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Cepheus Engine Fantasy Rules

I found an interesting article on mixing D&D style magic with Metamorphosis Alpha that looks like it might work with mixing magic with Traveller, using the Fast Magic rules as a starting point. Clerical magic, being of supernatural origin could probably work anywhere, while Mage-type magic might need to work out in the Rim, as that requires some differences in physics. The question would be do you work up a more formal magic system, or go with what I call the "Wild Magic" of Fast Magic, or use a blend of both or have the option of a systematic user verses the off-hand mage, who makes things up on the spot. Then add the cleric with the same differences, along with some of what I call "Wild Talents" in the realm of Psionics.

The article in the Metamorphosis Alpha Collector's Edition originally appears in The Dragon, No.18, for September 1978, and was written by James Ward.
 
I am back working on my Piper-Norton Out Rim Sector, and I feel my "Mad Scientist" avatar coming on.

BEWARE, BEWARE, Will Robinson, there Dragons Lurk.
 
I bought the Fast Magic book from DriveThruRPG along with a couple of Paul's other books, and I have mixed feelings about his idea. Having no basic spell list or lists sounds good in theory, as then the magic-user can make up what he wants on the spot, sort of like Harold Shea in the Fletcher Pratt books. However, if the player first needs to think about what they want to do, then needs to confer with the Game Master as to all of the details, that is going to have the affect of drastically slowing the game down. As for making potions, writing spells. and enchanting items, those are all going to need to be done in advance of the game, which means that the magic-user and Game Master are going to have to agree in advance as to what can and cannot be done. The system in not bad, but implementing it is going to have some problems, unless a fair amount of work is done in advance.

Another way to start looking at it may be through the lens of the Mage game by WW. In short, magic is broken into spheres which have to be combined to have an effect (life, energy, matter, space, time, etc). The first edition required a lot of the sort of creative combinations that you mentioned, but the second edition had a lot of spells listed that were explained in terms of what level of expertise was required in which sphere IOT generate the spell effects. If that sounds like it might be what you're after, second edition may be the go and you can pick it up from RPG Drivethru.
 
Another way to start looking at it may be through the lens of the Mage game by WW. In short, magic is broken into spheres which have to be combined to have an effect (life, energy, matter, space, time, etc). The first edition required a lot of the sort of creative combinations that you mentioned, but the second edition had a lot of spells listed that were explained in terms of what level of expertise was required in which sphere IOT generate the spell effects. If that sounds like it might be what you're after, second edition may be the go and you can pick it up from RPG Drivethru.

Actually, I got out my Little Tan Books from Original D&D and have been going through them. It looks like I can adapt them to Fast Magic with some work. I would rather stay with Fast Magic as that is already designed for use with the Cepheus Engine.

Thanks for the suggestion, however. Always nice to get some input from others without be told what to do.

Looking through my Little Tan Book for Greyhawk is interesting as they did not edit out the hobbits and Balrogs in that edition. It would be interesting to run that at a convention.

I do need to check on the use of "Droyne" in my Out Rim sector, to see it that poses a problem. "Aslan" use will not pose problems from the Traveller aspect, as GDW got that from the Narnia books. If I want something like the Vargr, I can use H. Beam Piper's equivalent, or maybe Howard Pyle's walking foxes. Might use those anyway. I love the pirate outfits on them.
 
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Cepheus Engine Fantasy Traveller Rules Part 2 - Character Classes

I’ve just published my second part of my fantasy conversion rules for the CE SRD in the same vein as my CT “Fantasy Traveller’ rules for CT written over the past few years. The latest post (Part 2 - Character Classes) is now live on my blog:-

https://alegisdownport.wordpress.com/2019/05/19/cepheus-engine-fantasy-traveller-part-2-character-classes/

This post covers additional character classes and converting skills into a low-tech environment. Apologies for the odd table sizes, they are snapshots straight from Excel!

Enjoy and all the best,
Steve
 
I’ve just published my second part of my fantasy conversion rules for the CE SRD in the same vein as my CT “Fantasy Traveller’ rules for CT written over the past few years. The latest post (Part 2 - Character Classes) is now live on my blog:-

https://alegisdownport.wordpress.com/2019/05/19/cepheus-engine-fantasy-traveller-part-2-character-classes/

This post covers additional character classes and converting skills into a low-tech environment. Apologies for the odd table sizes, they are snapshots straight from Excel!

