"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 Generic. Show all posts
Showing posts with label Generic. Show all posts

Wednesday, July 4, 2012

Blade Treasure Vualt



Any product that can provide you with a volume of magical or unique items, personalities associated with them and then plot hooks to get them involved in your campaign is something worth having in my world. Blade's Treasure Vault is just such a product. I have more often than not been impressed with the offerings from Blade/Catalyst and would rate them just short of being on par with most of the earlier Judges Guild offerings. I am not certain if I bought this when it was released but have had it in my collection for some time and have referred back to it for ideas often.

Published: 1984
Pages: 40

From the Front Cover:

A collection of 26 unusual items with 38 interlocked personalities in 57 suggested scenarios for any role playing game system

From the Back Cover:


A game-master's aid for all role-playing systems

You've trudged through miles of wilderness, crossed the swamp to end all swamps, fought creatures of the night and monsters of madness and you still have a light purse? Then unlock the doors to Treasure Vault!

These unique items, magical and otherwise, provide a fresh lure to exciting adventures for the most jaded character's spirit. The unusual personalities and tantalizing scenarios make this book a genuine treasure trove of ideas for the game master of any role playing system.

Wednesday, March 7, 2012

Amazing Engine System Guide, Copycat


Unless I messed up on the naming system used for the inventory or I pick up one  of the missing books this will be last of the entries for the Amazing Engine  game system. The way I named the files caused the rule book to be the last  entry. This may be appropriate though since I think unlike many games the World  Books were actually just as if not more important than the system. This would  hold true for GURPS as well and no matter what you say the Amazing Engine seems  to be an attempt to simulate what GURPS does. Regrettably not nearly as well.

The system rules were sold individually and apparently in bundles with  individual world books. This is actually a nice way of doing things since each  alone is not playable. I am sure they come up this way on eBay and I have just  never paid attention. I am missing three books and will make a point of looking  for them now though perhaps in a passive manner. I guess this means that in the  future you might have pseudo reviews on Metamorphosis Alpha to Omega, The  Galactos Barrier, Kromosone and Tabloid!


Published: 1993
Pages: 32

From the back cover:

System Guide by David "Zeb" Cook

In this booklet are the rules you need to create a character core. With that  character core, you can create any number of player characters for any number of  game universes within the AMAZING ENGINE’ game system. You can create wizards,  mercenaries, alien technologists, xenoform thieves-any kind of character, from  nearly any kind of fantasy or science fiction setting, is possible with these  rules and the appropriate Universe Book.

This System Guide also explains the rudiments of combat (how does my character  hit things?) and skills (what does my character know?). Plentiful examples take  you step by step through the character generation process, and illustrate the  concepts behind this system’s skill uses.

These rules are designed to be used in conjunction with the Universe Books. You  must have this booklet and a Universe Book in order to play within the AMAZING  ENGINE game system.

Books in this system:

For Faerie, Queen, and Country
BugHunters
Magitech
Galactos Barrier




Spell:

Copycat


Level: Sixth
Range: Touch
Duration: Special
Area of Effect: One Creature
Components: V,S
Casting Time: 1 Segment
Saving Throw: None

With the casting of this spell the magic user will become and exact duplicate of  the creature they chose as their target and touch during the casting of the  spell. The spell will cause them to become an exact duplicate as the target is  at that point in time.

The spell not only allows duplication of physical form but the cast will also  have the full memories of the target. The caster can target any creature though  and are not limited to other humanoid creature types. There may be some  limitations the DM may want to place on this though.

Once the new form is assumed the caster can remain in that form for as long as  desired but this is not without peril. The caster can remain in the form for a  period of time equal to their constitution (in their new form) in turns with no concern. For each turn after that there is a 1% cumulative chance that  transition will become permanent. If this occurs then the mind of the caster is  lost.

When the caster wants to end the spell they will be required to make a system  shock roll. If this is not made then the caster will not be able to resume their  normal form. They can make an attempt at this once per turn. Each time they try  this though their constitution score will be temporarily lowered by one point.  This will continue until such time as there is a successful roll made or the  constitution score would drop below three. If the latter occurs then the mind of  the caster is lost and they are locked into the new form barring use of a Wish.

