Michael Moorcock's health has been on the decline for years now, and just recently it came to light that an infection in one of his feet has turned nasty, and may require full amputation.
He, Linda, and I have grown somewhat close over the two years I have corresponded with them, and had the honour and pleasure to met them at 2008 Nebula's for Mike's receiving of the Grandmaster Award. I have adopted them as my second family, and I truly do care about every bit of unpleasantness that has afflicted them recently, and am helpless to do anything about it.
If any of you out there are the prayerful sort, or even entertain 'Good Thoughts', I ask that you kindly take some time to petition on their behalf, or simply send out your 'positive energy' toward them.
I appreciate your involvement,
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, May 22, 2009
Friday Pre-Game Monologue (parte the secund)-
I have been so busy writing the first draft that I've not thought about the game session today/-night. I've provisionally planned to return home and continue writing if the dynamic is poor again this week.
My star player has had a few personal considerations in the weeks prior and we lost two sessions to his absence, and the game lost its momentum. By switching to the 2ndary characters, I was able to use the time, and last session just managed to have the two parties 'meet' each other as the port and shipping centre of far eastern Vrun was engulfed in a fireball from the ship they had ... well, long story short (they'd been on that mega-ship and then phase-doored/t-ported FAR away, taking a portion of the hull with them)... anyway, so the two parties just met and I decided to break after only a few hours of 'actual' gaming.
I've asked another player whether the two parties should be joined, or continue to adventure separately, and she voted for separate (which I agree with).
We'll see...
My star player has had a few personal considerations in the weeks prior and we lost two sessions to his absence, and the game lost its momentum. By switching to the 2ndary characters, I was able to use the time, and last session just managed to have the two parties 'meet' each other as the port and shipping centre of far eastern Vrun was engulfed in a fireball from the ship they had ... well, long story short (they'd been on that mega-ship and then phase-doored/t-ported FAR away, taking a portion of the hull with them)... anyway, so the two parties just met and I decided to break after only a few hours of 'actual' gaming.
I've asked another player whether the two parties should be joined, or continue to adventure separately, and she voted for separate (which I agree with).
We'll see...
Monday, May 18, 2009
[RPG] Critter (Limited OGC)-
(c) Copyright 2009 Kyrinn S. Eis
Limited OGC Creature-
Text between ]OGC[ symbols is designated Open Gaming Content under the Open Gaming License version 1.0a.
Hish Marik (< -Flying Bounder- >,'Vial Bite')-
]OGC[
Fight Dice: 3+3**
Resolve: +6
Defence/Armour: +8 (immune: Flank|Rear|Sneak)/1d6
AB: +4
# Attacks: Clutch/Rake/Bite/Clutch-Rake-Bite
Damage: Str 14 Grapple/1d8+1d4/1d6 + Toxin (1d6 + Health Test or 1d6 ea. for 3 Turns)
Move: Walk 40' Run 100' Fly 280'
Organisation: Solitary 80%, with 3d4 young 15%, mating #1d8 5%
CT: +3/+5 v. Reflex, etc.
Loot: Type II-I; 50% Type III; 25% 2Sd6 Commons
XP: 320
]OGC[
Rust to Ochre-coloured creatures with black vertical stripes overall, and rosettes of black dots over their paler hindquarters and long black-tipped tail. Their overall shape is tiger-like except the immediately obvious fact that it is spider-eyed and without a neck, hexapedal (six limbed) with long and slender legs, and has feathered wings. The front two limbs are without manipulators and are used for locomotion and Clutching, where they attempt to pin the victim. The second pair of legs terminate in bird-foot-like toes with an opposing digit with which they run, climb, and manipulate objects. The hind pair are powerful flanks that allow them to climb very steep surfaces with the minimum of holds, or leap 3x their Walking or Running speed in height, or 5x that speed if a long jump.
These hunters are aloof from the goings-on in their environment until either prey or a threat present themselves. It is at this point that the Hish Marik pounce upon their victim and viciously clutch, rake, and bite until their victim has ceased to struggle, or the hunter must abandon the fight. They are of average human intelligence in all ways, and exceptionally clever ambush killers and tool users. Accordingly, they will only remain in a losing fight if it is for their life, but may attempt to surrender or ransom themselves. They understand the gist of human speech, and have displayed the capacity to communicate in clicks and gestures.
