For those that remember the era, THIS may be a sort of retro-blast.
Via Sea of Stars
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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Wednesday, July 20, 2011
Monday, July 18, 2011
Friday-
(TL;DR at the end)
The session was minus Brazilian Buddha who was AWOP (...without phone), so C. and I set up on a blasted terrain bed on the gaming table (like a sand table, but with pre-fab square plastic terrain pieces).
We had discussed the scenario in the car: One Side are the defenders, the other Side are trying to take control of the town's well. The attackers have an armed aircar, but are outnumbered by 3 defenders. C. chose to play the attackers, and started off with a strafing run, killing one exposed figure outright, and collapsing two different structures, injuring two and pinning one of three figures. Content with that mayhem, she had the all-female crew dismount from the open aircar and spread out near the well.
My defenders began filing out of their respective holes, and the fighting commenced. My leader was soon to expire, but the battle was fairly evenly divided between dead piles, until my pinned bloke finally got himself free and grenade-blasted the attackers' (current?) leader.
Next time, I think I'll go for the Attacker role, and have BB and C. play the defenders.
TL;DR = Grenades and Rocket Launchers FTW
The session was minus Brazilian Buddha who was AWOP (...without phone), so C. and I set up on a blasted terrain bed on the gaming table (like a sand table, but with pre-fab square plastic terrain pieces).
We had discussed the scenario in the car: One Side are the defenders, the other Side are trying to take control of the town's well. The attackers have an armed aircar, but are outnumbered by 3 defenders. C. chose to play the attackers, and started off with a strafing run, killing one exposed figure outright, and collapsing two different structures, injuring two and pinning one of three figures. Content with that mayhem, she had the all-female crew dismount from the open aircar and spread out near the well.
My defenders began filing out of their respective holes, and the fighting commenced. My leader was soon to expire, but the battle was fairly evenly divided between dead piles, until my pinned bloke finally got himself free and grenade-blasted the attackers' (current?) leader.
Next time, I think I'll go for the Attacker role, and have BB and C. play the defenders.
TL;DR = Grenades and Rocket Launchers FTW
Friday, July 15, 2011
DnD: A /Limited Risk/ Check-Method-
Unlike the Roll Under on Multiple Dice, which test against the fixed score of the Ability in question (not knocking it at all), this method gives a fixed Target Number (and I provide both Roll High and Roll Low versions) based on the number of dice rolled.
Roll|---|Roll
Low |#d6|High
----|---|----
02- |1d6| 05+
----|---|----
04- |2d6| 10+
----|---|----
06- |3d6| 15+
----|---|----
08- |4d6| 20+
----|---|----
10- |5d6| 25+
----|---|----
12- |6d6| 30+
* 3d6 is still the 'Average' Task
* Level and Ability Score and other Mods ('+2 because you're a Ranger', etc.) could be added/subtracted from the roll, as appropriate for the method one were using.
* Contested rolls would still measure the degree by which each contestant succeeded, with less 'swing' the greater number (4d or more) of dice rolled.
Roll|---|Roll
Low |#d6|High
----|---|----
02- |1d6| 05+
----|---|----
04- |2d6| 10+
----|---|----
06- |3d6| 15+
----|---|----
08- |4d6| 20+
----|---|----
10- |5d6| 25+
----|---|----
12- |6d6| 30+
* 3d6 is still the 'Average' Task
* Level and Ability Score and other Mods ('+2 because you're a Ranger', etc.) could be added/subtracted from the roll, as appropriate for the method one were using.
* Contested rolls would still measure the degree by which each contestant succeeded, with less 'swing' the greater number (4d or more) of dice rolled.
Monday, July 11, 2011
DnD Hit Points as Consciousness, Pt. 6: Energy Doubles-

FIELD ADEPT
Level-
08th -- Energy Simulacrum
10th -- Energy Clone
NOTES-
At 8th Level, the Field Adept is able to create an energy duplicate of her/himself, which has 50% of the Adept's HP, and is entirely motivated by the concentration of the Adept. This costs 32 THP.
Using the Energy Simulacrum allows the Adept to travel into dangerous situations and interact, albeit in a limited fashion, with the locale at range, effecting healings remotely, as the source node of a generated field, etc. Once the HP are depleted, whether through hits in combat, damaging effects, or through C-Field manipulations, the Energy Simulacrum winks out of existence. Out of combat, the ES lasts 01 Turn per Class Level.