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.

Tuesday, March 6, 2012

Once & Future King, Binding


This is the last of the World Books I will be posting about. I am not sure what  I am going to write qualifies as a post. This is a book that except for what I  have read on the back I know nothing about. The idea of Arthur In Space sounds  interesting th9ugh and it might be something I would play sometime if the  opportunity presented itself.

There was a movie from the early 80's called Knightriders. It was basically a  story about a group of bikers that were trying to live out the ideal of Camelot  but on Motorcycles and doing it as a traveling show. I know this is in no way  related to the book but I liked the idea of the movie so I can see an appeal  for me. Does anyone have any experience with this setting?


Published: 1994
Pages: 144

From the back Cover:

The year is AD 4485. Technology has advanced to the point that the entire solar  system is populated, a central mainframe computer links every household, and  normal humans are no longer genetically capable of violence. Life, however, is  far from dull. The Knights of Arthur's Round Table live again, and they have  molded civilization to their own liking. Masking technology's function within  the trappings of medieval form, these nobles travel upon robotic horses, bearing  electronic swords and armor. Meanwhile, the wonders of the royal court come to  life again as Morgan Le Fay and others weave their spells of intrigue and deceit  in hopes of bringing ruin to the king of Camelot.



Spell:

Binding


Level: Seventh
Range: 9"
Duration: Special
Area of Effect: Target Creature
Components: V,S,M
Casting Time: 3 Segments
Saving Throw: None

When this spell is cast the magic user causes the target creature to become  bound to the location that they are currently in. The spell will prevent the  target from leaving until such time as they have fulfilled specific terms.

The target creature will become bound to the current location they are in. The  are must have a definable boundary. They can become bound to a room a dungeon, a  building a fort or even a walled city. Until such time as they have meet the  specific requirements stated during the casting they can not leave the boundaries  of the area specified. While under the affects of the spell the target will not  age nor will they need feed or water.

The caster will be able to specify that the target either answer a number of  "real" questions. The number is equal to the caster intelligence divided by  three. Real questions are ones that are stated as being as such. Asking them if  they are OK or the like will not be counted as a question. The caster can also  specify a single task be performed. The task must be one that can be performed  within the boundaries of the area the target is bound to.

The material component of this spell is a talisman that the caster binds the  target to. The talisman must stay within the boundaries of the location the  target is bound to. While bound they can not see or touch the talisman but  others can. If the talisman ever leaves the boundaries of the location they are  bound to the spell is broken.

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. 



Saturday, March 3, 2012

Magitech, Learn by Experience


Since I started this blog to post images of my collection and write a little  blurb on them I am not sure why I am feeling guilty about not being able to say  more about the Amazing Engine products but I am. With that admission out of the  way let me go on to say that this is the third product in the line I have spoken  about and it is also the one I know the least about so far.

Part of the reason for my lack of knowledge may be as simple as the cover. I  have never liked the silliness of the cover for some reason. As a result I have  never been compelled to pick it up and read it. I recall this being in a lot I  purchased off eBay as I know I would never have gone out of my way to buy it. I  know you are not supposed to judge a book by it's cover and all that but what  can I say.

In looking for something to base what I would write about for this I find that  the "book and it's cover" may be true on this one. It supposedly has a fairly  nice magical system built into it. Other than that it very much to me sounded  like TSR wanted to come close to the Shadowrun setting without the back story.  That is just me taking it at face value from the blurb on the back. I have a  vision of Shadowrun in middle America for some reason. In the end I may have to  dig this out or buy another copy just to take a look over the magic system.


Published: 1993
Pages: 128

From the back cover:

"The world of the Magitech Game is Earth in the 1990s -- with a few twists.  Magic has long been recognized and studied, so that normal technology is  stunted, and magical items are commonplace modern conveniences. Other  intelligent species evolved with humankind, and now elves run a powerful Central  American nation, minotaurs govern the nation of Texas, and intelligent reptiles  control Southeast Asia. European colonization was halted by native magic, and  nations of Africans and Native Americans were established long ago, and remain  powerful today.