Limited OGC Creature-
Text between ]OGC[ symbols is designated Open Gaming Content under the Open Gaming License version 1.0a.
Hish Marik (< -Flying Bounder- >
]OGC[
Fight Dice: 3+3**
Resolve: +6
Defence/Armour: +8 (immune: Flank|Rear|Sneak)/1d6
AB: +4
# Attacks: Clutch/Rake/Bite/Clutch-Rake-Bite
Damage: Str 14 Grapple/1d8+1d4/1d6 + Toxin (1d6 + Health Test or 1d6 ea. for 3 Turns)
Move: Walk 40' Run 100' Fly 280'
Organisation: Solitary 80%, with 3d4 young 15%, mating #1d8 5%
CT: +3/+5 v. Reflex, etc.
Loot: Type II-I; 50% Type III; 25% 2Sd6 Commons
XP: 320
]OGC[
Rust to Ochre-coloured creatures with black vertical stripes overall, and rosettes of black dots over their paler hindquarters and long black-tipped tail. Their overall shape is tiger-like except the immediately obvious fact that it is spider-eyed and without a neck, hexapedal (six limbed) with long and slender legs, and has feathered wings. The front two limbs are without manipulators and are used for locomotion and Clutching, where they attempt to pin the victim. The second pair of legs terminate in bird-foot-like toes with an opposing digit with which they run, climb, and manipulate objects. The hind pair are powerful flanks that allow them to climb very steep surfaces with the minimum of holds, or leap 3x their Walking or Running speed in height, or 5x that speed if a long jump.
These hunters are aloof from the goings-on in their environment until either prey or a threat present themselves. It is at this point that the Hish Marik pounce upon their victim and viciously clutch, rake, and bite until their victim has ceased to struggle, or the hunter must abandon the fight. They are of average human intelligence in all ways, and exceptionally clever ambush killers and tool users. Accordingly, they will only remain in a losing fight if it is for their life, but may attempt to surrender or ransom themselves. They understand the gist of human speech, and have displayed the capacity to communicate in clicks and gestures.
Saturday, May 16, 2009
Look Inside-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
Writing this version of the Urutsk material for the Old School gaming community has served to unlock information; ask questions; and generally expand the detail of this earlier historical period of the world.
While I have covered this period in significant detail, it has been from Urutsk system sibling Aqmlk (the 4th planet)'s perspective. The Imperial Diaspora, the largely unseen Dragon War, and the slow integration of Imperial advanced culture and technology with the martial bloc mega-state, bronze-age society of the 'native' Aqmlkean cousins.
It was only in my previous playtest campaign, using my nTellIGo game engine, that their Dryvv characters travelled to Urutsk, and to the mountain halls of thrice-ancient Bereme Oykh. Their time there in the cyclopean depths and massive architecture of the Ancients brought them in contact with their inky brethren; the dark blood rekindled by horrors that had befallen the People; and they wrought prophecies in the presence of their distant and fractional kin.
One such task was the ringing of the Grand Bell. When I described the cast-metal bell's size as roughly that of the Rotunda on the U.S. Capitol building in Washington, D.C., my players finally looked on with the degree of understanding how large a scale I was describing.
The history of post-Departure Urutsk (roughly 600 years after Vol. I's era) had been played out in earlier decades, but I am uncertain of how much will survive the assaying flame; keeping the fun and mystery, minus the occasionally gonzo territory I was far more prone to travel in days of yore.
In any case, I have lunch to eat, and my 2x monthly C&C game set in Freeport to attend.
Have fun,
Writing this version of the Urutsk material for the Old School gaming community has served to unlock information; ask questions; and generally expand the detail of this earlier historical period of the world.
While I have covered this period in significant detail, it has been from Urutsk system sibling Aqmlk (the 4th planet)'s perspective. The Imperial Diaspora, the largely unseen Dragon War, and the slow integration of Imperial advanced culture and technology with the martial bloc mega-state, bronze-age society of the 'native' Aqmlkean cousins.
It was only in my previous playtest campaign, using my nTellIGo game engine, that their Dryvv characters travelled to Urutsk, and to the mountain halls of thrice-ancient Bereme Oykh. Their time there in the cyclopean depths and massive architecture of the Ancients brought them in contact with their inky brethren; the dark blood rekindled by horrors that had befallen the People; and they wrought prophecies in the presence of their distant and fractional kin.