At 10th Level, the Field Adept is able to create and indefinitely maintain an Energy Clone of her/himself, with 75% of the HP. This costs 40 THP.
The Energy Clone is, in essence, a projection of the Adept in a remote location, while her/his body is at rest elsewhere on the same Plane, and may travel an unlimited distance on the same Plane. As long as the Adept is in good health and safe from harm, their roaming psyche may continue to operate in the Clone. In all other fashions, the Energy Clone is identical to the ES, save those differences listed here.
Both are similar to, but not equivalent to the 7th and 8th level AD&D M-U spells.
Do you folks want to see other classes or what have you?
Wednesday, July 6, 2011
DnD Hit Points as Consciousness, Pt. 5: The Field Adept...-

Field Generation
Level-
04th : Fixed Field Generation
06th : Mobile Field Generation
NOTES-
Field Generation is the focused expenditure of C-Field energies stored in the closest aura of the Adept, and this strain requires full concentration, as per Spell Casters. Disruption of the field can only occur as it is being unfurled, but not after it is deployed. In combat, an Adept can maintain a field until they die from wounds, etc., but the practical limit is 1 Turn per Class Level, plus a number of Rounds equal to the points of ([Int + Wis + Cha] - 36).
The strength of the field is determined by the Adept, but requires a base of 04 THP for a base AC of 09 (treat as Shield Only if appropriate). For each 04 THP beyond this, the AC may be improved (lowered) by 01. The field also reduces damage that penetrates by -1 point per die per 04 Class Levels (-1 at 4th, and -2 at 8th). The field affects all incoming damage equally, but only screens damage effects, such as Fireball or Lightning, or Creeping Doom, but not versus Sleep, Cloudkill, or Finger of Death effects.
C-Fields are proof versus Undead of equal or lesser Hit Dice than the Adept's Class Level
The volume of the field is centred upon the Adept, and is 5' Radius per Class Level (20' at 4th), and 10' high.
Mobile Fields are precisely like fixed fields, except the following:
* 06 THP for base AC 09, and 06 THP per adjustment.
* Maximum distance may be projected is 5' per Class Level (30' at 6th)
* Volume is a Radius of 2.5' per Class Level (18' at 6th), and 10' high.
* Moves with Adept, or, if the Adept remains stationary, at Adept's speed across the ground
* If the Adept is a Flyer or Swimmer, etc., the field can be moved as per the Adept as above
Energy creations: detailed next post.
Monday, July 4, 2011
DnD Hit Points as Consciousness, Pt. 4: The Field Adept, Continued-

Field Adept continued
Level-
02nd -- Cantrip/Orison Charm Creation
NOTES-
Charm Creation: The requisites for the creation of a Charm Item are, firstly, knowledge of the spell with which it is to be imbued. Secondly, 60 gp. of supplies per Effect (Spell) Level. And lastly, the day's complete infusion of the Caster's full HP total as a one-time process.
* This creates an item that draws upon C-Field use from the sentient user, so long as they currently possess at least 0 HP, and are Living as opposed to Undead. Inanimate objects, however clever, cannot tap the full potential of the C-Field, and the Undead are operating upon a different (, usually, Negative,) Energy spectrum. The object requires that a number of Temporary HP be drawn from the user of the charm. If the THP are available, the Charm activates. If the Spell which best describes the Charm's effect requires Caster specifics (volume, height, area, etc.), those are determined by the Charm's user, upto and including the maxima for the Effect Level.
:: Cantrip/Orison Charms cost only 01 THP of the user
Effect
Level
9th : 36 THP
8th : 32
7th : 28
6th : 24
5th : 20
4th : 16
3rd : 12
2nd : 08
1st : 04 THP
More in store...
Sunday, July 3, 2011
VANGUARD: Recent Gameplay-
Arriving later to the southern store later than we had anticipated (the rains helped with Friday rush-hour), the three of us: Brazilian Buddha, C., and I, entered the gaming area beset with Magic: TG players.
We grabbed the sketchy table in the front corner, hammered out the Point-buy Squads [1], and used the McDonald's Cup Holder as a bunker.
