Legacy I, The Bloodsword Legacy II, The Clan War Sequence II, The Clan War Openings, The Planar War, The Tomb of the Rakasha, The Twisted Ways Part I, Sessions 87-89, Session 90, Session 91, Sessions 92-93, Sessions 94-95, Sessions 96-97, Sessions 98-99, Sessions 100-101,. To make things easier to find, here is the Session Titles Index – with session log crosslinks and upper karma limits for new or replacement characters.
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Other Games
General Material:
- Magic the Gathering – the RPG. This was originally designed as a submission to WOTC, but they were uninterested in any submissions related to M:TG. The system stretches d20 to the limit, since it uses magic cards as character attributes - but since the playtesters have let the draft files out, here it is. Who knows? Maybe Wizards of the Coast will see it and decide to pick it up after all (not likely, but we reserve any commercial rights that may apply just in case). Still, the playtesters had a lot of fun with it, and – for personal use in its current form – it’s entirely free.
- Useful Exotics. This list of Exotic Plants and Animals includes a bonus set of Organic Power Armor. While it was originally designed for Rifts, most of the list is pretty rules-light, so it should be useful in almost any game.
- Michael’s Diary. Michael was a junior-superhero character in a campaign a bit more than twenty years ago now. but he – and his friends – are still good examples of characters who grew, changed, and suffered a variety of traumas over the course of a game.
- The Corruption of Power: How does power corrupt and what can be done to prevent it?
- Shadows in the Twilight, Walking: Magic through history.
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Continuum II Ceremonial Magic – a general system for classical ceremonial and ritual magic, suitable for use in a variety of settings and game systems.
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Small Changes and Large Changes: How various racial modifications may - or may not – affect society.
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The Basic Adventure: a basic guide for game masters.
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The Samurai Western: a guide to transferring plots.
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The Elements of Magic: things to consider when creating a magic system.
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Role Playing Game Design Part I: a general look at designing tabletop RPG’s, using L5R as an example.
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We Three Jarls: a fantasy version of a classic christmas carol.
- Deep Healing: Magical Mental Therapy from an old campaign.
- Enchanting Spells: A general set of spells for making magical items.
- Mild Insanities for Slightly-Cracked (yet playable) characters.
- Battling the Balanced Encounter: The advantages and disadvantages thereof.
- Shamanism, the Agnostic Faith: Playing classical Shamans, and why they make near-ideal characters.
- Cliff Notes for the 1940’s: how to make a 1940’s-1950’s setting convincing.
- Features of Victorian Settings: the basic characteristics of a Victorian-style world.
- The Merrow Mansion: A base, haunted house of sorcerers, and mini-campaign setting.
- Malavon Player’s Handout: Everything which ought to go into a basic world background handout.
- Wild Dawn, a quick-and-simple RPG for pick-up games.
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Exotic Compounds: Vidan (a drug which breaks down mental barriers), Kos and Narhan (a sensory amplifier and a regeneration-inducer).
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The Magical Languages of the Twilight Isles: The unusual effects of languages. Eclipse d20 mechanics, but not much of them
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Tri-Stat System / Big Eyes, Small Mouth: (El-Hazard Setting)
- Zhao Shou Lung. An ancient martial arts master, wielder of the horrendous Dragon Gauntlets.
- Earth and El-Hazard Timeline. Since you really need a bit more background than the book provides.
- Character Templates and Relics. Both PC’s and NPC’s, as well as a selection of unique devices.
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Classic Marvel Super Heroes Role Playing Game:
- Dark Future Setting: It’s 2053, the world is a post-apocalyptic disaster area, and you’re a superhero… Mostly non-system specific.
- Dark Future Characters. Other residents of the Dark Future and additional background.
- Kriegspiel & Kalrith. A centaur and his dragon, along with their world and species backgrounds.
- New Base Equipment Packages. For when you want to install some special equipment in your base.
- New Skills and Talents. For the original Marvel FASERIP system.
- Shadowguard- a low-powered superhero group including their equipment, Voltaire, Le Fey, Whisper, Cheshire, Shillelagh, Flux, and The Toad – a bonus opponemt. Here we also have Voltaire broken out by himself
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World Tree Role Playing Game:
- New Magical Techniques. Four minor magical techniques for the World Tree. Binding with Telepathy, Binding with Time, Flicker Casting, and Talismongering.
- Advanced Great Enchantment. Additional rules for Great Enchantment.
- Vancian Magic in World Tree. A PDF download for better formatting. For primes who learn a little off-tree magic.
- Attribute Enhancement. How to accomplish one of the more common World Tree requests, whether by Spell, Enchantment, Training, or Buying Advantages.