Enjoy and all the best,
Steve

It looks interesting, and I have downloaded the page with it. I am not sure about using modern military ranks in a fantasy world. Are you open to ideas for different ranks? One thing that I might do is replace the term "Scout" with "Ranger", and instead of using "Recon" for a skill use "Scouting" instead.

Am I correct that the Skills Table uses the existing Cepheus Engine Table unless stated otherwise?
 
Definitely recommend Flynn's Magic supplement. It's basically a 2d6 version of the open-ended Unisystem magic and does a good job of keeping it toned down.

I'm plucking around with it right now...

(Me=someone who had "convert Unisystem magic to 2d6" on their to-do list. Saved by the Flynn!)
 
So...does mid-passage mean you get to sit inside the coach, and not be hanging off the back? :rofl:

High passage, you ride inside the coach. Mid-passage means that you get the privilege of sitting next to the driver or riding on top. Low passage means that you hang on to the coach springs underneath the coach.
 
So...does mid-passage mean you get to sit inside the coach, and not be hanging off the back? :rofl:

Depends on the setting...and in some settings, on the region:)!

High Passage: You get your own room on the ship. It might be the Captain's on a smaller ship*, probably won't be on a bigger one. You're allowed a body servant in there, max two**, but there's probably no space for more;).
Mid Passage: You get a bed in the common area.
Low Passage: You get a bed in the common area and work the dirty jobs on the ship, probably*** as a deckhand.

*Yes, some captains are likely to part with their own accommodations for money.
**In some regions, that's highly advisable for the female part of a mixed-genders party.
***Might be a job as a deckhand and diver on a bigger ship that hunts for pearls...if you have the Endurance, Athletics (endurance) and are willing. On the plus side, you might actually earn some money - take it as winning the Low Passage lottery - but then there's a chance (throw 4-) of a Shark Encounter, too!
 
Depends on the setting...and in some settings, on the region:)!

High Passage: You get your own room on the ship. It might be the Captain's on a smaller ship*, probably won't be on a bigger one. You're allowed a body servant in there, max two**, but there's probably no space for more;).
Mid Passage: You get a bed in the common area.
Low Passage: You get a bed in the common area and work the dirty jobs on the ship, probably*** as a deckhand.

*Yes, some captains are likely to part with their own accommodations for money.
**In some regions, that's highly advisable for the female part of a mixed-genders party.
***Might be a job as a deckhand and diver on a bigger ship that hunts for pearls...if you have the Endurance, Athletics (endurance) and are willing. On the plus side, you might actually earn some money - take it as winning the Low Passage lottery - but then there's a chance (throw 4-) of a Shark Encounter, too!

Excellent ideas responding to my facetious post. Thanks! For some reason I just was not thinking water-based ships...
 
Excellent ideas responding to my facetious post. Thanks! For some reason I just was not thinking water-based ships...
You're welcome:)!

Also, water-based or air ships, makes little difference, actually. It has been said that Traveller implements the model of Napoleonic times/era of piracy. So it stands to reason that you should be able to implement those back to Traveller, too!

And well, you could adapt that to a coach, too. Just, instead of being a deckhand, you're a stablehand, dealing with horses (possibly ill-mannered ones).
Make sure to pump up your Endurance, you need to walk besides them, and then to give them an walk, and a rub, and then food, so they could be ridden again soon...maybe even tomorrow;)!

Of course, this might still be better than a working passage on a galley...:D
But then the galley is likely to at least be faster.

And yeah, I've been using the above options for a while now. Makes my players really happy!
 
fantasy traveller: Adventurer

I made a number of careers for MgT; if you'd like to look at them I could send 'em to you (and if you decide to use them we could discuss details).

I helped Golan with his bestiary, and would love to see more fantasy Traveller stuff done.


(passing through the system on my extremely irregular cometary orbit)


Might want to also look at

http://www.travellerrpg.com/CotI/Discuss/showthread.php?t=21812&highlight=captainjack&page=12


Its more "What would D&D be like if traveller was the first RPG.
 
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