The scenario was decidedly simple:
1). Figures start within 6" of the bunker
2). The distance is so short that grenade launchers only need a 14+ on d24 (or 2d12) to be considered a 'driftable' hit -- d12 was then rolled for clock-face orientation of the actual point of impact
3). Entry into the bunker interior required a full Round of inactivity by the figure in question
4). Movement from one 'hold' to one adjacent required moving into the abstracted centre of the structure
5). Diagonal movement through the centre from far 'hold' to 'hold' was not possible
6). The Player with at least one remaining figure within the bunker was the winner
Round 1 was movement.
By Round 2, Buddha had a few figures move to Line of Sight of C.'s figures, and started shooting, just about the same time (Simultaneous Activation) C.'s grenadiers launched a few errant grenades. Figures on C.'s side reached the bunker and the ineffective gren launches were pesky, but her Commander began to enter as Buddha's Operators began to fire at her.
Round 3 turned bloody, and Kills were scored on both sides, although Buddha scored 3:1 Kills on C.'s. However, the troopers were 1 Fight Die (with the Commanders being 2FD), and they wouldn't be eliminated from the fight before taking a second Kill. The Disruption Points C.'s figures were scoring on Buddha's forces were enough to drop his Condition Levels, but his rolls were often better, which evened things out again.
Round 4 moved into the bunker and Close Combat ensued. C. was rolling 5 Colour Dice versus Buddha's 2Cd on a two-on-one fight resulting in a Kill. Even the 4 v. 5 roll went pretty decisively in her favour the first time, but when Buddha's Commander joined the fight, C.'s Commander was taken captive.
We went with a 1 Kill game just to see how quickly it could play through, while still making the figures better trained and equipped than 0FD commoners.
Next week, we plan on using one of the gaming-scapes the store has built onto minis gaming tables. One, in particular, looks like a Quake or Unreal mod, and should prove challenging.
I am particularly happy that the rules are simple enough that virtually no chart lookup is needed in-game, and that I can simply Referee in the observer/arbitrator/clarifier-role, rather than as a Game Master. At least one Round was conducted in my absence while I was indisposed.
We grabbed the sketchy table in the front corner, hammered out the Point-buy Squads [1], and used the McDonald's Cup Holder as a bunker.
The scenario was decidedly simple:
1). Figures start within 6" of the bunker
2). The distance is so short that grenade launchers only need a 14+ on d24 (or 2d12) to be considered a 'driftable' hit -- d12 was then rolled for clock-face orientation of the actual point of impact
3). Entry into the bunker interior required a full Round of inactivity by the figure in question
4). Movement from one 'hold' to one adjacent required moving into the abstracted centre of the structure
5). Diagonal movement through the centre from far 'hold' to 'hold' was not possible
6). The Player with at least one remaining figure within the bunker was the winner
Round 1 was movement.
By Round 2, Buddha had a few figures move to Line of Sight of C.'s figures, and started shooting, just about the same time (Simultaneous Activation) C.'s grenadiers launched a few errant grenades. Figures on C.'s side reached the bunker and the ineffective gren launches were pesky, but her Commander began to enter as Buddha's Operators began to fire at her.
Round 3 turned bloody, and Kills were scored on both sides, although Buddha scored 3:1 Kills on C.'s. However, the troopers were 1 Fight Die (with the Commanders being 2FD), and they wouldn't be eliminated from the fight before taking a second Kill. The Disruption Points C.'s figures were scoring on Buddha's forces were enough to drop his Condition Levels, but his rolls were often better, which evened things out again.
Round 4 moved into the bunker and Close Combat ensued. C. was rolling 5 Colour Dice versus Buddha's 2Cd on a two-on-one fight resulting in a Kill. Even the 4 v. 5 roll went pretty decisively in her favour the first time, but when Buddha's Commander joined the fight, C.'s Commander was taken captive.
We went with a 1 Kill game just to see how quickly it could play through, while still making the figures better trained and equipped than 0FD commoners.
Next week, we plan on using one of the gaming-scapes the store has built onto minis gaming tables. One, in particular, looks like a Quake or Unreal mod, and should prove challenging.
I am particularly happy that the rules are simple enough that virtually no chart lookup is needed in-game, and that I can simply Referee in the observer/arbitrator/clarifier-role, rather than as a Game Master. At least one Round was conducted in my absence while I was indisposed.
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