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Books

 Hello. C J here. Here you can find a complete listing of all the books and downloads for the Astral and the Legend Series of games. If you're looking for something to read then you're in the right pace. More will be added to this page over time. All of these downloads are free.

https://1drv.ms/f/s!AnaDkc795n_3g9cGV_LXDwxY8LDM5g?e=KvfhiT

 All of these books will also be in print. To save on the ludicrously expensive printing, shipping and retail costs of a book I’m doing the whole job myself. I own an industrial quality home printer, an hp 5101 laser ink tank printer to be exact. It can print 2000 pages on one ink refill. I’m getting paper and high quality report covers off Amazon and Staples and then hand binding the books. Expect a game manual to retail directly from me for $75 and a novel directly from me for $35. The printing and binding costs are about $2.50 per book.

The digital versions will always be free. Also I never put a book out of print and once I have the system set up I will be taking direct and bulk orders for books. I am planning on selling these at conventions and hosting outdoor book readings and signings later on this or next year. I accept cash and can take cards through a Square. 

Legend Series

 My main series of games, the Legend Series is a universal tabletop roleplaying game line. It includes Legend - Elements as its core rules manual, Legend - Astral as its setting and magic supplement and the upcoming book Legend - Dominion to complete the set of three with a tabletop miniatures game. The game line also includes the educational card game Quantum. Quantum provides characters, lore, items, crafting systems and quests to the entire game line. It is expected to be done in free print at home PDFs by Summer 2026.

Quantum uses a slightly different points economy than my other RPG products. It funds all spells with gems. Gems are cards that can be played and discarded over and over again and are each assigned a colour. The varieties are Wealth, Resources, Prima, Renown and Corruption. These are paid to play cards with faction characters on them as well as the abilities, combat powers and spells the player can use during the game. These cards can also be bought as permanent upgrades for the characters and is how they level up.

The game also features dice rolling using the Elements Engine. The Elements Engine uses a pool of six sided dice to resolve actions involving risk or the potential of additional reward. One roll is all it ever takes to determine if an action is successful and also how successful it is, including conflict or combat actions. The engine is designed to be fair while providing enough randomness so that the game is exciting even when replaying a known story. The game is presented as Expansions that all build off a shared Starter Set containing the Core Rule cards.

Colours

These eleven colours are the costs of cards in Quantum and also correlate to the romantic preferences of characters and cards of those colours.

 Ruby
Silver – Red Metal – Red Cloth – Gold Cloth
Knightly, Elemental Magic, Djinn, Runetech, Elementals
Ruby gems depict metals, elements and combat actions. They are called Renown.

Amethyst
Purple Metal – Brass – Black Cloth – Purple Cloth
Imperial, Celestial Magic, Jotun, Steam Technology, Giants
Amethyst gems require one ruby gem of Renown and the rest of the cost can be in any gem.

Sapphire
Blue Metal – Brass – Denim – Rucksack
Ranger, Knowledge Magic, Eidolon, Electrotech, Avian
Sapphire gems depict logic, mathematics and Nexus. They are called Prima.

Quartz
Silver – Blue Metal – White Cloth – Blue Cloth
Exemplar, Ceremonial Magic, Astrals, Magitech, Incarnations
Quartz gems require one sapphire gem of Prima and the rest of the cost can be paid in any gem.

Topaz
Steel – Brass – Hide – Teal Cloth
Tribal, Taming and Familiar Magic, Animalia, Biotech, Behemoth
Topaz gems depict food, wood and nature based resources like hide. They are called Resources.

Emerald
Green Metal – Brass – Black Cloth – Green Cloth
Clansmen, Song Magic, Fair Folk, Crystal Technology, Satyr
Emerald gems require one topaz gem of Resources and the rest of the cost can be paid in any gem.

Alabaster
Silver – Gold Metal – White Cloth – Gold Cloth
Zealous, Religious Magic, Angels, Sacred Technology, Avatars
Alabaster gems depict community, wealth and technology. They are called Wealth.

