(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,
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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Saturday, May 16, 2009
Look Inside-
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
Wednesday, May 13, 2009
More Public Thinking Aloud-
* I am working on the last three of the sixteen sample 'classes', including the 'Core Four' D&Ders know so well. My current thought is to use four of the non-cores to use as Example Characters in the text, as well as providing their write-ups for player use in quick-play.
* The slightest prickles of ... concern regarding all I have yet to do: Creatures, Spells, ...whew...
* Mythmere is keeping Peter Mullen busy, but hopefully I will have something coverish to show you folks soonish.
* Has anyone received their printed copy of People of the Pit, yet?
* The slightest prickles of ... concern regarding all I have yet to do: Creatures, Spells, ...whew...
* Mythmere is keeping Peter Mullen busy, but hopefully I will have something coverish to show you folks soonish.
* Has anyone received their printed copy of People of the Pit, yet?
Monday, May 11, 2009
Update and Future Products-
* Expanding my short-hand notation for four additional 'Type-Kits' created in the Point Design system, ready for play except for Ability Scores, Arms/Armour Proficiencies, and Gear. To further expedite play, I will likely create Ready Rucks with gear keyed to each 'class' and a few general purpose ones. I've always very much appreciated T&T 5'th edition's Delver's Pack for including matches and smokes, twine, wax, chalk, etc.
* Streamlined the presentation of the Critical Tests (order in which they appear), and since you lurking bunch didn't offer anything better, I have replaced the misbehavin' Paralysis-replacement with Nerves. It is still based on Str, and the classic Fighter still retains the penalty, but now it both balances with increased likelihood that a Fighter will have a Str mod. to negate the penalty (which I reiterate is present in the source material of D&D), and I have a name for it that makes sense for the Mage and Thief who receive better score in it. I know, big whoop...
* I will likely not include the Khark in Vol. I, but will keep the Khem, as they are so integrally tied with Yirinn culture, and the work is primarily concerned with the Western Hemisphere.
* Still must decide which Aberrations/Mutations make the cut and swiftly type them up. My Aberrations & Dark Fealty book should be close to the second major release.
* Have to start plugging numbers into the LuLu cost calculator, and based on Mythmere's experience, I think I will investigate an A4 size for the print copies (should that time come).
* Streamlined the presentation of the Critical Tests (order in which they appear), and since you lurking bunch didn't offer anything better, I have replaced the misbehavin' Paralysis-replacement with Nerves. It is still based on Str, and the classic Fighter still retains the penalty, but now it both balances with increased likelihood that a Fighter will have a Str mod. to negate the penalty (which I reiterate is present in the source material of D&D), and I have a name for it that makes sense for the Mage and Thief who receive better score in it. I know, big whoop...
* I will likely not include the Khark in Vol. I, but will keep the Khem, as they are so integrally tied with Yirinn culture, and the work is primarily concerned with the Western Hemisphere.
* Still must decide which Aberrations/Mutations make the cut and swiftly type them up. My Aberrations & Dark Fealty book should be close to the second major release.
* Have to start plugging numbers into the LuLu cost calculator, and based on Mythmere's experience, I think I will investigate an A4 size for the print copies (should that time come).
Sunday, May 10, 2009
Influential Movies-
Many of my top 10 are in this list:
* Elizabeth
* Earth Versus the Flying Saucers
* Peter Cushing/Christopher Lee Hammer Dracula movies
* Mad Max
* The Road Warrior
* The Matrix
* Fight Club
* Dark City (Rufus' version)
* Das Boot
* Kiss Me Deadly
* Hellraiser
* Solaris (Soviet)
* 2001 ASO
* Apocalypse Now
* African Queen
* Telefon
* White Line Fever
* The Duel
* Barry Lyndon
* Excalibur
* ZARDOZ
* The Deliverence
* Miller's Crossing
* Barton Fink
* Oh Brother Where Art Thou?
* Blood Simple
* Big Trouble In Little China
* Escape From New York
* The Thing
* The Exorcist
* Slacker
* They Live
* Prince of Darkness
* Phantasm/Phantasm II
* An American Werewolf in London (Landis)
* The Wolfen
* The Hunger
* Piranha!
* The Hunger
* The Hitcher (Hauer)
* Ravenous
* Pulp Fiction
* Butch Cassidy and the Sundance Kid
* The Good, The Bad & The Ugly
* Captain Alatriste
* The Final Programme
okay, that's enough for now.
What are some of yours?
* Elizabeth
* Earth Versus the Flying Saucers
* Peter Cushing/Christopher Lee Hammer Dracula movies
* Mad Max
* The Road Warrior
* The Matrix
* Fight Club
* Dark City (Rufus' version)
* Das Boot
* Kiss Me Deadly
* Hellraiser
* Solaris (Soviet)
* 2001 ASO
* Apocalypse Now
* African Queen
* Telefon
* White Line Fever
* The Duel
* Barry Lyndon
* Excalibur
* ZARDOZ
* The Deliverence
* Miller's Crossing
* Barton Fink
* Oh Brother Where Art Thou?
* Blood Simple
* Big Trouble In Little China
* Escape From New York
* The Thing
* The Exorcist
* Slacker
* They Live
* Prince of Darkness
* Phantasm/Phantasm II
* An American Werewolf in London (Landis)
* The Wolfen
* The Hunger
* Piranha!
* The Hunger
* The Hitcher (Hauer)
* Ravenous
* Pulp Fiction
* Butch Cassidy and the Sundance Kid
* The Good, The Bad & The Ugly
* Captain Alatriste
* The Final Programme
okay, that's enough for now.
What are some of yours?
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