While most people lead normal lives, going to work and school, others choose a  life of adventure, exploring the ruins of a Europe devastated at the end of  World War II, searching for treasure in the jungle temples of a Venus colonized  more than a millennium ago, or facing the adventure of modern, magical  civilization.



Spell:

Learn by Experience


Level: Sixth
Range: None
Duration: Instantaneous
Area of Effect: Caster
Components: V,S
Casting Time: 2 Segments
Saving Throw: None

When this spell is cast the magic user will sacrifice experience in order to  learn something of their future. The sacrifice in experience must be something  that is meaningful and there is no guarantee of what the caster will find.

When the spell is cast the magic user will lose a base of 1% of their total  experience. They will then need to sacrifice experience to determine how far in the future they will be able to travel. The cost will 6000 xp per round that they  want to explore. The caster will need to make the declaration when the spell is  cast. Once this is made the DM will need to pull the player aside play out the  time period in question alone. The play will continue until the time period  specified is reached or the caster dies in the walk through.

Anything that happens during this time period will not really occur when it is  played out in the walk through. Once the spell is ended the same events may  occur provided that the caster directs the events exactly as they happened in  their walk through. Changing very minor events will not alter the experience  provided the timing stays the same but events that might attract attention of  others and anything affecting the timing could alter the experience.

In addition to the loss of experience the caster will age a minimum of one year  with the casting of the spell. There is a 1% cumulative chance per round  explored that the aging will become 1 year/round. The sacrifice of experience  must be from a pool that is being used towards advancement in levels as well. If  the caster is at their maximum experience level their experience point total  will be reduced as if they had been at the maximum point total for that level  and nothing higher.

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.

Friday, March 2, 2012

For Fairy, Queen & Country, Hidden Item


"For Faerie, Queen & Country" was the first world book that was created for  the Amazing Engine game system. It was sold bundled with the game system but was  also available individually from what I have been able to find out. As I said  before I have not played any at all using the Amazing Engine system and though I  had read Bughunters I can not say the same about this book.

The setting seems like it might be a fun one to play in. I have been a fan of  alternate histories since I happened upon a book through the Scholastic Book  Club that put for the premise of what America would have been like if the south  had won the civil war. I no longer have that book and for the life of me can't  recall the exact title or author....but I digress.

This is not so much an alternate history from what I can tell but a world where  the myths of faerie were true (or if really true out in the open). The world has  a real Castle Falkenstine to it. I have even heard people using this setting as  the one for Castle Falkenstine as the like it better. There was a message board  where the magic system in this book was praised and I really want to either dig  this book out of storage or buy another copy to look it over.

When I look back at these games and some of the popular fiction and movies that  are common today I have to wonder if the writes or developers of the movies and  shows played games like this. Shows like Tru Blood and Lost Girl come to mind  and books like the Anita Blake and Dresden File series do as well. I have never  seen anything in writing attributing any of these to games like this but the  questions does come to mind.

Having not played the game system and this World Book in particular I most likely should not recommend the book. That being said I am going to do just that. This  book like Bughunters can be found very much on the cheap side and I have yet to  find too many books that can't me mined for $3 to $5 dollars worth of role  playing gold!


Published: 1993
Pages: 128

From the back cover

For Faerie, Queen, and Country is the first fantasy Universe Book created for  the Amazing Engine game system. The setting: Victorian England, 187-. The Tuatha  de Danann are represented in Parliament. America is a British penal colony. And  your character? She could be a governess to a family in Bloomsbury, skilled in  herbal lore and fairy lore because she was raised in Ireland. He could be a  consulting detective, half-faerie himself, with training in phrenology. Or, your  character might be a full-blooded Tuatha de Danann, bent on wreaking mischief  throughout London!

Step into the universe of For Faerie, Queen, and Country. And don't forget the  bit of cold iron for your pocket!