Silver
Red Paint – Brass – Black Cloth – Rucksack
Industrial, Technological Magic, Androids, Clockwork Technology, Robots
Silver gems require one alabaster gem of Wealth and the rest of the cost can be paid in any gem.

Onyx
Green Paint – Black Metal – Dark Green Cloth – Black Cloth
Shadowed, Alchemical Magic, Corrupted, Soultech, Monstrosities
Onyx gems depict Dark Magic, corruptive locations or monstrous alchemy. They are called Corruption.

Basalt
Glossy Black – Black Metal – Black Cloth – Pale Leather
Hordes, Infernal Magic, Fallen, Helltech, Hellspawn
Basalt gems require one onyx gem of Corruption and the rest of the cost can be paid in any gem.

Gold
Mixed Colours
Balance, Mages, Daconians, Humans, Dragons
Gold gems can be paid in any combination of gems but always cost one more gem than the same effect of a different colour.

 Heart and Fur

 Heart and Fur is a new kind of tabletop RPG. It’s entirely social in nature and while it involves dice rolls it has no combat engine. Instead the players and Game Master work together to build a narrative that relies on cooperation. Characters’ personality traits are more important than their skills and they are rewarded for getting what they want out of life with experience points. This page outlines the core ideas of the game line, how it is built and how it interacts with the other game lines. Find the actual game in the Downloads section in its own folder.

Core Tenets

These are the core rules the Heart and Fur genre is built on.

Consent is Sexy
The core and most important rule of writing the Heart and Fur genre is that the only way a character is going to enjoy a scene is if they wanted it in the first place, and the only way for the reader to enjoy a scene is if the characters in it are having fun. Consent rules and it’s darn sexy. A character in a piece of art that is smiling always gets more likes, regardless of what the art is.

Magic is Allowed
The long history of real life Earth magic, from Wicca to self-hypnosis, is full of ways of improving someone’s love life. This is most of what there is out there to read. Illusions to improve appearance, tonics to grow muscle, songs to attract a mate. This is the kind of stuff the Earth has been inventing its whole history. Any real life knowledge belongs in Heart and Fur so long as you can go on a date with it.

Action is Not Allowed
There are no sword fights in Heart and Fur. There may be the occasional duel or test by combat, but nothing is ever intended to actually harm someone. The game has no rules for wounds, injury, or recovery from damage. Characters engage in solely social conflict, often with the goal of enacting one of the other rules about consent or magic. Everyone ends up fine every time, no exceptions.

Practical Mechanics
Heart and Fur, while a tabletop game, also aims to provide tools and knowledge that are useful in everyday life including in a healthy relationship. Nothing in it is impossible and even the magic or supernatural elements are based on real life systems and practices.

Social Focus
The core design goal of Heart and Fur is to make a game where social lives, character interaction and relationships are the primary focus rather than combat or conflict. This game has mechanics to back these goals up and to portray a character’s personality, feelings and motives rather than their favourite weapon or combat tool.

Novels

I also have several novels that are available for download.

The Astral Chronicle

Imagine you have lived all your life in a nation. A normal nation with sky above, land below and sea on all sides. But some errand takes you beyond the borders of what you've known and so you hitch a ride on a ship going there. You sail past the place where you can no longer see land, past the boundaries of the world you know, past the place where the sky curves down and touches the horizon. Then you go through the sky and onto what lies on the other side. The vast expanse of mist and light known as the Astral. And, if you're a brave kind of soul, you'll find your place there amid the darkness and light. The Astral is home to only the brave, and the bravest of them are the Captain and his crew. This series of nine novels follows the Captain and his journeys through the Place Between Places.

Impossible Skyline

Zephyr is a teenage wind mage with a troubled home life. At night he blows off steam by flying around the buildings of downtown Ascala, where the wind is always blowing. Carbon is the leader of an all mage special task force in the city's police department. He's intelligent, capable and utterly, utterly alone. These two seemingly unrelated lives are thrust on a collision course one night when Zephyr sees one mage brutally kill another in downtown Ascala. Obsessed with finding the killer, he and Carbon both try to solve the case from opposite sides of the law. But the murders are only the beginning and soon the entire city may be at stake.


C J Mcpherson

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