Tag Archive: Horizon Walkers

For me, one of the most important parts of Horizon Walkers is the ability to perform Reality Stunts. When walking the edge of imagination, you should be able to bend and twist reality, if only for a little while.

I really like the way the magic system in Ars Magica is designed. There are 15 magical Arts, divided into 5 Techniques and 10 Forms. The Techniques are what you are able to do and the Forms are the objects you do it to or with. This type of system, where you can freely combine the elements you know, is very flexible and gives you great freedom when designing your character.

I like my magic broad and full of possibilities. I don’t like skill systems where you only know a handful of spells or have a limited number of castings per day. If I am trained in the use of fire magic, then I should be able to use it in different ways, just like a person trained in history or the use of swords knows more than just a handful of important dates or how to make basic thrusts and slashes.


Horizon Walkers

They seek the things that might be there.
They travel along the edge of dreams.
They explore the fringes of reality.
They know what lies beyond the shadows.
They have seen nightmares of flesh and fire.

“Seek new horizons and new experiences, and let nothing tie you down.”

Take all the weirdest things from the Cthulhu Mythos, the Umbra from Werewolf: the Apocalypse and from Lords of Madness for Dungeons and Dragons and you got a good idea of what you might encounter in Horizon Walkers.

I’m still in the early stages of brainstorming ideas and writing up potential campaign arcs, but it looks very promising so far.