* Spent part of yesterday creating a very quick, random creature generator table that tackles (so far) eight of the ten headings in my critter-data-block format, but need to finish that and polish it for the beta .pdf.
* The other part was refining the XP/Bonus dole-chart for said creatures based upon Fight Dice and Special Ability. That is complete.
* Today I hope to 'round the edges' of the character Pacing-Level XP chart from it current, 'pre-production' raw-median values from the source data it is derived.
* Also need to put effort into descriptions/notes for interior illos.
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.
Search This Blog
Monday, June 1, 2009
Blogday Blues-
So, beyond having this major issue properly nesting a table into a blog post (several attempts), I learn that one of my favourite blogs appears to be closing shop.
Scott's World of Thool posted that he is finished for the foreseeable future.
That sux, but I can understand him possibly being burnt out or busy with the new job.
> pout <
Oh well, Fight On!
Scott's World of Thool posted that he is finished for the foreseeable future.
That sux, but I can understand him possibly being burnt out or busy with the new job.
> pout <
Oh well, Fight On!
Saturday, May 30, 2009
[Wargaming][Gaming] RPG History and PreHistory-
If you haven't already read THIS, please consider doing so. I also heavily suggest reading THIS.
All of that makes me want to finish Volume I and jump right into my wargaming rules for Urutsk, but as they are for the latter Autumn era, I'll have to keep my reins tight until the appropriate time.
If only I knew where Karl P. is at and how to reach him, I'd make every effort to get as many games of the Second Tyrrhean War played on the squad-level as possible during that time.
We used tan plastic army men of the vaguely Vietnam-era style for the mainline Khark warriors, and Blockmen [*] figures and cowboys to represent the Resth Clan Confederacy troops defending their fully-staffed and equipped, air-dropped firebases.
Using a reallly nifty rule from Leonard Hung's Cathy Arts of RolePlay (I lament losing my copy of that brilliant game) where Chi allowed for any sort of linear movement at full rate, we had the equivalent of Khark 'ninja' sappers simply hop over the perimiter defences (if they had detected them) and up into the gunners' tower. My d6-only based rules were fast and vicious, and the sappers would almost always kill in hand-to-hand. Once the sentinels and heavy weapons were neutralised, the mainline Kharks would swarm en mass and only lost once or perhaps twice (but that was nearly a total kill on both sides), regardless of who played them. Memories of this weird mustard, olive, and khaky flower-print as being the jungle terrain and utilising the actual shapes and sizes of the print to act as degrees of cover just make me long for those late night, back patio, Hialeah games when I came down from the hell that was Jacksonville.
I had rules for single-shot, musket-era volley-fire, so there is nothing stopping me from releasing those rules either at the end of Vol. I or at the dawn of Vol. II.
We'll see...
All of that makes me want to finish Volume I and jump right into my wargaming rules for Urutsk, but as they are for the latter Autumn era, I'll have to keep my reins tight until the appropriate time.
If only I knew where Karl P. is at and how to reach him, I'd make every effort to get as many games of the Second Tyrrhean War played on the squad-level as possible during that time.
We used tan plastic army men of the vaguely Vietnam-era style for the mainline Khark warriors, and Blockmen [*] figures and cowboys to represent the Resth Clan Confederacy troops defending their fully-staffed and equipped, air-dropped firebases.
Using a reallly nifty rule from Leonard Hung's Cathy Arts of RolePlay (I lament losing my copy of that brilliant game) where Chi allowed for any sort of linear movement at full rate, we had the equivalent of Khark 'ninja' sappers simply hop over the perimiter defences (if they had detected them) and up into the gunners' tower. My d6-only based rules were fast and vicious, and the sappers would almost always kill in hand-to-hand. Once the sentinels and heavy weapons were neutralised, the mainline Kharks would swarm en mass and only lost once or perhaps twice (but that was nearly a total kill on both sides), regardless of who played them. Memories of this weird mustard, olive, and khaky flower-print as being the jungle terrain and utilising the actual shapes and sizes of the print to act as degrees of cover just make me long for those late night, back patio, Hialeah games when I came down from the hell that was Jacksonville.
I had rules for single-shot, musket-era volley-fire, so there is nothing stopping me from releasing those rules either at the end of Vol. I or at the dawn of Vol. II.
We'll see...
Labels:
Cathay Arts of RolePlay,
Chi,
d6-only mechanic,
Hialeah,
Jacksonville,
Karl P.,
Khark,
Leonard Hung,
Lhoma,
RCC,
sappers,
Second Tyrrhean War,
Wargaming
Friday, May 29, 2009
[Milieu][RPG] A Sample Location: Fortress Blackwood-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
6).
