When I first began this project as a BFRPG product, I had envisaged a substitution of the established Thieves' Skills with something like the following:
Alpha-Tech : Traps : The most delicate of powered technology and micro-precision tools necessary to perform these sorts of tasks. This includes fine surgery, such as brain or heart operations. It is consulted at x2 listed % for knowledge or calculations of this magnitude (Hyperspace Geometry, the properties of Aluvrynial ore, etc.). Hypothetical and currently impossible feats of physics and chemistry are the subjects of Alpha-Tech.
Beta-Tech : Open Locks : Less demanding and more forgiving than Alpha-Tech issues and procedures, Beta-Tech is still a force to be reckoned with, as it represents the best of what is currently possible, even the news of the latest developments as it arrives by post or telegram. Beta-Tech is currently capable of telegraphy and wireless transmission of signals and raw energy via wind and chemical derived electrical current; of seeing in the dark; anaesthesia, and of forging strong metalloids for use in deadly weapons, self-powered armoured vehicles, surgical instruments, and towering architecture on a grand scale. 3x % for consultation or conjecture of known parameters.
Delta-Tech : Pick Pockets : Delta-Tech represents all technology on the order of magnitude from telegraphy and the afore mentioned devices, down to the rudiments of basic tools (wedge, lever, etc.). Technical tasks ranging from picking a pad-lock to pulling a tooth to setting a compound fracture and suturing the wound in as sterile a fashion as possible under the circumstances. 4x % for knowledge checks.
I then went on to list other skills, such as Tracking, etc., each of which had a per %-point cost, allowing for complete customisation, paid for in earned XP. There was even the ever popular, Psychic Tracking. O.o
I abandoned that after I found that players became...obsessed... with gaining percentages in every skill they could lay their hands on. It reminded me of WoW, and I quashed that after about a year of use on several characters.
My current take is confined to ten Spheres, each of which has potential Concentrations (Rank +1), and Specialisations (R+2). Some, such as the tinkering skill sphere, determine one's bare employment income if a job were taken. Others impart small combat bonuses. Not having any skills is no more detrimental than not having high scores in Classic-play games, and none are required to fiddle with or attempt any action -- although brain surgery is best left to the trained Professional.
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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Monday, April 25, 2011
Friday, April 22, 2011
Adventure Locale Series: 1
LABOSEH KALARN-
"First Coast Weather Control Division, Barracks of the"
THIS locale is intended to familiarise players of other RPGs with the workings of the URUTSK: World of Mystery setting. Classic-play Game Masters are well versed in the need and desire to customise any gaming resource to their own particular tastes and game play, so I will dispense with a lengthy admonition/disclaimer.
MAGIC as it appears in the Classic-play games D&D and T&T are not a great match with the setting, but if the PCs from your game are visiting, I think their weirdly limited though highly powerful (top-end) spells will work well enough. Native M-Us and Clerics and their 'sub-types' should instead follow this procedure:
MU/Clr Adventuring
Level: Thaumaturgist
16th |
15th |
14th |
13th |
12th |
11th |
10th |
09th | +2 HP + Fighter Con bonus thereafter
08th | 8d6
07th | 7d6
06th | 6d6
05th | 5d6 -- Spell Use gained
04th | 4d6
03th | 3d6
02th | 2d6
01th | 2d4* + Fighter Con bonus thereafter
Starting Funds: 5d4x10 gp
Advances As: Assassin
They fight as Clerics; with a single beginning weapon proficiency in one melee weapon-type (axes, blades, staves, etc.), crossbows and all other mechanical or technomantic weapons, however advanced. They are not permitted shields, and may only wear Studded Leather* or lighter armour, but may cast spells if they doff their gauntlets. The Studded Leather must be made with uncommon stones, crystals, and rare earths substituting the standard studding, tripling the suit's cost. Armoured Coats may be worn over their armour, provide an AC bonus of 1, stop 1 HP of damage per attack, and cost on average 175 gp. Thieving percentages as per Assassin of the same level, but the Adventuring Thaumaturgist receives (Dex M. + Int M. + Wis M. + Level) Automatic Successes at these Skills per Day.