One such task was the ringing of the Grand Bell. When I described the cast-metal bell's size as roughly that of the Rotunda on the U.S. Capitol building in Washington, D.C., my players finally looked on with the degree of understanding how large a scale I was describing.
The history of post-Departure Urutsk (roughly 600 years after Vol. I's era) had been played out in earlier decades, but I am uncertain of how much will survive the assaying flame; keeping the fun and mystery, minus the occasionally gonzo territory I was far more prone to travel in days of yore.
In any case, I have lunch to eat, and my 2x monthly C&C game set in Freeport to attend.
Have fun,
Labels:
Aqmlk,
Bereme Oykh,
Departure,
Dragon War,
Grand Bell,
The Imperial Diaspora,
Urutsk
Friday, May 15, 2009
[RPG] Two Combos-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
Two combos:
* Machine Doctor (2781)
(1d4M+1d4|+2/CT Vigil, Ctrl|Assay +33 [12/]|Concoct +15 [17/]|Design +15 [14/]|Draft +25 [4/]|Formulate +25 [14/]|Healing +33 [8/]|Repair +33 [12/]|Tech Lore +15 [14/])
Cyborgism is a condition of the time of the Ancients that has permitted only limited study through the centuries until recent developments in the Kherstic fields. Your specialist knowledge of how best to save living tissue, coupled with your understanding of machinery have forged you into a practising member of singular profession: Machine Doctor, capable of fusing the two into one.
* Crystalsmith (3739)
(1d4+1d6M|+1 PAB|+3/CT Life, Vigil, Ctrl|Design +15 [14/]|Draft +25 [4/]|Psychic Tracking +25 [15/]|Repair +33 [12/]|Tech Lore +15 [14/]|Moderate Caster|3-0th, 1-1st)[Charm, Clairvoyance-, Communication, ESP, Fly, Haste, Hold, Suggestion, Telekinesis, etc.])
The Kherstic fields include the development of Sheramalt, 'Psychotronic', devices capable of conferring psychic states upon the operator, or others, depending upon design. Your most profitable products are communication devices, Fly-rods, and Pleasure Masques, but any psychic ability you (or an assistant) possess can be etched into a crystalline-based device. As these crystals are depleted through use, you ensure your vocation.
Two combos:
* Machine Doctor (2781)
(1d4M+1d4|+2/CT Vigil, Ctrl|Assay +33 [12/]|Concoct +15 [17/]|Design +15 [14/]|Draft +25 [4/]|Formulate +25 [14/]|Healing +33 [8/]|Repair +33 [12/]|Tech Lore +15 [14/])
Cyborgism is a condition of the time of the Ancients that has permitted only limited study through the centuries until recent developments in the Kherstic fields. Your specialist knowledge of how best to save living tissue, coupled with your understanding of machinery have forged you into a practising member of singular profession: Machine Doctor, capable of fusing the two into one.
* Crystalsmith (3739)
(1d4+1d6M|+1 PAB|+3/CT Life, Vigil, Ctrl|Design +15 [14/]|Draft +25 [4/]|Psychic Tracking +25 [15/]|Repair +33 [12/]|Tech Lore +15 [14/]|Moderate Caster|3-0th, 1-1st)[Charm, Clairvoyance-, Communication, ESP, Fly, Haste, Hold, Suggestion, Telekinesis, etc.])
The Kherstic fields include the development of Sheramalt, 'Psychotronic', devices capable of conferring psychic states upon the operator, or others, depending upon design. Your most profitable products are communication devices, Fly-rods, and Pleasure Masques, but any psychic ability you (or an assistant) possess can be etched into a crystalline-based device. As these crystals are depleted through use, you ensure your vocation.
