Category Archives: House rules

House rules for old school rpgs

Secret wars and occult transhumanism

All this talk about psionics and occult transhumanist conspiracies made me think of a couple of related ideas I’ve had perculating in the back of my mind for a long time. My writing and gaming schedule is tight and there’s … Continue reading

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Psychedelic Sorcery

A few days ago I posted a thought about magic as a drug. This idea got some positive response on G+ which prompted me to write this short compendium on the use of thaumaturgical psychotropics. Download pdf: Psychedelic Sorcery

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Magic as a drug

Alternative psychedelic magic system: The ability to perceive and manipulate the world through paranormal means is gained through the use of a psychotropic drug. The MU class consists of those with the talent and training to channel the powers of … Continue reading

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Classes of Xuh'lan

Preparing for some actual play in Xuh’lan has given me reason to think about the character generation again. I’ve decided to re-instate classes, despite what I wrote earlier. These are the classes I’m thinking about including: Fighter Works as usual. … Continue reading

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Narcotic Elixirs, Psychotropic Potions and Extraterrestrial Entheogens for Old School Science Fantasy games.

We were somewhere around Yankara on the edge of the desert when the drugs began to take hold… 1. Purple Lotus The dried and powdered petals of this rare flower makes the user fall into a very deep slumber for … Continue reading

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To cast a deadly spell

The vancian magic system used in Dungeons and Dragons is in itself very safe for the magic user.  The caster of a magic spell can rely on it to give a certain effect in the same way a carpenter can … Continue reading

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ACTIONS, SKILLS AND SAVING THROWS

This is how I handle skills in my Xuh’lan campaign. Pretty much a shameless theft from EPT and Savage Swords of Athanor. As a general rule we assume that the PC is capable of any action that the player suggests … Continue reading

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Xuh'lan house rules for combat

These house rules should make combat somewhat less deadly, while at the same time increasing the probability for heroic success and catastrophic failure. Crits: On a roll of a natural 20 the attacker makes maximum damage plus an ordinary damage … Continue reading

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MEN AND SUPER-SCIENCE

My Xuh’lan campaign does not use classes, all characters will advance as Fighting-men. When I first started working on the campaign I used Mutant Future in which all characters have the same Level progressionbut have different special abilities (such as … Continue reading

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