Fortress Blackwood-
* Governess Dame Yrsend Iiv [F]: Dame Iiv is a youngish, grizzled and knighted veteran of the Latter Unification Wars, wounded over the course of the campaign. After much difficult argumentation, and with anonymous recommendation from several of the higher ranking officers, Yrsend was granted a commission alongside the title of Brigadier in Residence, and command of the garrison, its 600 Marines, and its 100 Artillerists. She is simultaneously very attractive, perhaps even beautiful, but also savagely scarred diagonally across her long and narrow face. She also walks with a noticeable limp and has a mechanical left hand covered by a white lace, black leather glove.
Blackwood Isle is the location upon which the sprawling fortress is located. ¾ of an XsM beyond the walls on three sides are the eponymous black woods, now dead and gnarled orchard trees that cover hundreds of acres virtually to the rocky shores and scattered with remnants of ruins. On the other half of the island, amid gentle slopes and valleys, are the fortress’ pasture lands tended by yeomanry comprised of retired military personnel and their families. The island’s location in the far north of the Concordance’ territory subjects it to terrible storms with little warning, and many a ship has been sundered on approach to that bleak spot.
Fortress Blackwood is an important part of the Northern Corridor Defence Network for the Western Isles Concordance, and houses artillerists as well as veteran marines. ‘Darkwand’ is Fortress Blackwood’s enormous cannon, capable of firing in excess of 22 XsM (well over the horizon), and delivering a wide variety of payloads in specialised shells. Through the redundant nature of the Network, communications determine the payload, as well as verifying the coordinates upon which the massive gun is to fire. Important in this speedy communication are Psychics who are brought into communion across great distances, and capable of acting in concert as one Overmind for the defence of the blessed isles.
There are an additional 140 support personnel. The yeomanry consist of six families at any given time of year. The interior of the fortress can support more than this number and has stores for one full year’s maintenance regularly stocked and rotated out for fresh reserves. Blackwood Isle is a common way point for ships travelling to Marnharnna, and these often become unintended residents for the duration of long lasting storms that plague the area eight months out of the year. The yeomanry have inns, a tavern, and a bawd-house, reached via underground passages or across the well-maintained and elaborate yard.
6).
Fortress Blackwood-
* Governess Dame Yrsend Iiv [F]: Dame Iiv is a youngish, grizzled and knighted veteran of the Latter Unification Wars, wounded over the course of the campaign. After much difficult argumentation, and with anonymous recommendation from several of the higher ranking officers, Yrsend was granted a commission alongside the title of Brigadier in Residence, and command of the garrison, its 600 Marines, and its 100 Artillerists. She is simultaneously very attractive, perhaps even beautiful, but also savagely scarred diagonally across her long and narrow face. She also walks with a noticeable limp and has a mechanical left hand covered by a white lace, black leather glove.
Blackwood Isle is the location upon which the sprawling fortress is located. ¾ of an XsM beyond the walls on three sides are the eponymous black woods, now dead and gnarled orchard trees that cover hundreds of acres virtually to the rocky shores and scattered with remnants of ruins. On the other half of the island, amid gentle slopes and valleys, are the fortress’ pasture lands tended by yeomanry comprised of retired military personnel and their families. The island’s location in the far north of the Concordance’ territory subjects it to terrible storms with little warning, and many a ship has been sundered on approach to that bleak spot.
Fortress Blackwood is an important part of the Northern Corridor Defence Network for the Western Isles Concordance, and houses artillerists as well as veteran marines. ‘Darkwand’ is Fortress Blackwood’s enormous cannon, capable of firing in excess of 22 XsM (well over the horizon), and delivering a wide variety of payloads in specialised shells. Through the redundant nature of the Network, communications determine the payload, as well as verifying the coordinates upon which the massive gun is to fire. Important in this speedy communication are Psychics who are brought into communion across great distances, and capable of acting in concert as one Overmind for the defence of the blessed isles.
There are an additional 140 support personnel. The yeomanry consist of six families at any given time of year. The interior of the fortress can support more than this number and has stores for one full year’s maintenance regularly stocked and rotated out for fresh reserves. Blackwood Isle is a common way point for ships travelling to Marnharnna, and these often become unintended residents for the duration of long lasting storms that plague the area eight months out of the year. The yeomanry have inns, a tavern, and a bawd-house, reached via underground passages or across the well-maintained and elaborate yard.