- Arden’s Spells. A modest selection of Ardenharius Sen Thrachten Philosos’ – a World-Tree Rassimell – spell research results, in particular some of the ones used to manipulate and enhance other spells.
- Yahoo Group Archives. The archived posts, logs, and .pdf file contents of the defunct Yahoo World Tree group. There’s some interesting material in there, along – of course – with a lot of stuff that’s totally out of date.
- World Tree, available directly from from Padwolf Publishing or through Amazon.Com, is an excellent RPG system, with an innovative magic system and a creative and intriguing world. Sadly, it never attracted much attention.
- Advanced Spellbinding is for when those pesky player character just have be experimentive, and start asking “What happens when I try (doing something weird)?” At least for Spellbinding, here are some rules for telling them.
- Here’s a (severely condensed) version of the old Campaign Log. If anybody wants any more details on particular events, ask: I’ll look in the old notes and see what I can recall.
- d20 World Tree: The Prime Races and Special Abilities from World Tree for d20.
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The Distant Voyager: An exploratory airship, and how it was equipped and used.
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Ivarell “The Nose”: A Cani Henchmen of the original player characters.
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Noun Isomers: The properties of higher-order materials.
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Rolemaster:
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Aetherial Ways: a spell list for Rolemaster (and for swiping ideas from for other games).
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Secretarial Ways: another Rolemaster spell list to swipe bits from – and some of the most practical bits of magic that any diplomat could have.
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Amber Diceless Role Playing Game:
- Amber Disadvantages. For adding a bit of variety to the basic good stuff/no stuff/bad stuff division in the basic rules.
- Sample Starting Characters: Malinbert the Inept and Professor Challenger, Sabre and Wrath.
- Arvons Diary Part 1. A character log from a long-gone Amber game.
- Arvons Diary Part 2.
- Arvons Diary Part 3.
- Arvons Runic Rings. A set of horribly powerful – and equally expensive – magical rings.
- Arvons Shadow, Averos. An interesting place, with radically different natural laws.
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200-Odd Power Words – also usable as source material for many other games.
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The Great Weapons – a dozen horrifically-powerful weapons to destroy all opposition! After all, these are extremely powerful by AMBER standards.
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Shadow Binding and Superheroics: A new power and some converted characters. What does Thor look like in Amber anyway?
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Characteristic Scaling and Amanda Rose. How strong is Gerard in absolute terms? What does this mean for your style of play?
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Drizzt, The Ressurrected One: A somewhat eccentric young amberite.
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Advanced Trump Powers: Tapping and Shunting, Virtual Creation, Morphic Resonance, and Psychomancy,
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Aristotle: A trump computer or god, take your pick
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Baba Yaga: The Secret War:
Baba Yaga is a compact universal RPG, with a default setting of the WWII partisian resistance movements in the Ukraine – and just a bit of magic to give the player-characters a better chance against overwhelming German forces.
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The Players Packet contains the character sheet and the major tables. It’s quite free.
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Sample Character: Luigi Rosso (a young descendent of Apollo).
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Baba Yaga the Exaltation – adapting rules to your own needs.
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Second Edition AD&D:
- Dunstan Auchenlock Issilor, a Skills-and-Powers elven Cleric/Thief – with a selection of New Spells, New Proficiencies, his Pre-Game History, and his Character Sheet.
- Saelinnyth, a sample elven fighter/thief.
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Cybergeneration:
- Exotic Power Packages: Some very weird “Sports” for confusing your players.
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Star Wars d6:
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Khadim-17, a character of the Old Republic.
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The Scale of the Galaxy: How to cut the statistics of the universe down to size
- 10CH, Retired-Assassin Droid. A particularly dangerous PC-Droid.
- Kira Keldav. A renegade Sith apprentice of the Old Republic.
- New Droids. The HUND wilderness-assistant and CLS10 piloting-assistance droids.
- Technical Explanations I: Monopolium, Power Sources, and Dark Energy Manipulation – including Repulsorlifts, Sublight Drives, Lightsabers, Hypermatter Reactors, Artificial Gravity, Tractor Beams, Gravity Well Projectors, Thermal Detonators, Shields, Blasters, and Creating Lightsaber Crystals.
- Technical Explanations II: Mental Manipulations, Interrogation, the Force and Biochemical Adaption, Species Interbreeding, Alien Powers, Transplant Surgery, Unexplained Deaths, Technological Limitations and Enhancements, and Bacta.
- Technical Explanations III: The Galactic Republic, Major Projects, Currency, the Interstellar Trionist Conspiracy, and Extragalactic Exploration.