Magic is at four levels lower, but uses the Cleric, Druid, Illusionist, and M-U spell lists, however, no bonus spells are gained in any case. If the spell is clerical/druidic in nature then those guidelines for Gaining Spells are required. Magic User and Illusionist spells are kept in a spell book that combines the costs of both the MU and Illusionist spellbooks. Scrolls that contain both MU and Illusionist-only spells also combine the costs to represent the special process necessary for their proper uptake in the caster's mind that day. Where one list makes a spell available earlier than the other, the AT must wait until reaching the higher level to gain/use the spell. The Adventuring Thaumaturgist is part tinker-inventor, part rake, and part spell caster, much in the way that a ranger is part fighter, part 'thief', and part spell caster. They may cast unlimited Cantrips so long as they possess Material Components.
The Material Components of spells are parts and meta-parts of their gear and gadgetry, and elemental compounds of increasing rarity and power. ATs can enchant their firearms and high-teq weaponry exactly as per the rules for magic item creation and/or spell research, with magical properties imbued to ammunition as per scribing scrolls. Enchanted ammunition's bonus To Hit figures over and above the weapon launching it, making +1 To Hit ammo fired from a +2 pistol still only worth a +1, although the ammunition's effect(s) still operate normally, in addition to any effects the weapon imparts (Rifle of Minute Accuracy +2 firing +1/+3 v. Lizardmen is +1 To Hit, but +3 if striking Lizardkin as a Called Shot). Touch spells may be cast directly upon a single piece of ammunition, and should the attack succeed, affects the target as per the spell in addition to any resultant damage.
Magic Items permitted: Any/All by Alignment
===
I'll be posting more as time permits
"First Coast Weather Control Division, Barracks of the"
THIS locale is intended to familiarise players of other RPGs with the workings of the URUTSK: World of Mystery setting. Classic-play Game Masters are well versed in the need and desire to customise any gaming resource to their own particular tastes and game play, so I will dispense with a lengthy admonition/disclaimer.
MAGIC as it appears in the Classic-play games D&D and T&T are not a great match with the setting, but if the PCs from your game are visiting, I think their weirdly limited though highly powerful (top-end) spells will work well enough. Native M-Us and Clerics and their 'sub-types' should instead follow this procedure:
MU/Clr Adventuring
Level: Thaumaturgist
16th |
15th |
14th |
13th |
12th |
11th |
10th |
09th | +2 HP + Fighter Con bonus thereafter
08th | 8d6
07th | 7d6
06th | 6d6
05th | 5d6 -- Spell Use gained
04th | 4d6
03th | 3d6
02th | 2d6
01th | 2d4* + Fighter Con bonus thereafter
Starting Funds: 5d4x10 gp
Advances As: Assassin
They fight as Clerics; with a single beginning weapon proficiency in one melee weapon-type (axes, blades, staves, etc.), crossbows and all other mechanical or technomantic weapons, however advanced. They are not permitted shields, and may only wear Studded Leather* or lighter armour, but may cast spells if they doff their gauntlets. The Studded Leather must be made with uncommon stones, crystals, and rare earths substituting the standard studding, tripling the suit's cost. Armoured Coats may be worn over their armour, provide an AC bonus of 1, stop 1 HP of damage per attack, and cost on average 175 gp. Thieving percentages as per Assassin of the same level, but the Adventuring Thaumaturgist receives (Dex M. + Int M. + Wis M. + Level) Automatic Successes at these Skills per Day.
Magic is at four levels lower, but uses the Cleric, Druid, Illusionist, and M-U spell lists, however, no bonus spells are gained in any case. If the spell is clerical/druidic in nature then those guidelines for Gaining Spells are required. Magic User and Illusionist spells are kept in a spell book that combines the costs of both the MU and Illusionist spellbooks. Scrolls that contain both MU and Illusionist-only spells also combine the costs to represent the special process necessary for their proper uptake in the caster's mind that day. Where one list makes a spell available earlier than the other, the AT must wait until reaching the higher level to gain/use the spell. The Adventuring Thaumaturgist is part tinker-inventor, part rake, and part spell caster, much in the way that a ranger is part fighter, part 'thief', and part spell caster. They may cast unlimited Cantrips so long as they possess Material Components.
The Material Components of spells are parts and meta-parts of their gear and gadgetry, and elemental compounds of increasing rarity and power. ATs can enchant their firearms and high-teq weaponry exactly as per the rules for magic item creation and/or spell research, with magical properties imbued to ammunition as per scribing scrolls. Enchanted ammunition's bonus To Hit figures over and above the weapon launching it, making +1 To Hit ammo fired from a +2 pistol still only worth a +1, although the ammunition's effect(s) still operate normally, in addition to any effects the weapon imparts (Rifle of Minute Accuracy +2 firing +1/+3 v. Lizardmen is +1 To Hit, but +3 if striking Lizardkin as a Called Shot). Touch spells may be cast directly upon a single piece of ammunition, and should the attack succeed, affects the target as per the spell in addition to any resultant damage.
