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Wednesday, November 17, 2010

Mutants of Marnharnna: Pt. 14: Swimming with the sharks-

The paddlewheeler pressed on and came upon an a schooner under attack by catamaran pirates: Two small craft (06 crew, each), and three large craft (11 crew, crew each). The small craft were harriers and used only small-arms fire to draw out their enemies so that the large craft could launch flak shells at the craft as anti-personnel weapons while the small craft sailed away (hopefully in time). The large craft each had an Aldis-lamp with which they could communicate with the tower that lay in the background, beyond yet another mangrove isle.

Shenanigans ensued, with the paddlewheeler gang hopping aboard the schooner, realising that it was listing and sinking, with several small medical emergencies from a prior flak-attack.

Zalder flew over to the big cats and firebombed a couple of them, scoring solid hits, and causing one flak cannon to burn through its decking, effectively anchoring that craft. The third of the big cats was using some sort of bubbler to agitate the water so as to allow the lumbering craft to more easily pivot as it sought to return to its nearby base. Zalder, Cloaked, absconded with the larger-than-a-manhole-cover-sized Air crystal that powered the bubbler, riding off on it like a bodyboard back to the ailing schooner.

A small catamaran was re-owned by Kitsune and Nyqolas (the High Imperial) and a few of the security personnel, and maritime fun was had by all, including shooting pirates pretending to be drowned. :D
--Zalder was busy helping effect repairs by forcing the water out of the ship, allowing the engineers to patch the keel gash.

Nyqolas was contacted by a projection of a rather fetching sorceress, and based upon that brief interaction, he was tele-relocated to her tower (the one nearby). Her overconfidence was her undoing, for although she reflected the Radiance Blood's Psychic Blindness upon Nyqolas, he snapped her neck and leapt overboard to 'land on her' when they hit the water some 30+' below. Here's where the sharks come in. This is where the body of the sorceress became chum. Nyqolas swam to a nearby quay and ran blindly into the swamp for cover, only to be retrieved by Zalder aboard the Air crystal sled.

Other craft were being launched from the pirate cove beyond the tower, and with repairs effected, the two craft frothed away with three new large catamarans in pursuit.

Monday, November 15, 2010

Generic Offering: Dice + Points Ability Score Generation

This is fairly generic and could be used with any six Ability Score, 3d6-based RPG:

Alternate Point-Buy Ability Score Method-

1). The player has 45 points to distribute amongst the six Abilities, with no less than 03 points placed into each, and no more than 11 points into any one Ability.

2). Roll 6d6. Each Ability Score can only receive one whole die, as rolled.

3). Choose the character's Elemental Blood and apply the listed modifiers.

4). Choose Ethnicity and write down listed special features (Vrun, for example, receive +03 to all Ability Scores), and determine the character's appearance based upon the guidelines described.

4 [the second]). Roll 5d6. Choose three (3) of the rolled 5d6 to be totalled and multiplied by the sum of the remaining 2d6 (6-216 with the average being 111). This is the character's Starting Funds in generic 'Count'. All starting gear, armour and arms must come from this total (or pooled with others in the party).

5). Name your character and then inform the Referee that you are ready.

Thursday, November 11, 2010

Mutants of Marnharnna: Pt. 13 ('you took it too seriously...')-

Raylyss, potential Lizard King and Sire of a resurgent Reptilmalian Empire, after finding wonderful magic items, decided to once again torment a drinks girl on the paddlewheel craft, and was spotted by at least two of the crew, one of whom was able to hit Raylyss (with a poisoned blade). Raylyss dove overboard and resurfaced to the rear of the craft, whereupon I rolled to see if security were on the ball, and rolled my 2d12+1d4 for the nearest guard, and scored a double-12 (essentially a critical success) +2 on the d4. This beat Raylyss' (Cloak + Covert) roll, and he was caught by surprise. As in, no action, but I'll let you say something --surprise. Instead, the player indicated Raylyss was moving, and he was fired upon at Point-Blank Range with a pump-action slug-gun. The shot struck Raylyss' abdomen for 45 points, taking him to -20+ instantly. Raylyss' last words (previously spoken as he got away from the mob) were, 'You took it too seriously.'
--Raylyss saw his probability lines toward becoming the messianic sire collapse into silt, while the two spires of his 'children' achieving some lasting importance toward that (or his son achieving it in full with the aid of his sisters) increase. As he expired, Lord Worm, his Elemental Patron, reach out his hand and Raylyss accepted and found himself in the muddy grave of the Silt Court, filled with half-rotted zombies and writhing worm-monsters.
--- The group took his stuff and carted his body to their room, where the the eldest of the girls heard the bad news and sought revenge. She later informed the party that Raylyss' things were their inheritance, and she looked very serious about defending that claim.

