Armour of the Ancients-
KMerYulx ('Artifice - Standard Issue - Vest')
* Type: Battle Vest
* Class: Medium/+2/-
* Protection: 2d6x3 Torso (Abdomen [L5] and Chest [L6] only)
* Power: n/a
* Weight: 2 Lbs.
* Frequency: H
:: A bioglass/polycarbonate articulated shell, its main distinguishing factor is that of customisable/configurable integrated load-bearing 'webbing' (e.g., a place to put helicoils, combat blade, sidearm holster, hydration pack, etc.)
:: Cannot be worn over anything heavier than KMerM(A-Y)l (E-Sheath).
KMerAuhd ('Artifice - Standard Issue - Heavy Infantry')
* Type: Battlesuit
* Class: Heavy/+3/+4 v. Physical AoE CT (see)
* Protection: +3d6x3
* Power: 15/Hour + 45 Emergency
* Weight: 20 Lbs.
* Frequency: R
:: A metalloid-foam-enhanced bioglass/polycarbonate battlesuit capable of 10 weeks of sealed operation (submarine or vacuum) without maintenance or re-supply thanks to several mycelial and lichen cultures operating throughout the structure of the armour. These cultures not only process wastes (gaseous, liquid, and solid) but produce food and breathable air for the occupant, although air quality does begin to degrade toward the end of the tenth week, and the derived food leaves much to be desired by most palates' standards. Like the KMerSmou, myomer and mycelial systems produce electrochemical power available for internal systems as well as external gear demands.
:: In addition to the above features, suits of this sort have mounts for mission-specific ancillary systems, such as automated targeting acquisition units, EVA manoeuvring jets, or the far more frequent jumpjet packs. The wearer's functional strength is also increased by 20% (i.e., the wearer's Body score is increased by roughly +2).
:: These battlesuits were the pinnacle of 'hard-tech' personal military gear for over a century, although refinements and variants are found throughout that period, as well as ethnocentric design specifics that easily distinguish one example from another. Specifically, units of this sort found throughout Yaeshan almost invariably evoke mythic warrior and monstrous qualities, while those of polar climatic origin tend toward baroque elegance, incorporating Black Metal-suffused Auric ('Dark Gold') details.
KSvardXudem ('Artifice - Specialist - Armoured Power Frame')
* Type: Armoured Power Frame
* Class: Vehicular/+2/+2 v. Physical AoE CT (+)
* Protection: +4d6x5
* Power: 100/Hour (x5 if stationary)
* Speed: 30-35 MPH (290'/Round)
* Weight: 1500 Lbs.
* Frequency: Z
:: This is a vaguely humanoid vehicle with squat, heavy, near-pyramidal legs which, while articulable, are motivated primarily by knobby treads. Its arms are based upon hydro-pneumatic actuators enhanced with bundles of myomer fibres within laminated metalloid casing. The torso is the control servo and accommodates the operator in a seated position with the limbs operating the arm and leg actuators in real-time. These units are generally 'open-air' with clear polycarbonate screens, as the fumes of both fuels are toxic in high concentrations.
:: Powered by five dual-stage engines (the fifth articulates the torso servo) operating simultaneously off a form of Vetiver-like biodiesel, and vehicle-grade Polymethylhexanol pellets injected by a regulator system tied into the parallel exertion-ramp controllers of the actuators. This system determines whether the biodiesel vapour combustion will provide enough power to the actuators, or if the injection of a PMH pellet is necessary for additional stroke compression. The arm strength (each) is in excess of 1,000 Lbs. making melee strikes roughly x10 damage.
:: When found as an artefact in the field, it will be unpowered (both the biodiesel and PMH will have degenerated into respective sludges). However, restored units may be found in the possession of political entities ranging from metropolitan militias to national armies. Biodiesel will then be the primary fuel, with any intact PMH reserves kept for only the most important unit-operator ranks (generally elite heavy infantry, or mechanised cavalry). The Power value listed may be used to operate other devices/systems, such as search lights, radios, and weapons.