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Godlike:
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Cliff Notes for the 1940’s: how to make a 1940’s-1950’s setting convincing.
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Rules for Quirks: minor bits of madness for your characters.
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Sample Characters: Jason Carpenter (middle of article), an immortal earth mage, Father Joseph, a priest who shelters refugees and resistance fighters (along with an optional rule for Concentration), Asteraoth, a youngster who can project his mind across the world, Fornemjarnulf and Gullsmed, a pair of scandanavian resistance fighters – a psychic cyborg and a mystical artificier, Les Tenebres, either a crazed french college professor or an immortal medeival sorcerer (along with a rule for General Talent Experience), The Celestial Voyager, a living space-probe and gravatic manipulator, Earthworks, a TOG Commando who specializes in staying under cover, Dybbuk, a death-camp and massacre survivor who believes that he is dead – and calls up the dead to take their vengeance, Nonoma, a young amerindian warrior and spirit of thunder, Adamantine, a very laid-back – and almost indestructible – infantryman, Carnage, a petty thief turned soldier with a most destructive ability, Nahualli, a mexican jaguar-warrior and priest of the ancient aztec gods, Peter “Pops” Rundell, a specialist in transport from the home front, De Ville Tailleur, a resistance fighter who proves that clothes really do make the man – or the regiment, Nishanth, a blind Vedic Warrior from India who creates his own darkness, Choir, a youngster with a very valuable musical talent, and Regers Tallman, a glider pilot who needs no engine to take his ship into space.
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Deathwish – an example of a power that should never be allowed (at the end of the article).
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Sorcery, and how to build it.
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Continium II:
Continium II is a project that’s been kicking around for many years now: since the system is modular, and most of it could be slotted into many other games, I’m starting to put up the system. Some of the old players may feel nostalgic.
- The Basic Continuum II Mechanic.
- Martial Arts Basics. Designing your own combat styles.
- Weapons Design and Sample Weapons
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Ceremonial Magic – a general system for classical ceremonial and ritual magic, suitable for use in a variety of settings and game systems.
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Shamanism, the Agnostic Faith: Playing classical Shamans, and why they make near-ideal characters.
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The Rogue. Skill-based characters.
- Priests and Servitors. The wielders of Invocation. Here too are some Priestly Examples of how various groups of priests relate to their deities.
- Demons and Manitou. How Demons, Elementals, and Nature Spirits work in Continuum II, and how you can play them.
- Faerie and Dragons. How Faerie and Dragons work in Continuum II, how to play one, and where the myths about them come from.
- The Undead. How Lesser, Intermediate, and Greater Undead – including vampires and such – work in Continuum II and how to play them.
- Spectres and the Empyrean Plane: Psychic Entities and how to play them.
- Introspection Abilities: The most basic psychic talents available.
- Cantrips – the most common of all magics: Shield Cantrips, Alteration Cantrips, Mindsending Cantrips, Divination Cantrips, Illusion Cantrips, Conjuration Cantrips,
- Malavon Player’s Handout: Everything which ought to go into a basic world background handout.
- Vocational Characters: Heroic, but not superhuman, characters.
- General Skills: Basic background skills and tables for random shops and professions.
- Malavon Players Handout Supplement: Sere’ados, the Wilderness Continent.
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In Nomine:
- Bodhisattva in In Nomine: Playing spirits from other mythologies.
- Sample Characters: Sarge, Etherial Archetype, Raven Harcourt, Human Martial Artist, Sakarit, a Bodhisattva, and Sean Bawn, would-be Human Superhero (and some Power Packages).
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GURPS:
- Vargen the Wonder Dog: A very eccentric character indeed.
Rifts:
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Useful Exotics. This list of Exotic Plants and Animals includes a bonus set of Organic Power Armor.
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The Ironworks K9 Robot Dog OCC: Guardians designed to change the world.
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Traveller:
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The Wanderer: A deceptive “survey vessel” for special agents. With autocad layout.
It Came From The Late Late Late Show:
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Basic Handout and Attack of the Jade Dragon Ninja III
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Shadowrun / Earthdawn
- Expanded Point-Buy Character Creation Rules (a PDF download, including various new fields of magic, initiate powers, races, and so on)
- Edges and Flaws (a rather large list of character-building modifiers), .
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Expanded Magic Rules: Traditions and Initiations,
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The Sparrowhawk Grimoire. A collection of eccentric shadowrun spells. Also available in formatted, indexed, PDF form Here.
- Accelerated Learning. A project of Ixian’s, and a spin-off from his research on Conditioning Methods.
- Conditioning Methods. Methods of mind control – and their limitations.