Thursday, May 14, 2009
[RPG] Proposed Example Characters-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
My proposed Example Characters-
Sister Straelii
Female Western Isles Vrun Latent Mutant
Glass Blooded
Friend to Mythics
Knack: Orison ('Stabilise'); At-will
* Devoted Warrior 'Paladin' (2077)
(Md10|+1 AB|+3/CT/Non-Ethn|+2 Fo/3x/24 Detect|+2 Fo/1x/24 'Smite'|Elemental Aura [300])
Tyren Mhar of RunHaron
Male Yirinn Human
Earth Blooded
Friend to Birds
Knack: Native (Wilder) +1
* Rover 'Ranger' (2707)
(Md8|+1 AB|+2/CT Life, Ctrl|+2 Fo Ranged 30'|Forage +60 [8/]|Secret +15 [/]|Silence +33 [/]|Track +40 [10/])
Raev of the Grassy Stream
Male Marnharnnan Vrun Human
Positive Lightning Blooded
Friend to Cats
Knack: Profession (Hunter) +1
* Warden 'Druid' (2399)
(Md6|+1 AB|+1/CT Life|Forage Feast|Animal Power +33 [17/]|Calm/Befriend Animals +60 [8/]|Track +50 [10/])
Maryn Brynhert
Female Vrun Mutant
Water Blooded
Friend to Amphibians
Friend to Fish
* Healer (1465)
(Md4|Healing +33 [8/]|Assay +33 [12/]|Formulate +25 [14/]|Concoct +15 [17/])
I am still debating whether to make them available as quick-play characters, complete with scores and gear, or something less than that.
One idea I am favouring is naming the characters, but allowing the player to roll scores and fill in the sheet, roll their starting funds, and purchase their gear. --Lots of Sister Straelii and Tyren Mhar stories, with 'endless' variations.
Ideas?
My proposed Example Characters-
Sister Straelii
Female Western Isles Vrun Latent Mutant
Glass Blooded
Friend to Mythics
Knack: Orison ('Stabilise'); At-will
* Devoted Warrior 'Paladin' (2077)
(Md10|+1 AB|+3/CT/Non-Ethn|+2 Fo/3x/24 Detect|+2 Fo/1x/24 'Smite'|Elemental Aura [300])
Tyren Mhar of RunHaron
Male Yirinn Human
Earth Blooded
Friend to Birds
Knack: Native (Wilder) +1
* Rover 'Ranger' (2707)
(Md8|+1 AB|+2/CT Life, Ctrl|+2 Fo Ranged 30'|Forage +60 [8/]|Secret +15 [/]|Silence +33 [/]|Track +40 [10/])
Raev of the Grassy Stream
Male Marnharnnan Vrun Human
Positive Lightning Blooded
Friend to Cats
Knack: Profession (Hunter) +1
* Warden 'Druid' (2399)
(Md6|+1 AB|+1/CT Life|Forage Feast|Animal Power +33 [17/]|Calm/Befriend Animals +60 [8/]|Track +50 [10/])
Maryn Brynhert
Female Vrun Mutant
Water Blooded
Friend to Amphibians
Friend to Fish
* Healer (1465)
(Md4|Healing +33 [8/]|Assay +33 [12/]|Formulate +25 [14/]|Concoct +15 [17/])
I am still debating whether to make them available as quick-play characters, complete with scores and gear, or something less than that.
One idea I am favouring is naming the characters, but allowing the player to roll scores and fill in the sheet, roll their starting funds, and purchase their gear. --Lots of Sister Straelii and Tyren Mhar stories, with 'endless' variations.
Ideas?
[RPG] 12 Additional 'classes' Built via Point Design System-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
First, I want to thank all of you for subscribing to this blog. I do notice the numbers increasing, and I just wanted to take the time to say, 'hello'.
Here are twelve of the sixteen, the other (core-)four previously posted to this blog.
Devoted Warrior*
Rover*
Warden*
Scout
Foil
Punk Mage
Healer*
Blacktongue
Adventurer
Technologian
Antiquarian
Psychic
====================
The following do not have their Arms and Armours Proficiencies chosen. Any such Proficiencies must be paid for separately.
Mdx: Maximised die whatever
AB: Attack Bonus
CT: Critical Test
* Experience ('Petrification')
* Lifeforce ('Death Ray')
* Vigilance ('Wands')
* Control ('Spells')
* Reflexes ('Dragon Breath')
* Nerves ('Petrification')
* Health ('Poison')
Fo: Focus
[#]: Cost per %
* Devoted Warrior 'Paladin' (2077)
(Md10|+1 AB|+3/CT/Non-Ethn|+2 Fo/3x/24 Detect|+2 Fo/1x/24 'Smite'|Elemental Aura [300])
* Rover 'Ranger' (2707)
(Md8|+1 AB|+2/CT Life, Ctrl|+2 Fo/Ranged 30'|Forage +60 [8/]|Secret +15 [/]|Silence +33 [6/]|Track +40 [10/])
* Warden 'Druid' (2399)
(Md6|+1 AB|+1/CT Life|Forage Feast|Animal Power +33 [17/]|Calm/Befriend Animals +60 [8/]|Track +50 [10/])
--Animal Power: The character can utilise one or more of a nearby natural creature's abilities, or can (if successful) disappear into a local creature, and re-appear further away as the creature travels.