The area the party was now travelling through is a series of mangrove stands and islets, cut with channels and coves (much like the area they had just departed), and the soundings were too shallow to proceed after dark, and they anchored as a storm rolled in. In the morning, Kitsune spotted the shredded sails of another craft draped across the mangrove canopy some ways off, and the ship frothed on through the shallows. This wrecked ship was apparently attacked in the early part of the storm by Humanoid sea-raiders (including serpent people), and their floating bodies clogged the way for ship. Gaff-hooking the corpses aboard for scientific study by the Sleeper Scientists resulted in the discovery of strange alchemical gear (explosive-filled distraction weapons like shuriken) and wrist dispensers of an alchemical fuze. Eventually the survivors of the shipwreck (astronomers, botanists, chemists, etc.) were glad to board the pleasure ship and immediately began to drink up and game.

It was upon this ship that the new character was unveiled. He is a heavy spacer-framed Imperial Manifestation with Radiant blood, and lots of it. He was shipwrecked after fleeing the Vrun Continent as a wanted criminal, accused of gross negligence resulting in the loss of 35 lives. He advances as an Aberrant, but is exceptionally robust in his capabilities, and should be a lot of fun in the game.

The next encounter was that of a large boat/small-ship-sized cephalomalian in his river-bisected lagoon, and the living, human contents of three or four lifeboats entwined in his primary tentacles. "Pay tribute or they die." His bellowing, bubbling voice erupted from the frothing water. Everyone was ready to attack it, but the captain, for the sake of those in the boats, capitulated, sending over (as the new character suggested) 300+ pounds of salt-water taffy (most of it conjured fabrications) to the Monstrous Being (along with champagne and other goods) on the backs of rays sent to receive the tribute.
--Devouring the rays and the tribute, the Being was well pleased and released the boats and the humans unharmed. It was later realised that ink from the creature seemed to act as the water-life control agent, as schools of different fish moved in stunning and colourful displays as the ship reversed engines and headed out for deeper waters in the bid to still make it the tidal lake by high tide, full moon in two days.

I believe that we held it there.

Sunday, November 7, 2010

Sketch: The Lancer-



Digi-tablet handwriting

Tuesday, November 2, 2010

The Shapes of Things to Come: ADnD and UWoM -- Random Notes about the Process-

Random Notes about the Process-

* Like the assassin acting as a 'Thief of two Levels lower', the abbreviated notation of ('Ranger -03') allows for less repetition in the write-ups, but requires more book keeping on the Player's part. As the 1e AD&D classes are the yardstick by which the Referee measures a new PC or an NPC class for inclusion in their campaign, and it is for that reason that I have settled upon this option so far, but may yet decide to write them up as discrete Classes. Your suggestions would be welcome.

* Alternate avenues of advancement, such as opting-out of the 9th Circle Initiates waiting for an opportunity to battle their way into the named levels and hierarchy, and instead travelling into the deepest forests and glens in the hopes of attracting the appreciative eye of the eldest and most powerful of the fey, and leaving the Mundane Realm entirely.

* I am assuming that Unearthed Arcana will be available, but not making it necessary to utilise it in creating a character or what have you. Bullwhip wielders and Khopesh Swordsmen rejoice! ;D
This also means that the Hierophant of the Kabbalah (Sephirot) is doing all of that Elementalness, and thus, there is a good reason for continuing on as a Druid, rather than as something else...

* Classifying Troop-types by DAC (descending AC), with diesel-assisted mech-armour ringing in at AC0, Skirmish/Mounted at AC5, and a Common Human at AC10. This should make larger fights a smidge simpler, especially with a Quick-Kill system attached.

* Long Bows are assumed to do d8 damage unless the arrow indicates otherwise. Firearms, as demonstrated in my posts here, are not something one wants to receive fire from, but are scaled to the AD&D progressive HP model, rather than the Gamma World ('Con number of d6s') method. Explosives will often make a 3d6 Fireball look tame, but it truly is, in comparison. Poisons will be more effect-based rather than simply being Class and Damage affairs.