- Spirit Imbuement. A research project of Satchel, a master conjurer. As a supplement, here’s a follow-up discussion Spirit Imbuement II.
- Iuri’s Colonization Progress. What Iuri’s done in setting up his domain so far.
- Iuri’s Tale. A character diary/campaign log for a game using the Shadowrun rules and a cross-dimensional setting. It’s still underway, albeit on an occasional basis
- The Modular Cyberware Rules for Neuralware, Holdouts, Cyberdisguises, Cyber-Replacements, -Additions, and -Forms, and Proware. Also a section on Cyberlimb Construction.
- Project Ushus, a high-powered campaign background.
- Penumbra: Primitive Magic Skills- intuitive magic for pre-totemistic shamans, witch doctors, and hunter-gatherers.
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The Basic Optronic Deck – what all can you install in one of these things and where can you hide it?
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Aces. Class-A Physical Adepts or Superheroes, take your choice.
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Some sample characters; meet Havoc, a dragon-PC, Kimiko Nelson, a british secret agent, Gar, a Troll Ronin, and Gabrielle, an Amazon Warrior.
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Penumbra, the Revised Skill List for the current campaign.
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Background Realities: how reality varies from the books. Also included here is an essay by one of the players on Corporate Strengths and Weaknesses, and how the various corps strategies differ.
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Possible Contacts: Fixers, Gangs and Gangers, Riggers, Medical Types, Free Spirits, The Little Guys (street level types), Technical Experts, Media, Free Spirits, Mage Contacts I, and Lone Star Officers.
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Running the Numbers: Just how anonymous are Shadowrunners anyway? And how many are there?
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Vanishing Shadows: Current PC’s and the disappearances they are investigating.
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Modified Armor Rules: Rules for specialized and enhanced armor.
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Sample Characters: Stalker, an Ace Otaku, Gar, Amnesiac Troll Ronin, Zheung Bao Shun (A.K.A. “The Ninja”), Eric Moore (another cyborg horror) and his Contacts, Copper the Bug-Hunter (a physical adept who’s achieved a perilous symbiosis), Apollonius the AI (a playable artificial intelligence), Prodigicus Supreme (a giant “robot” “Transformer” player character), Khaibitu the Valkyrie (a free spirit PC), Fritz the Infinite (a cloned army of PC’s), Shadowed Moon Lotus (an Archmage-class sorcerer), Yseult Chaput (an information broker), Hitomi Gilespi (a young witchcraft-adept and communications specialist), Pitcain Island and Hitoshi (a powerful magician and the most isolated country in the world), Alex Merriweather (a fox shapeshifter and Master of Enhancement and Conjuration), Akiko Anitoli, a knife-wielding yakuza boss.
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Ixian Astbiliancoatl, a.k.a “Mr Kitty”, a Neo-Jaguar Cyborg Horror. Personal History and his Fursona Body Armor - usually simply an oddity, but important to Ixian.
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Campaign Logs: The Gang Wars, Gates of Shadow Part I, Current Campaign Summary: Part I, and Part II,
- Witchcraft Rules
- Basic Magical Theory.
- Becoming A Shadowrunner: Common runner origins and power levels.
- The Douglas-Iuri Grimoire: 30 more exotic spells.
- The Renissiance Society: How to Initiate Mundanes (part of the backdrop for the current campaign) and how it actually turned out.
- Shadowfelons. Crime rates and statistics on Seattle.
- The Penumbra Timeline. How did things get this way?
- Designing and Learning Spells in Shadowrun: Penumbra.
- Ways in which you can create or obtain Magical Weapons in Shadowrun.
- Advanced Metamagical techniques for the General Abilities, Astral Access, Conjuration, Sorcery, Thaumaturgy, Enchantment, Enhancement, Magical Threats, and Witchcraft.
- Introduction to the Renraku Arcology and to Seattle.
- Quick-reference rules sheet for SR III (a one-page PDF).
- Cybergeneration: Exotic Power Packages.
- Corporations-at-a-Glance: Some of the major players.
- Overview of Seattle: For new players and quick reference.
- The Renraku Arcology Level Eight - the High-Energy Research labs.
- Magic from Earthdawn to Shadowrun.
- Gangs: Reality and Fantasy Part I and Part II (types of gangs), along with a Players Prospective on Gangs.
- Revised Shadowrun-Earthdawn Prehistory Timeline.
- Reaction Enhancement: Biological Basics, Design-Your-Own Enhancement Systems (breaking down the standard ones), and Exotic Enhancement Systems.
- Technology and Magic in Fourth Edition Shadowrun: a review of sorts.