This should be understood to be a continuum of effects, each subsumed in the next higher Threshold crossed.
Thus, a Warden who scored an 83 would be capable of: Know Location, Use Senses, Natural Attack, and Ability Boost (as the 83 is equal to or greater than 75, but less than 100).
A successful Calm/Befriend is necessary to initiate this power without a fight. Forcing the use of Animal Power immediately triples the Thresholds, and results in the delivery of (FDd8) psychic damage to the Warden.
Action|Threshold
Know
Location= 33
Use
Senses = 50
Natural
Attack = 67
Ability
Boost = 75
Travel = 100
* Healer (1465)
(Md4|Healing +33 [8/]|Assay +33 [12/]|Formulate +25 [14/]|Concoct +15 [17/])
---------------------
* Scout (2738)
(Md6|+1 AB|+1/CT, Ref|+3 Fo/Awareness|Death Strike [178]|Forage +33 [8/]|Secret +33 [6/]|Silence +45 [14/]|Track +45 [10/])
* Foil 'Rake' (1684)
(Md8|+1 AB|+1/CT Ref|+3 Fo/Melee Weap. Spec.|Carouse +45 [5/]|Secret +33 [6/]|Silence +15 [14/]|Shadow [178])
* Punk Mage (3098)
(Md4|+1 AB|+1/CT Ctrl|Hack Spell +15 [16/]|Magical Research +25 [14/]|Spells: Moderate Caster|3-0th|1-1st)[any spell list]
* Blacktongue 'Puppeteer' (2963)
(Md4|+1 AB|+1/CT Ctrl|+1 Fo/Perform|Spells: Major Caster|3-0th, 1-1st)[Charm & Illusion]
---------------------
* Adventurer 'Soldier of Fortune' (1480)
(Md8|+1 AB|+2/CT Nerves, Ref|+1 Focus|Forage +15 [8/]|Secret +15 [6/]|Silence +15 [14/])
* Technologian 'Tinker' (1316)
(1d4|+2/CT Vigil, Ctrl|Repair +33 [12/]|Draft +25 [4/]|Design +15 [14/]|Tech Lore +15 [14/])
* Antiquarian 'Lore Keeper' (3926)
(1d6|+2/CT Life, Ctrl|+2 Focus|Silence +15 [14/]|Research +33 [16/]|Major Caster|3-0th, 1-1st)[Clerical & Protection/Banishment/etc.]
* Psychic 'Mind-Mage' (2723)
(Md6|+1 PAB|+3/CT Life, Vigil, Ctrl|Psychic Tracking +25 [15/]|Moderate Caster|3-0th, 1-1st)[Charm, Clairvoyance-, Communication, ESP, Fly, Haste, Hold, Suggestion, Telekinesis, etc.]
If the player can afford to combine two entire kits for the starting DXP available, they are perfectly welcome to simply combine them, etc.
Given that this is a hybrid rolled-design character generation system, I am confident that play groups will very quickly adopt/adapt it and make it their own.
I would really appreciate any constructive feedback.
Thanks
First, I want to thank all of you for subscribing to this blog. I do notice the numbers increasing, and I just wanted to take the time to say, 'hello'.
Here are twelve of the sixteen, the other (core-)four previously posted to this blog.
Devoted Warrior*
Rover*
Warden*
Scout
Foil
Punk Mage
Healer*
Blacktongue
Adventurer
Technologian
Antiquarian
Psychic
====================
The following do not have their Arms and Armours Proficiencies chosen. Any such Proficiencies must be paid for separately.