Magic Items permitted: Any/All by Alignment
===
I'll be posting more as time permits
Tuesday, April 19, 2011
Abbekqorru and their Bows-
The Abbekqorru are a group of species of Bear-Wolf-like starfaring creatures renown for their tenacity, ferocity, and honour. Those that were stranded upon Urutsk during the Latter Summer Era (after having been hired by the Aelbaan to act as peacekeepers) took to the wilds as their military training well taught them. As powered items failed, it became necessary for them to 'go native' with weapons constructed out of re-purposed tech items as well as Urutskan materials. These bows are a cross-section of the sorts employed:
Self Bow: 13 Str/BDY
Damage: 1d6+1d4P
Range: 300' (240' Earth)
Tech Bow: 14 Str/BDY
Damage: 1d8+1d6P
Range: 355' (266' Earth)
Long Bow: 15 Str/BDY
Damage: 2d6+2P
Range: 450' (360' Earth)
Recurved: 18 Str/BDY
Damage: 2d8+4P
Range: 536' (402' Earth)
Mechanically speaking, one can approximate an Abbekqorru in AD&D by adding together the stats for a Bugbear and an Orc, and allowing for levels in either Ranger or Thief, depending upon wilderness or technological bent. Each Ranger level counts as an additional HD, but Thief levels only count as 3/4 HD (+3HD for Thief 4). Ranger Magics should be understood as a combination of Wilderness Rapport and Alchemical Artifice. Clerics are rare (1:100), and each level counts as +2 HD for XP calculations, and would worship Humanoid deities.
Unlike either Bugbears or Orcs, Abbekqorru are perfectly rational and honourable creatures, making them more likely to operate in the L+N sphere of the Alignment spectrum. Contracts are vital to interactions with them, and breach of contract is mightily detested, marking the offending party out as lifetime enemies of the given clans/tribes.
Str 2d6+7, Con 2d6+8, Dex 2d6+5, Int 3d6-1, Wis 2d6+6, Cha = Str
Self Bow: 13 Str/BDY
Damage: 1d6+1d4P
Range: 300' (240' Earth)
Tech Bow: 14 Str/BDY
Damage: 1d8+1d6P
Range: 355' (266' Earth)
Long Bow: 15 Str/BDY
Damage: 2d6+2P
Range: 450' (360' Earth)
Recurved: 18 Str/BDY
Damage: 2d8+4P
Range: 536' (402' Earth)
Mechanically speaking, one can approximate an Abbekqorru in AD&D by adding together the stats for a Bugbear and an Orc, and allowing for levels in either Ranger or Thief, depending upon wilderness or technological bent. Each Ranger level counts as an additional HD, but Thief levels only count as 3/4 HD (+3HD for Thief 4). Ranger Magics should be understood as a combination of Wilderness Rapport and Alchemical Artifice. Clerics are rare (1:100), and each level counts as +2 HD for XP calculations, and would worship Humanoid deities.
Unlike either Bugbears or Orcs, Abbekqorru are perfectly rational and honourable creatures, making them more likely to operate in the L+N sphere of the Alignment spectrum. Contracts are vital to interactions with them, and breach of contract is mightily detested, marking the offending party out as lifetime enemies of the given clans/tribes.