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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Thursday, December 31, 2009
Tuesday, December 29, 2009
[RPG] Armours of the Ancients: 01-
Armour of the Ancients-
'Class': The first value (Light, Medium, Heavy) is to determine proficiency. The second value is the bonus to Defence (for DAC users, simply apply this as a minus from 8 or 10, or whatever your rules set uses as the base, although GMs may wish to multiply the value by 2). The last value is a modifier to Critical Tests (Saving Throws) of an Area of Effect nature, including fireballs, dragons breath, etc.
KMerMoul ('Artifice - Standard Issue - Field Suit')
* Type: Camouflaged, Insulated, Water-proof Jumpsuit and retractable hood
* Class: -/+0/+1 v. Physical AoE CT
* Protection: see
* Power: n/a
* Weight: 1 Lb.
* Frequency: B
:: Just as stated, this is the most ubiquitous piece of military protective gear precisely because it offers so little additional benefit, beyond its insulated water-proof capability.
:: With the hood pulled over the head, the wearer not only receives the +1 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by 1d6 points.
KMerM(A-Y)l ('Artifice - Standard Issue - Environmental Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Light/+1/+3 v. Physical AoE CT
* Protection: 2d6
* Power: n/a
* Weight: 2 Lb.
* Frequency: K
:: This type of protective gear was commonly referred to as 'E-Sheath', and once developed, became the standard under-armour and un-armoured covert operations suit for decades.
:: It is an extension of the previous Moul-type suit, but of a much more sophisticated weave and material which clings to the wearer's skin via an chemo-electrostatic field generated by the occupant. This degree of form-fitting insulation is further augmented by an inner layer of mycelial (fungal) cells that process the wearer's waste products and provide remarkable protection given its light weight.
:: With the hood pulled over the head, the wearer not only receives the +3 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by +1d6 (a total of 3d6) points.
KMerSmou ('Artifice - Standard Issue - Scout Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Medium/+2/+3 v. Physical AoE CT
* Protection: 2d6x2
* Power: 10/Hour
* Weight: 5 Lb.
* Frequency: L
:: Composed of a thin (.67") bioglass-polycarbonate laminate, this chitin-inspired suit type offers significant protection at minimal weight. More impressive, however, is its faculty to convert a fraction of the wearer's movement and store it in a special myomer layer as electro-chemical energy, off of which its internal processes (air and water filtration and circulation [including stored air-supply], temperature regulation [+/- 30*F], integral sensors and Heads Up Display [HUD], camouflage circuitry, and data/gear/weapons port power) operate.
:: Archaeological evidence suggests that this style of suit was used almost exclusively by the Ancients who dwelt upon the Marnharnnan continent, as caches and battlefield finds are most ubiquitous there, with very little in the way of variation over decades if not centuries, although identical suits have been found on virtually all other landmasses in the same configurations, especially in the dense Lhoman jungle expanse (in great numbers, along with specific makes of KMH and KMSV weapons). Similar suit types are apparent in other regions, but none exhibit all of the above listed features, and many were tailored to meet specific environmental applications (cold weather and low pressure atmosphere, amphibian mode, urban, etc.).
:: This suit is worn over the E-Sheath, and is factored in with its protection. Without the E-Sheath, the v. AoE effect is reduced by 2.
'Class': The first value (Light, Medium, Heavy) is to determine proficiency. The second value is the bonus to Defence (for DAC users, simply apply this as a minus from 8 or 10, or whatever your rules set uses as the base, although GMs may wish to multiply the value by 2). The last value is a modifier to Critical Tests (Saving Throws) of an Area of Effect nature, including fireballs, dragons breath, etc.