- Principles of the Renraku Barrier: Magic Circle Variants.
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On Remaining Anonymous: Just how secretive can you expect to be?
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One of our players Shadowrun 4 Review.
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Experiments in Cyberware and Elsewhere – another player article.
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Ninjas and Ghosts. Interviewing a spirit from the fourth age.
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Astral Experiments: Player experiments and their results – cyberware, transplants, power armor, flying saucers, magical circles and resonance
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Astral Experiments II. Symbols, Circles, and Magical Resonance.
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Magical Circles as Weapons: More player experiments with astral space.
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Magic Pumps and Metaplanar Cascades. Potentially disastrous experiments with astral space.
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Movie Vampires: Edward Cullen as a shadowrunner.
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Practical Thaumaturgy: A preliminary sheet on getting the Thaumaturgy rules updated.
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White Wolf Games
World of Darkness:
- Timeline. A unified timeline for Vampire, Werewolf, Wraith, Changeling, Mage, Mummy, Gypsy, and a selection of the other World of Darkness supplements.
- Point Buy Rules. A condensed universal system (in PDF form) for all the Storyteller System and World of Darkness character types, including Heroic Humans, Occultists, Thaumaturgists, Aeon Trinity Psychics, Gypsies, Cyborgs, Demon-Hunters, Holy Men, Martial Artists, Werewolves, Gurahl, Bastet, Mokole, Vampires, Mages, Mummies, Fey, Changelings, Revenants, Immortals, Superheroes (Novas and Aberrents), Hengeyokai, Kuei-Jin, Mythic Creatures, Demons, Angels, Exalted, Scions, Shih, Highlanders, Fomori, and so on. You’ll still need the setting books of course.
- Psychic Powers. This covers all forms of “fast” numina, including Totem Magic, Nymic Magic, and several other forms.
- The Force be with Garou. How to make Garou who think they’re Jedi Knights, “Highlander”-style “Immortals”, and so on.
- A list of Merits, both Generic and Specific, for the World of Darkness Point-Buy Rules.
- Deadlands to Exalted Conversions: Characters and Magic, Bestiary.
- The Minions of the Dimensional Auditors (AKA “When Dice Attack”).
- Mild Insanities for Slightly-Cracked (yet playable) characters.
- Richard Mc’Andrew, Vampire – and his Acquaintances, Ether Flyer, assorted Equipment Packages (including the justly-valued Vampire Survival Pack), a new Discipline, assorted items of Special Gear, and a brief history.
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New Thaumaturgy Paths for Vampires.
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McAndrew’s Notebooks I: Garou Genetics, Curing Metis, and Regenerative Mechanisms.
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Egyptian-Themed Rites for Garou and Thaumaturges.
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Sunheart – and unusual Locus and some related rites.
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Gifts from Astral Spirits – again, with an Egyptian theme.
Exalted:
- The Dualistic Exalted. These are designed for dimension-hopping, or lower-powered, Exalted games. They’re reasonably formidable, but no match for an army, and can fairly readily be opposed by a group of experienced mortals or a couple of dragonblooded without massive delving into charm combos.
- Zareth Elaris, a sample dualistic exalt and master thaumaturgist.
- Sergeant Jack Rackham: A dimensional wanderer from modern earth and a sample dualistic exalted.
- Charles’s Diary. Including a brief summary of the history between Creation and the Modern World, as well as an account of events in our first Exalted: Modern game.
- Modern Solar Charms. Including vehicle, computer, and firearms charms for modern-setting Exalted games (Formatted PDF version available HERE)
- Advanced Exalted Thaumaturgy. A drastically-expanded system for first-edition Exalted thaumaturgy. Also suitable as a complete magical system for lower-powered white-wolf mechanic games.
- Exalted Artifact Creation. An artifact design-and-creation system.
- Hearthstones: Some new Hearthstones for Exalted.
- Exalted Grimoire: A selection of new Spells for Exalted.
- The History of the Exalted Cosmos – at least according to Charles Dexter Ward.
- Baba Yaga the Exaltation – adapting rules to your own needs.
- Modern Weapons: A quick set of modern weapons and armor charts for Exalted.
- Damage Overwhelming: When you want to know just how much power an Exalted character has, and what the side effects or using it will be like.
Scion:
- Legend Cards: An expansion designed to allow more dramatic scenes and introduce subplots.
- Disadvantage System: A variation on the old WOD flaw systems for Scion.
- Characters: Keziah, Scion Mossad Agent, Maur, Scion Shaman, Arnor / “Hatchetman”, Scion Melee Specialist, and Dernulf, Scion Stage Magician.
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