Who will search for holy grail
Past the edge beyond the veil
Who will come beyond the light
Far from reach beyond all sight
Who will share this bitter cup
Let the wild dogs tear them up
Let the cold winds blow them down
Drive them deep beneath the ground
Who will live in darkest night
Dankest gloom and quietest quiet
Buried deep beneath the ground
Far from any human sound
Who will search for treasure trove
Scour the seas and scale the globe
Past the peaks beyond the heights
Farmost reaches furthest sights
Who will share this bitter cup
Let the wild dogs tear them up
Let the cold winds blow them down
Drive them deep beneath the ground
A blog for The Urutsk Cycle and Related Subjects,
including the URUTSK: World of Mystery RPG.
Shipwrecked survivors of a galaxy-spanning empire (ruined when the core exploded) settle upon a wetlands world occupied by humans and other species. They then poke through ruins of their Ancient ancestors as they strive to regain space and then, starflight.
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Friday, September 30, 2011
Wednesday, September 28, 2011
A Look Inside: Combat in 'The Game' and UWoM-
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INTEROPERABILITY: UWoM and The Game
:: Close Combat-
(c) 2011 Kyrinn S. Eis
Player Characters are Hero Figures by default, and as such, can command those of their Fight/Hit Dice or lower rating, including other 0-Die figures (Commoners).
All of the following d20 roll Special Results only apply if the Attack is successful.
At melee scale, this would mean that the PC-led attack (with accompanying fighters) succeeds, and all figures roll their dice of damage against the receiving forces. If the PC is in singular combat (other friendly figures are not 'engaged' with the same foes as the PC), then these d20 Special Results would apply on that PC's successful To-Hit roll. If your chosen game system rolls percentile dice instead of a d20 (BRP, etc.), multiply the (##) by 5 to arrive at the trained percentage score.
(6) V - Minimal Casualties :: Attaches an Auto-Dodge to a figure
:: (20) The figure gains a bonus of 4 to AC for the remainder of the Round and all of the next
(5) B - Co-ordinated Strike :: Attaches an Auto-Strike to an enemy figure
:: (17) Grants a second 'hit' at normal rolled damage (but a second Hit Location roll if used), or 1 Critical, &c.
(4) G - Vanguard Action :: Attaches to a friendly figure to grant them Auto-Surprise on next encounter of their choosing (stealth is possible to infiltrate further, etc.)
:: (13) As regards Tracking and Surprise, the figure acts as a Ranger of the same level until next combat
(3) Y - Free Move :: Provides the figure with an additional 4" of movement, before/after attack
:: (10) as above
(2) O - Focus :: Grants the designated figures with either: a number of visual/alerness focal point (a doorway, a computer bank, a facial expression), or a numerical bonus +1 per, Focus point.
:: (07) ""
(1) R - Weapon Check :: Forces the Operator to determine if the melee weapon is retained (rolling anything but another fumble), or how far away the weapon is discarded on a second 'red'. Unarmed attacks gauge disadvantage
:: (01) ""
For groups interested in opening up these options in The Game, combatants roll 1d6 per Hit Die, and group the results by number. Simple comparisons between the corresponding pools, in Initiative order, whittle-away at each other, making each reduction that much more likely to result in an injury in subsequent fights with others in that Round. Each Round refreshes the Hit Die pool, but each n of HP lost by the figure indicates the loss of one Hit Die for combat-pool purposes only (or not if you prefer). When the figure is reduced to 0 or fewer Hit Dice, the next successful attack results in the figure's (force's) defeat. This is true at the personal, tactical, operational, or strategic level.
...
Wednesday, September 21, 2011
Mass Combat as an Individual Mini-Game-
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JB commented on the previous post by reminding me of 1st edition Stormbringer's section [3.10] for mass combat ([3.11] Naval combat is worth a read, too), which reduces the recommended method down to a POW v. POW (Wis v. Wis or PSI v. PSI) conflict. Successfully beating the meta-opposition of the GM's roll means that the PC has survived unharmed, has used her weapon/defence skills and is eligible to improve.
Failing the roll indicates that the character is subject to 2d10 points of damage with only her armour to reduce the effects. If the character has only sustained a Minor Wound (less than half of her total) she is similarly eligible to improver her fighting skills. Those suffering a Major Wound are in too much pain to gain the benefit.
Naval warfare is more or less as above, but is sink or swim as regards the fate of each ship in the combat.
Thoughts?
Labels:
Ken St. Andre,
Leadership in RPGs,
Mass Combat,
Stormbringer
Thursday, September 15, 2011
Quantum Forks and The fallacy of the quantum ogre argument | KORPG Games
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The fallacy of the quantum ogre argument | KORPG Games
I thought this dovetailed nicely with the quantum-aspect from yesterday's Divination post.
--The larger argument is not in focus here, merely the 'observer' and 'foreknowledge' components and how that works with Divination.
QUESTIONS OF THE READER-
* If one's PC became aware that they (alone?) had shifted, but nothing was profoundly different, would that affect the play-quality of that and the other player/s?
* Would the Referee need to roll in the open, 'this is the Shift roll' for the event to have validity, or could the Observer Referee successfully navigate that behind cover roll, as s/he does with all the other mundane rolls, and still allow it to stand, regardless of how radical the Shift was indicated to be?