KMerMoul ('Artifice - Standard Issue - Field Suit')
* Type: Camouflaged, Insulated, Water-proof Jumpsuit and retractable hood
* Class: -/+0/+1 v. Physical AoE CT
* Protection: see
* Power: n/a
* Weight: 1 Lb.
* Frequency: B
:: Just as stated, this is the most ubiquitous piece of military protective gear precisely because it offers so little additional benefit, beyond its insulated water-proof capability.
:: With the hood pulled over the head, the wearer not only receives the +1 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by 1d6 points.
KMerM(A-Y)l ('Artifice - Standard Issue - Environmental Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Light/+1/+3 v. Physical AoE CT
* Protection: 2d6
* Power: n/a
* Weight: 2 Lb.
* Frequency: K
:: This type of protective gear was commonly referred to as 'E-Sheath', and once developed, became the standard under-armour and un-armoured covert operations suit for decades.
:: It is an extension of the previous Moul-type suit, but of a much more sophisticated weave and material which clings to the wearer's skin via an chemo-electrostatic field generated by the occupant. This degree of form-fitting insulation is further augmented by an inner layer of mycelial (fungal) cells that process the wearer's waste products and provide remarkable protection given its light weight.
:: With the hood pulled over the head, the wearer not only receives the +3 on Physical (including Bio/Chem) Area of Effect Critical Tests, but reduces any damage sustained in such an Effect by +1d6 (a total of 3d6) points.
KMerSmou ('Artifice - Standard Issue - Scout Suit')
* Type: Camouflaged, Self-sealing Protective Suit
* Class: Medium/+2/+3 v. Physical AoE CT
* Protection: 2d6x2
* Power: 10/Hour
* Weight: 5 Lb.
* Frequency: L
:: Composed of a thin (.67") bioglass-polycarbonate laminate, this chitin-inspired suit type offers significant protection at minimal weight. More impressive, however, is its faculty to convert a fraction of the wearer's movement and store it in a special myomer layer as electro-chemical energy, off of which its internal processes (air and water filtration and circulation [including stored air-supply], temperature regulation [+/- 30*F], integral sensors and Heads Up Display [HUD], camouflage circuitry, and data/gear/weapons port power) operate.
:: Archaeological evidence suggests that this style of suit was used almost exclusively by the Ancients who dwelt upon the Marnharnnan continent, as caches and battlefield finds are most ubiquitous there, with very little in the way of variation over decades if not centuries, although identical suits have been found on virtually all other landmasses in the same configurations, especially in the dense Lhoman jungle expanse (in great numbers, along with specific makes of KMH and KMSV weapons). Similar suit types are apparent in other regions, but none exhibit all of the above listed features, and many were tailored to meet specific environmental applications (cold weather and low pressure atmosphere, amphibian mode, urban, etc.).
:: This suit is worn over the E-Sheath, and is factored in with its protection. Without the E-Sheath, the v. AoE effect is reduced by 2.
Monday, December 28, 2009
[Milieu][RPG] Rarity of Magic/k Response to SHARK-
SHARK, my reply exceeded the charactr limit of the comments section, so I have posted it here.
Let me begin by thanking you for continuing this dialogue. :)
The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)
Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).
Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.
Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.
If I have not addressed your questions, please let me know, and I will attempt to do so.
Best, :)
Let me begin by thanking you for continuing this dialogue. :)
The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)
Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).
Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.
Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.
If I have not addressed your questions, please let me know, and I will attempt to do so.
Best, :)
Labels:
Ancient Wonders,
Imperium,
Kherst,
Kherstic League,
Mage,
Magic,
magic-user
Sunday, December 27, 2009
Sci-Fi/Fantasy Media I have Watched Recently-
Although I am perhaps unusually sensitive to Freemasonic iconography and thinly veiled plotlines, I am nevertheless a great fan of the Stargate Atlantis series that ran 5 seasons.
--I was fortunate enough to receive Season 5 on DVD for Hanukkah/Christmas, and caught a few epis I had missed watching them on TV.