Spell:

Hidden Item


Level: Third
Range: Touch
Duration: 6 Turns + 6 Turns/Level
Area of Effect: One Item
Components: V,S,M
Casting Time: 5 Segments
Saving Throw: None

When this spell is cast the magic user is able to hide on item inside that of  another. There are limits on what items can be hidden and where an item can be  hidden as well as possible ramifications.

The spell lets the caster hide on item that is at least 50% smaller than the  second item in the second item. Other than the size limitation the only other is  that neither can be living. When the item is hidden the item it is hidden in  will gain weight equal to 50% of the hidden item and will gain a magical aura  which Detect Magic will show. True Seeing will show the outline of the hidden  item on the surface of the containing item.

The item hidden will not be expelled on its own and the caster will have to  command the item's extraction. If this is not done before the spell expires then  the item will become trapped in the other item. Spells such as Limited Wish and  Wish will allow the item to be extracted after the spell expires. It is also  possible to remove the item by returning it to the place of the spells casting  on the anniversary of the casting when it will expel itself automatically.

The material components of this spell are simply the two items that will be  used. Neither of these items are damaged in any way by the spell and both can be  used normally after the items are separated.

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.

Thursday, March 1, 2012

Bughunters, Merge Forms


The Amazing Engine line was intended to be a generic system along the lines of GURPS where the same rules could be used across multiple genres. I have not had experience with the system and have bought the books strictly first because of being a completist but also as reference materials for other games. In total there are eight World Books and then the Amazing Engine System Guide.

Bughunters is at first what seems to be an Alien clone or perhaps even touching on a Starship Troopers idea where the forces of Earth are at war with Aliens we encounter at some point in out travels. The premise is actually much more than that and touches on a number of different ideas from a number of different famous sci-fi movies or television shows.

The setting describes touches on Aliens and Starship Troopers as I have mentioned. There are also hints of Blade Runner and Babylon 5 that can be found in the setting. I also got a feeling of the series Space Above and Beyond when looking it over. Since the book predates the series I have to wonder if perhaps the setting was something that the show designers had either read or played.

The information in the book as far as the universe it is set in and the aliens that inhabit it are things that are worth looking at for possible use elsewhere in other systems. The book also provides a number of adventure seeds and some sample adventures. I am not sure I would use the Amazing Engine system but I think the setting would be worth porting over in total to another system.

All of the Amazing Engine books appear on a fairly regular basis in the secondary market and can be picked up fairly cheap. I know just recently I saw this book for $3 or so on eBay. I think it most often goes for a little bit more than that but it is something that comes up frequently enough that I would bargain shop it but would buy if I did not already have a copy and had any interest in a layers sci-fi space based game.

Published: 1993
Pages: 128

From the back of the book


Travel to exotic new worlds, see strange new life forms, and kill them . . . before they kill you!

The Bughunters role-playing game--part of the Amazing Engine line-up--casts player characters as protectors of the human race in a hostile galaxy. From orbital stations to fledgling colony worlds and Mother Earth herself, Bughunters PCs seek out and battle inimicable alien creatures while trying to piece together the secret of a horrifying galactic threat!




Spell:

Merge Forms


Level: Sixth
Range: Touch
Duration: Special
Area of Effect: Special
Components: V,S
Casting Time: 1 Round
Saving Throw: None

When this spell is cast the magic user is able to cause the forms of a number of willing recipients merge into one. The spell does not require that the caster be a participant and they can specify the form all are merged into. This spell requires that all the merged forms be of the same general type of creature.

The spell will allow a varying number of characters to be merged into a single form. The number is limited by the level of the caster as well as the constitution score of the primary form. There can be one form merged into the primary for every three levels of the caster. There can also be no more than half the constitution score of the primary form.

Once the forms are merged the spell will remain in effect for a period of time equal to the lowest constitution score of all merged forms in hours. Once in a merged form only the primary character that is the primary form can choose to drop the merge. The spell will also drop if at anytime the merged form engages in combat or if they are rendered unconscious. If the primary for were to die then all merged forms will need to make a system shock roll. Those that make this will break out of the merge form simply stunned for one round. Those that fail will be stunned for one round and then must make another roll and failing that they will die themselves.

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.

Popular Posts