Thursday, May 28, 2009
[Milieu][RPG] A Sample Location-
(c) Copyright 2009 Kyrinn S. Eis All Rights Reserved
5).
Ylliriym-
* Kyhuryk Yann, Governor of Ylliriym and Environs [M]: …
Ylliriym <-Journey [of] Darkness: Knights, Nobles, and Prisoners-> is one of several interior sites within the various arcologies carved out of the mountain rock that grant access into the depths of the earth, and into which the earliest and chiefest explorers descended never to return. In the intervening centuries, other expeditions have furthered the knowledge of the once populated underworld, but it has been reported that the number of semi-worked tunnels are too numerous to adequately map even in preliminary degrees, and that the bizarre creatures battled were so horrific that men flung themselves screaming into the stygian depths rather than face the things.
Ylliriym is not as active these years as in times past, but it is now open for foreigners to explore, once they (buy a licence and) are deputised as representatives of the Black Crown, and accompanied by Ylliriymn troops <-The least of all Men, -Crowned; Dedicated Knights, [of] Dark Travel->, with the understanding that payment is only in the form, of treasures found. The Ylliriymn are under orders to recover artefacts of the Ancestors, --greedy foreign adventurers be damned. To facilitate the official exploration efforts, domestic manufacturing companies have storefronts and limited-scale production of the most common and disposable items. Other enterprising businesses (including foreign-owned and operated) fill the rest of the space within the adventurers’ city, such as arenas, brothels, inns, restaurants, ymdre stables, and temples.
Before entering the city, the individual must submit to a full examination, and to the collection of humours and evidences so as to be able to compare them with returned remains, or the apparent individual. Although the atmosphere in Ylliriym is one of excitement and privilege, Ylliriymn are everywhere as are more clandestine intelligence elements which are laced throughout the vigilant community’s resident and transient populations.
5).
Ylliriym-
* Kyhuryk Yann, Governor of Ylliriym and Environs [M]: …
Ylliriym <-Journey [of] Darkness: Knights, Nobles, and Prisoners-> is one of several interior sites within the various arcologies carved out of the mountain rock that grant access into the depths of the earth, and into which the earliest and chiefest explorers descended never to return. In the intervening centuries, other expeditions have furthered the knowledge of the once populated underworld, but it has been reported that the number of semi-worked tunnels are too numerous to adequately map even in preliminary degrees, and that the bizarre creatures battled were so horrific that men flung themselves screaming into the stygian depths rather than face the things.
Ylliriym is not as active these years as in times past, but it is now open for foreigners to explore, once they (buy a licence and) are deputised as representatives of the Black Crown, and accompanied by Ylliriymn troops <-The least of all Men, -Crowned; Dedicated Knights, [of] Dark Travel->
Before entering the city, the individual must submit to a full examination, and to the collection of humours and evidences so as to be able to compare them with returned remains, or the apparent individual. Although the atmosphere in Ylliriym is one of excitement and privilege, Ylliriymn are everywhere as are more clandestine intelligence elements which are laced throughout the vigilant community’s resident and transient populations.
[RPG] Second Stage of Cover Info.-
In the words of Chevy Chase, "I LIKE IT!"
The sketch with preliminary characters/figures has me very excited and feeling very positive about the final product.
Peter Mullen's cityscape in the immediate background is such a great contrast the the foreground elements that it really conveys the difference between the time of the Ancients and the contemporary period.
One of the two characters I was most interested in seeing, was among the three depicted in this sketch-state. She is already showing the sort of fine detail Peter is known for that separates him from some of the old guard demigods. Simply the fall of her gathered tresses, not to mention the tome from which she is reading to the party as they observe the city --these details, so early in the project just warms my heart.
I am now gathering images to couple with succinct notes for interior illustrations.
I'll have to see if he feels comfortable drawing maps.
The sketch with preliminary characters/figures has me very excited and feeling very positive about the final product.
Peter Mullen's cityscape in the immediate background is such a great contrast the the foreground elements that it really conveys the difference between the time of the Ancients and the contemporary period.
One of the two characters I was most interested in seeing, was among the three depicted in this sketch-state. She is already showing the sort of fine detail Peter is known for that separates him from some of the old guard demigods. Simply the fall of her gathered tresses, not to mention the tome from which she is reading to the party as they observe the city --these details, so early in the project just warms my heart.
I am now gathering images to couple with succinct notes for interior illustrations.
I'll have to see if he feels comfortable drawing maps.
Labels:
Ancients,
Cityscape,
Cover Painting,
Peter Mullen,
Ruins,
Steam Tome
Subscribe to:
Posts (Atom)