Mdx: Maximised die whatever
AB: Attack Bonus
CT: Critical Test
* Experience ('Petrification')
* Lifeforce ('Death Ray')
* Vigilance ('Wands')
* Control ('Spells')
* Reflexes ('Dragon Breath')
* Nerves ('Petrification')
* Health ('Poison')
Fo: Focus
[#]: Cost per %
* Devoted Warrior 'Paladin' (2077)
(Md10|+1 AB|+3/CT/Non-Ethn|+2 Fo/3x/24 Detect|+2 Fo/1x/24 'Smite'|Elemental Aura [300])
* Rover 'Ranger' (2707)
(Md8|+1 AB|+2/CT Life, Ctrl|+2 Fo/Ranged 30'|Forage +60 [8/]|Secret +15 [/]|Silence +33 [6/]|Track +40 [10/])
* Warden 'Druid' (2399)
(Md6|+1 AB|+1/CT Life|Forage Feast|Animal Power +33 [17/]|Calm/Befriend Animals +60 [8/]|Track +50 [10/])
--Animal Power: The character can utilise one or more of a nearby natural creature's abilities, or can (if successful) disappear into a local creature, and re-appear further away as the creature travels.
This should be understood to be a continuum of effects, each subsumed in the next higher Threshold crossed.
Thus, a Warden who scored an 83 would be capable of: Know Location, Use Senses, Natural Attack, and Ability Boost (as the 83 is equal to or greater than 75, but less than 100).
A successful Calm/Befriend is necessary to initiate this power without a fight. Forcing the use of Animal Power immediately triples the Thresholds, and results in the delivery of (FDd8) psychic damage to the Warden.
Action|Threshold
Know
Location= 33
Use
Senses = 50
Natural
Attack = 67
Ability
Boost = 75
Travel = 100
* Healer (1465)
(Md4|Healing +33 [8/]|Assay +33 [12/]|Formulate +25 [14/]|Concoct +15 [17/])
---------------------
* Scout (2738)
(Md6|+1 AB|+1/CT, Ref|+3 Fo/Awareness|Death Strike [178]|Forage +33 [8/]|Secret +33 [6/]|Silence +45 [14/]|Track +45 [10/])
* Foil 'Rake' (1684)
(Md8|+1 AB|+1/CT Ref|+3 Fo/Melee Weap. Spec.|Carouse +45 [5/]|Secret +33 [6/]|Silence +15 [14/]|Shadow [178])
* Punk Mage (3098)
(Md4|+1 AB|+1/CT Ctrl|Hack Spell +15 [16/]|Magical Research +25 [14/]|Spells: Moderate Caster|3-0th|1-1st)[any spell list]
* Blacktongue 'Puppeteer' (2963)
(Md4|+1 AB|+1/CT Ctrl|+1 Fo/Perform|Spells: Major Caster|3-0th, 1-1st)[Charm & Illusion]
---------------------
* Adventurer 'Soldier of Fortune' (1480)
(Md8|+1 AB|+2/CT Nerves, Ref|+1 Focus|Forage +15 [8/]|Secret +15 [6/]|Silence +15 [14/])
* Technologian 'Tinker' (1316)
(1d4|+2/CT Vigil, Ctrl|Repair +33 [12/]|Draft +25 [4/]|Design +15 [14/]|Tech Lore +15 [14/])
* Antiquarian 'Lore Keeper' (3926)
(1d6|+2/CT Life, Ctrl|+2 Focus|Silence +15 [14/]|Research +33 [16/]|Major Caster|3-0th, 1-1st)[Clerical & Protection/Banishment/etc.]
* Psychic 'Mind-Mage' (2723)
(Md6|+1 PAB|+3/CT Life, Vigil, Ctrl|Psychic Tracking +25 [15/]|Moderate Caster|3-0th, 1-1st)[Charm, Clairvoyance-, Communication, ESP, Fly, Haste, Hold, Suggestion, Telekinesis, etc.]
If the player can afford to combine two entire kits for the starting DXP available, they are perfectly welcome to simply combine them, etc.
Given that this is a hybrid rolled-design character generation system, I am confident that play groups will very quickly adopt/adapt it and make it their own.
I would really appreciate any constructive feedback.
Thanks
Labels:
Adventurer,
Antiquarian,
Blacktongue,
Devoted Warrior,
Fighter,
Foil,
Healer,
Mage,
Priest,
Psychic,
Punk Mage,
Rover,
Scout,
Technologian,
Thief,
Warden
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