---Yes, the final epi was, um, not good, I still feel it was an excellently produced series filled with good writing, appealing characters (notably many strong female characters, most of all typified by Torri Higginson's Dr. Elizabeth Weir), and a wonderful ensemble. Many of the epis were real tear-jerkers, esp. 'The Shrine'.
Having caught a few of seasons 1 and 2 of(ST:)Enterprise, I thought little good of it. However, although another thinly-veiled spin (this time on the September 11th, 2001 events), season 3's Xindi / Expanse episodes began to catch my interest. I am working my way through seasons 3 and 4 as we speak.
--I find Archer to be one of the least appealing of all ST captains, but the rest of the cast of characters at least don't make me sigh.
SyFy's condensed version of the first season of The Legend of the Seeker was enough to make me interested in watching the second (ongoing) season.
--Let me be perfectly clear: This is not much more than brain candy for me, and NO, I have not, nor do I intend on reading Goodkind's tortuously-long(winded) book series. The spin in this series is just beyond my ability to rationally discuss without a huge treatise on what is so wrong with media-fed brainwashing regarding religion (in general), but, it does have pretty women and landscapes to look at, and at 10 pm that's about all I care to invest in.
---I'll continue my frankness: I really dig the Mord'Sith, and thought that the episode in which Cara's backsory was revealed (while predictable and sappy) was a higher standard than most TV pabulum.
The new old Star Trek.
--A resounding, No.
James (I generally loathe his message) Cameron's AVATAR.
:: Having suffered through The Dragonsfoot's typically [nothing nice to say here] thread on this film, after having seen it yesterday, I am not certain whether my liking the film in almost every possible way will lose me Subscribers, but, there you have it: I was delighted by the film. I will go further, saying that I think it is the single most beautiful moving media I have ever seen. Period.
--Please keep in mind my work in High Risk Armed Security, and my general loathing of Cameron's worldview: I encourage anyone who likes Sword and Planet fiction even a smidgen to set aside their Left/Right, Panentheist/Monotheist/Atheist (etc.) biases and go see this film.
---Is the plot small, yes. Is it predictable: 90%. Is it revisionist wish-fulfilment: yes. Is it the most gorgeously executed CGI work yet: yes. Do I love freakin' large cat-like critters: Roger that big time.
So, judge me harshly if you will, that's my take on the stuff I have been watching recently.
--I was fortunate enough to receive Season 5 on DVD for Hanukkah/Christmas, and caught a few epis I had missed watching them on TV.
---Yes, the final epi was, um, not good, I still feel it was an excellently produced series filled with good writing, appealing characters (notably many strong female characters, most of all typified by Torri Higginson's Dr. Elizabeth Weir), and a wonderful ensemble. Many of the epis were real tear-jerkers, esp. 'The Shrine'.
Having caught a few of seasons 1 and 2 of(ST:)Enterprise, I thought little good of it. However, although another thinly-veiled spin (this time on the September 11th, 2001 events), season 3's Xindi / Expanse episodes began to catch my interest. I am working my way through seasons 3 and 4 as we speak.
--I find Archer to be one of the least appealing of all ST captains, but the rest of the cast of characters at least don't make me sigh.
SyFy's condensed version of the first season of The Legend of the Seeker was enough to make me interested in watching the second (ongoing) season.
--Let me be perfectly clear: This is not much more than brain candy for me, and NO, I have not, nor do I intend on reading Goodkind's tortuously-long(winded) book series. The spin in this series is just beyond my ability to rationally discuss without a huge treatise on what is so wrong with media-fed brainwashing regarding religion (in general), but, it does have pretty women and landscapes to look at, and at 10 pm that's about all I care to invest in.
---I'll continue my frankness: I really dig the Mord'Sith, and thought that the episode in which Cara's backsory was revealed (while predictable and sappy) was a higher standard than most TV pabulum.