* Other stuff as it comes to me, such as re-purposing the Turn Undead table, and Spell Points as an optional alternate spell casting method for those willing to try non-Vancian means.

Monday, November 1, 2010

Mutants of Marnharnna: Pt. 12 ('If 8 Were 3')-

Osyl and Raylyss each received a summons by their Elemental Patron, to investigate the house along the shore by which the steam-paddle was passing. An infiltration of the ship by two never before seen Reptilmalians (and the genetic-memory of Osyl's Shuttlecraft Pilot ancestor being played over the Aetherphonic which sucked her into the past with such clarity that she briefly traded consciousness with him) convinced the group as a whole (after reptilmalian bull territorial behaviour was resolved) to explore the ruin haloed in a watery yellow light visible even in the morning sun.

Initial investigation showed a model home with nothing but advertising materials for a failed commercially-developed community. Out back was a shed and a sump. Raylyss, under cloak, popped the lock and the group (including a Cook, an Engineer, and a Security Officer from the ship) entered.

Raylyss skipped levels one and two and began exploring solo while the party was plodding along being careful (as they ought). Eventually Raylyss, after finding a nice new set of electronics of the Ancients, rejoined the group as they descended to level four of what they determined was a marine warfare research facility, and one that had housed an alien and engineered lifeform most similar to a squid or cuttlefish, suspended in vast tank that led to a ship launch channel and out to sea.

Along the way, a zombie or two were popped, and more evidence as to what had happened to the base personnel in light of the Shorrannin invasion/system-war recorded as happening in the year 1137 (campaign date is 691). An ancient terrarium, partially fed off of the sucided remains of an Ancient gardener, was also found, and the Survival Instructor-Caste Ship's Security officer was so moved by that that he and the cook took seed packets and fertiliser to continue the work on the surface.

Level five appeared to be suspended directly over the gargantuan tank, and it was learned that the creature had been aware of them the entire time and had also masked its mind signature, preventing Zalder from reading it on his Mind Field. Tentacles shot up out of the blind shark-filled waters, and grabbed at anyone they could. Level four, the same, and Osyl of Frost was ensnared, squeezing off the leg above the knee (more than half her DP total in one attack), but her wound frosted over, preventing her bleeding to death.

Hoisted out of harm's way, Osyl and the party pressed on, but counted the older cook and engineer as losses to the Monstrous Being, before hearing the lower levels pulled down into the tank. This included the terrarium, which angered the Survivalist immensely. The surface was reached, the party better off for loot, and finding that the ship's crew were about to give up on them, but helped them back on board as the thing roared and shook the foundations of the Aurora Bend facility.

Both Osyl and Raylyss learnt that their Patron had not contacted them, and that meant that the squid had mentally manipulated them successfully enough that they had never questioned the strange orders in the peculiar communication (which had included a complex illusion in Raylyss' case). Osyl swore an oath of vengeance against the thing for claiming her leg, while Raylyss was left to ponder the significance of his son being the possible Sire (rather than Raylyss) as had been suggested by three different reptilmalian groups.

Raylyss has now outed himself to the Security Officer, but his son and the younger girls have yet to make their début to the private-hire gambling ship.

Thursday, October 28, 2010

The Shapes of Things to Come: ADnD and UWoM Preview 0-

I've been looking at AD&D (1E MM, 1E PHB, 1E DMG, and 2E DMG) recently for my half of a collaboration with Rob Kuntz, and out of this cross-conversion work, I've begun to look at Urutskan Character Classes, AD&D-style.*
* = with a bit of my own style thrown in for good measure.

To wit: Marnharnnan Rangers: at the crossroads of the Druid-Ranger dichotomy, The Behekht NoShount are the 'select elite special forces, standing water infiltration long-striders.' They arose from the first Western Isles and Continental Vrun who arrived in their colonial arks and swept inward in wide ranks, shooting anything or anyone who did not abide their presence, or those beasts obviously malign and enemies of Humanity in their very nature.

Mechanically, they are meticulously assembled from kosher AD&D Character Classes, and come in above Druids / Rangers in the XP department, more than justifying the unique build's re-imagining of the class and its mission.
--In the process of writing this class, another was hatched in a Skype conversation with Rob, though I dare not reveal it save to tease you with its righteous coolness and historicity in canonical 'N' fiction.

So, the next time an Abbekqorru doesn't look like he wants to kill you right off, consider what secrets could be learnt by participating in one of their shamanic rituals.

For lo, Things stir in the depths of space...