Str 2d6+7, Con 2d6+8, Dex 2d6+5, Int 3d6-1, Wis 2d6+6, Cha = Str
Sunday, April 17, 2011
Urutsken Creature (Dual-Stat):
By house-artist Silvia (c) Alternate Reality Games
CEPHALOMALIAN-
:: Seloud 'Subtle Intelligent People of the Waters'
1/2 to 16+HD | (68)HP | 04AC | 1/2HD#d8 Constrict | 80' Land | 480' Swim
Menace Rating: 04 to 144+ (Average listed below)
FD: 8d8 | DP: 64 | DEF: +06 | ARM: 1d8 | DMG: 4d8 Constrict | MOV: 10/60
:: The Seloud ("Seh Lo Ood") are highly intelligent, furred and temperature-regulating, cephalopod-like creatures possessing a seamed cartilaginous brain pod which allows them to squeeze under a gap of (1/4" or 0.67 Snk) per (HD/FD). With any number between five and twelve suckered or 'fingered' highly dexterous arms (1d6+15 Dex/AGL), the Cephalomalian family of creatures are naturally adept at manipulating the most delicate and puzzling of mechanical objects, let alone hunting aquatic prey. While metabolic carnivores, it is well documented that the Seloud ingest aqua-flora, and some types promote the growth of such upon their bodies, both as camouflage, as well as to attract smaller prey to them. The most extraordinary capabilities of the Seloud are their land-crossing and tree-climbing tendency, being able to remain outside of the water for 4 Hours per (HD/FD), although few will ever venture far from whatever water they prefer (pure, brackish, or sea), and their aquatic creature control. This control functions (as per Charm Animal spell at [HD+1] Caster Level) through the flow of chemical-laden ink, and totals no more than (HD/FD) of such creatures (fish, crustaceans, etc.) in a (15' per HD/2 Msnk per FD). In addition, each two (HD/FD) of the creature grants it 1 (HD/FD)-worth of 'pet' that is permanently under its control, like a living tool. The Seloud are clever enough to elude most hunters/fishers and will only show themselves to Human/oids when they estimate they could take them in combat. With such a mindset, Cephalomalians of great size and age will consider business interactions under favourable conditions, but are highly suspicious of others motivations. From 8 (HD/FD) on, the Seloud begin to exhibit Psionic capabilities, and Empathy and Telepathy are common in those creatures. They are fond of alcohol and other Human/oid vices, and are known to 'shake-down' craft transporting such luxury cargo.
Saturday, April 16, 2011
Urutsken Creature (Dual-Stat):
DRAKE-
:: Xadouvh 'Great Dweller Upon the Waters; a Glorious Fighter'
4HD | 32HP | 09AC | 1d4 Peck | 80' Waddle | 160' Swim | 320' Good Flyer
Menace Rating: 36
FD: 4d8 | DP: 32 | DEF: +0 | ARM: 1d4+2 | DMG: 2d6 Peck | MOV: 10/20//40
:: Mammalavian creatures the size of a dinghy with iridescent green feathers of scale-like properties, Drake rule the waterways of the Marnharnnan Sea and its marshland coast. Fearless of anything smaller, Drakes will buffet boats and attempt to land upon them to eat the catch before flying off. Characters caught in the buffet of the large creature's wings are forced to attempt a (PPP Save/T18 Reflexes CT) or fall. Small animals, children, and the elderly are not safe from predation by Drakes and have been known to be swallowed whole. Drake meat commands a great price (100 gp/10 Ct.) per (Lb.).
:: Xadouvh 'Great Dweller Upon the Waters; a Glorious Fighter'
4HD | 32HP | 09AC | 1d4 Peck | 80' Waddle | 160' Swim | 320' Good Flyer
Menace Rating: 36
FD: 4d8 | DP: 32 | DEF: +0 | ARM: 1d4+2 | DMG: 2d6 Peck | MOV: 10/20//40
:: Mammalavian creatures the size of a dinghy with iridescent green feathers of scale-like properties, Drake rule the waterways of the Marnharnnan Sea and its marshland coast. Fearless of anything smaller, Drakes will buffet boats and attempt to land upon them to eat the catch before flying off. Characters caught in the buffet of the large creature's wings are forced to attempt a (PPP Save/T18 Reflexes CT) or fall. Small animals, children, and the elderly are not safe from predation by Drakes and have been known to be swallowed whole. Drake meat commands a great price (100 gp/10 Ct.) per (Lb.).
Friday, April 15, 2011
The work I am doing on the game is progressing well, with a tangible product in a state somewhere between prototype and galley proof. The colour artwork by Eric Bergeron and Russ Nicholson will compliment the portrayal of the four intrepid cover-characters now made iconic by Peter Mullen's original. I really cannot discuss further details.
It seems you folks didn't care for my fantasy world offerings, so I'll run a few more, and if I don't hear a peep, I'll drop that feature. The power is in your hands. :)
For some reason, last week I felt rushed to have the Players finish their new PCs in that session, and as a result, forgot to institute a revised step in CharGen. That'll get resolved this week.
I hope you weekend gamers have loads of fun.
It seems you folks didn't care for my fantasy world offerings, so I'll run a few more, and if I don't hear a peep, I'll drop that feature. The power is in your hands. :)
For some reason, last week I felt rushed to have the Players finish their new PCs in that session, and as a result, forgot to institute a revised step in CharGen. That'll get resolved this week.
I hope you weekend gamers have loads of fun.
Thursday, April 14, 2011
LINKS in a Chain-
Cimmerian Chronicles has some great links up on his blog, not the least of which is dear to my heart. :D
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