The new old Star Trek.
--A resounding, No.
James (I generally loathe his message) Cameron's AVATAR.
:: Having suffered through The Dragonsfoot's typically [nothing nice to say here] thread on this film, after having seen it yesterday, I am not certain whether my liking the film in almost every possible way will lose me Subscribers, but, there you have it: I was delighted by the film. I will go further, saying that I think it is the single most beautiful moving media I have ever seen. Period.
--Please keep in mind my work in High Risk Armed Security, and my general loathing of Cameron's worldview: I encourage anyone who likes Sword and Planet fiction even a smidgen to set aside their Left/Right, Panentheist/Monotheist/Atheist (etc.) biases and go see this film.
---Is the plot small, yes. Is it predictable: 90%. Is it revisionist wish-fulfilment: yes. Is it the most gorgeously executed CGI work yet: yes. Do I love freakin' large cat-like critters: Roger that big time.
So, judge me harshly if you will, that's my take on the stuff I have been watching recently.
[Milieu][RPG] Brief: Rarity of Magic/k in the Urutsk Setting-
SHARK has posted this on his SHARK EMPIRE blog.
My solution was to make magic available to anyone, but make developing its use so costly (XP-wise) so as to dramatically narrow the potential number of dedicated practitioners, as well as retard their rate of matriculation through the 'spell-levels'.
--Urutsk has always had magickers of some sort, due to campaign event specifics, but even in the Latter Autumn era in which vectored thrust air transports, LASERS, and ELF-communications exist, those who could use anything more than the occasional elemental bolt or Mirror Image --both of which are outstripped by technological equivalents-- were a rare breed which kept their knowledge hidden.
As Humanity took to outer space and colonies were founded, many such worlds were used as remote demesnes, and the Art enjoyed a local resurgence, especially when space-age technology failed and the populations became cut off from pre-Imperial society.
It wasn't until Mid-Winter, when the Sphere of Stars/Suns was founded, that Magick was brought to the fore, although that golden 'age' only lasted 111 years. Yet, enigmatically, it is this very period that created what is known as 'magic' in the setting, throughout its full cycle...
My solution was to make magic available to anyone, but make developing its use so costly (XP-wise) so as to dramatically narrow the potential number of dedicated practitioners, as well as retard their rate of matriculation through the 'spell-levels'.
--Urutsk has always had magickers of some sort, due to campaign event specifics, but even in the Latter Autumn era in which vectored thrust air transports, LASERS, and ELF-communications exist, those who could use anything more than the occasional elemental bolt or Mirror Image --both of which are outstripped by technological equivalents-- were a rare breed which kept their knowledge hidden.
As Humanity took to outer space and colonies were founded, many such worlds were used as remote demesnes, and the Art enjoyed a local resurgence, especially when space-age technology failed and the populations became cut off from pre-Imperial society.
It wasn't until Mid-Winter, when the Sphere of Stars/Suns was founded, that Magick was brought to the fore, although that golden 'age' only lasted 111 years. Yet, enigmatically, it is this very period that created what is known as 'magic' in the setting, throughout its full cycle...
Labels:
Imperium,
Mage,
Magic,
magic-user,
The Sphere of Suns
Friday, December 25, 2009
Jeff Berry's Gift to me-
Hi,
These are photo links to the 'twins' Jeff Berry painted.
--I was presented with the lighter complected of the two, and she stands proudly over my monitor.
LINK 1
LINK 2
LINK 3
These are photo links to the 'twins' Jeff Berry painted.
--I was presented with the lighter complected of the two, and she stands proudly over my monitor.
LINK 1
LINK 2
LINK 3
Thanks-
I want to thank and welcome all of the public subscribers who have recently (and relatively-recently) joined the blog, and thank again those of you who have stuck with TGT these past 10 or so months.
--I do, very much, appreciate your interest and support. :D
--I do, very much, appreciate your interest and support. :D
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