* If an Encounter Table listed a Shift-event for all within x' radius, would the GM, rolling in the open, be obliged to use the Shift result as indicated by the roll?
Thursday, September 8, 2011
Curiouser and Curiouser-
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WHAT IS URUTSK?
On one level, Urutsk is a setting, both for gaming, as well as fiction. It is an Alternate Reality with all that implies, and has been cultivated for nearly thirty years; one in which the land masses are often discernible, but in which the Peoples have diverged enough so as to be unrecognisable. It is currently (the Autumn Era) a wetlands planet slightly smaller than our earth, slightly further away from Av the system star, and a significantly wetter, stormier world. Evidence suggests that Av has not always been the primary gravitational point in the 'system' and indigenous folk claim that the 'Worlds Wander.'
Not so much a Dungeons & Dragons draped game in sci-fi trappings as a game of Skyrealms of Jorune hybrid with Metamorphosis Alpha and Gamma World, Urutsk is primarily the story of the Vrun people who have returned to the periphery-system after their galactic empire literally exploded. Stranded on a world their experts maintain is one of their points of origin, these Vrun are the relatives of all the Human ethnicities of the planet, having been culled from the 'very best' of these diverse folk long ago and set amid the then-extant stars.
Urutsk owes much of its scattered inspiration from '60's and '70's Sci-Fi Film, Print, and TV sources, mixed together in a strange slurry and allowed to ferment. Shows like ARK 2, SPACE: 1999, STAR TREK, Buck Rodgers, Mission Impossible, AVENGERS, The Prisoner, The Starlost, SWAT, and EMERGENCY! are admixed with DC Comics John Carter Warlord of Mars, Marvel's Killraven, and Banshee-era X-MEN as well as a lot of indie-mags my older sister turned me onto.
Urutsk' first real session was a Sci-Fi one, and has progressed from a contemporary/near-future setting through at least seven thousand years of history. More than the perusal of simple reference work has gone into the philological basis of the setting's languages (Vrun being but one of a few to have received my care over the decades), and outstanding linguists have noted Vrun's facility as an actual, usable language not-derived from any contemporary or known ancient source. This stems in part from my multi-lingual upbringing and the love of language my parents possess(ed), as well as my own interests in the effects of symbols upon human psychology (including subliminals).
I do not advocate 'shake-and-bake' bottom-up, quick-fix solutions in game-world design as anything more than a stop-gap measure to be re-examined and altered so as to suit the Big Picture (preferably one's own Big Picture rather than simple variants of pulp and weird fantasy) of the setting. The confusing mass of ideas and inspirations must, IMO, culminate in a work that helps describe the creator as much as the intent of the work. M. A. R. Barker's Tekumel setting, although pored over by ideoarcheologists of the neo-old school bent, is poorly understood as anything else but a proto-D&D archetype, replete with Underworlds, Barbarians ignorant of the setting's details, and a place filled with 'oddball and gonzo' critters and items. True admirers of the Professor's work (Jeff Berry and the Aethervox crew, and among the various mailing lists devoted to the setting: Sally Abravanel, Brett Slocum, Peter Houston, Alva Hardison, etc.) have long seen past the superficial (and sad) comparisons to more staid mock-Western gaming settings, and can appreciate variance in society, culture, mores, and language.
It has been my recent pleasure and honour to game with others who can parse these differences and appreciate the Urutsk setting for its own sake. That isn't to say that a dungeon crawl can't be fun for these recently-met players, but rather, that they seem interested in something more and recognise the soul that has been poured into Urutsk.
Perhaps, you too, are looking for something other than elves, dwarves, and hobb--halflings, and always expected more from a setting? Then, Urutsk may be a destination you would like to explore. I am running a regular game schedule on Google+: Wed/Fri, and Thursday beginning around 8:30-9:30 PM depending upon the players' schedules. The two games are separate but contemporary 'streams'. All times are -5 GMT/Eastern USA
We look forward to seeing you there.
Labels:
Skyrealms of Jorune,
Tech Scavengers of Urutsk,
Tekumel,
UWoM
Sunday, September 4, 2011
Light Infantry-
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Vrun Line Trooper-(Medium)[12" Move]
XP: 18 | 2HD | 28HP | AC 4 | Attacks: Bolt Rifle [1d12] | Bayonet [1d6] | Brawl [1d4]
--For D&D
1 [R] 1d12 -- 2 [O] 1d10 -- 3 [Y] 1d8 -- 4 [G] 1d6 -- 5 [B] 1d4 -- 6 [V] 1d2
Vrun Line Trooper-(M)[3]
MR: 18 | 2FD | 84DP | +1Def | -4H ARM | ATK: Bolt Rifle [R] | Bayonet [G] | Brawl [B]
---[Details]---
Troop Quality: Standard
Figure Type: Light Infantry
Specialist Training: Rifleman
--Concealment/Manoeuvre, Steady Shot
Advanced Training: none
Special Advantages: none
=Point Total: 10
Armour: Antagonist (Field Plate) [-4H]
Gear-
* Bolt Rifle [R], +1 Attack per Round, Long Range, 5 Shot Internal Magazine, Bolt-Action
* Bayonet/Short-Sword [G], Light Weapon, +1 Attack per Round
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