Something I had forgotten to mention about last session was that the Khem PC had begun to mutate, developing two pair of pronounced canines, [infravisual capacity,] and an unnatural thirst for blood. It is speculated that this transformation was triggered by exposure to the Aelbaan 'mummy dust' present in Delver's Void-craft.
I have been working with artists to bring the Vrun Players' Module to completion, and this has consumed most of February, with less time than I had hoped devoted to writing. I believe that March and April will be even lighter on posts here.
I was able to play in my setting for the first time in years, yesterday, and the game is looking very promising. :)
It looks as though J. will be hosting this weekend, and it would be the first session that M. would play at that venue.
--The recap should be up on or around Monday.
Best to you all,
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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Showing posts with label Khem. Show all posts
Showing posts with label Khem. Show all posts
Thursday, February 24, 2011
Monday, February 21, 2011
Long Re-cap of Friday-
Delver Denab, master of the 'black pearl' Void craft, and J.'s two characters (an Yirinn Command Caste, and a Khem Jack-of-all-Trades) were responsible (previous session) for piercing an alien colony on an airless hunk of rock in this strange planetary system, resulting in the deaths of uncounted creatures when a streamer of particulate Black Metal was sucked into the Void craft's wake on their way to said place. They had barely surveyed one exposed rail-trench when proximity warnings announced a massive and 50% luminal velocity object was rapidly approaching. Once they realised what had happened, Delver left a Void probe behind, and under duress from the Command Caste, sent out another probe to the highly elliptical orbiting world on the outskirts of the jumbled mess of the binary star system. As they returned to Kelune (the very deformed planetoid upon which live the Yirinn/Khem colonist civilisation, and the green mineral life), Delver toyed with his control over the craft and made an important discovery.
By turning the craft inside out, the 'pearl' instead became an observation room in some vast Void complex, and the observable universe became encapsulated within the volume of what used to constitute the craft. Merely by touching a point on the sphere, Delver was able to zoom-in on events transpiring, send probes to, and even fold space to instantly 'appear' at the distant location. One probe was sent intro the heart of the green mineral which comprised the planetoid, and revealed a macro-molecular biological enterprise, like a study of cellular function, in which currant-red, green-veined gelatinous brains sat in their own mitochondrial power generators and directed fabricated proto-cellular materials to form into organelles and the like as it all swam about in something like cytosine. Immediately, J.'s characters began fiddling with plans to destroy the green machine, and had the pearl's computer (now a mix of Ashta's personality and Delver's) perform several different permutation calculations and simulations, including transferring some of the green mineral to a gargantuan clone factory craft or structure they had found the previous session.
Meanwhile, Tyb and Ashta and the secondaries of Players M. and C. (on my sweetie's Birthday-eve) were chasing an Aelbaan around the System Ship fragment that had entered the CVE. The clock tower 'fight' was brief, and after two or three of Ashta's Mind Thrusts, their quarry was captured mostly alive. It was revealed that he was surgically altered to appear more Human, although still rather tall. One of the other occupants of the fragment, a young female, contacted Ashta again and provoked the PCs while she was telerelocating her kinsman to her person. Being a Telerelocator as well, Ashta grabbed ahold of him and prevented his departure while gaining a clear understanding of his intended destination. CiCi had dumped all of her DP into her zen-mace, and pressed down on the scintillating immaterial fellow, and Darius, too, used his magic mace (or is it a hammer?) to remain in contact with the guy before Ashta masterfully allowed the transport to occur and the lot of them were relocated to the seraglio in which the young Aelbaaness luxuriated with her ten handmaidens (chained in groups of five to bracelets she wore).
This next bit gets weird.
Darius and CiCi were both dominated by the powerful psionic and instantly perceived the world as one in which everyone was a mannequin, including themselves. Through an exact event which escapes me now, CiCi was able to take a more proactive role in this altered reality, and her mace attack sundered the chest of the Aelbaan mannequin, revealing a field of stars within the hollow cavity. Darius reached within and sought to grasp stars in his hand, but found himself attracted to a particular point of light, and CiCi her own. She then found herself hurtling through space towards the star, and hoped to use her Void-blood powers to 'absorb and diffuse' the energy. As CiCi neared the sidereal object, it became clear to her that it was a mass of writhing and battling titans, each the size of our Luna, battling their counterparts in the Positive/Negative Lightning dynamic. Her approach was partnered by her Patron, Mistress Abyss, who seemed intrigued by the woman's notion: 'What a lovely notion' or something to that effect was her Patron's reply to the Absorb/Diffuse plan.
CiCi neared and gained the attention of the titans before she, with fully-charged (as in her entire DP total was placed in the) mace extended before her, crashed into their mass. Passing through the outer shell of titans, CiCi then was overcome by the intense energy in the star's core...
In a location previously hinted at in others visions of alternate and quantum realities/timelines, CiCi found herself flying very near by a stupendously gargantuan, gleaming, gold-kissed white palace on a scale that crushed her ego, and yet for all its beauty and splendour, took her to the heights of glory.
"What is your aim?" Came a voice that seemed larger than even the palace from whence it emanated.
CiCi explained why she sought to extinguish the star, thinking it would free her from the Mannequin reality. She was informed by the lovingly-friendly and hope-inspiring voice that the two events bore little relation to each other. 'Who are you', she asked.
"Look upon your original face, and you shall know me."
(CiCi's Player is the Buddhist of the group, so I hoped that this would resonate with him)
CiCi acquiesced to contemplation rather than striving, and emerged from the domination to find time had slightly re-wound allowing her to attack in reality, seriously wounding the Aelbaan dominatrix. Darius, was then freed, and used his Gravitix to drag the woman closer and get in his own licks with the magical melee weapon. Finally, Ashta delivered the coup de grace and pulled the bracelets off, contemplating what she ought do with the ladies attached (and now KO'd). CiCi gained a Magnitude, gained a Fight Die, and increased one Ability score for the enlightenment she received.
Back to Delver and the Void pearl.
One of the alternate realities they had seen was of the Yirinn Command caste character addressing a LARGE audience in a strange and very martial setting, akin to the scene in Lynch's DUNE where Paul is addressing the Fremen in the vast hall.
With the group reunited, plans to transport the entire population to the far-orbit world were presented, and proof of the validity of Void travel demonstrated. In time, the entire youth corps of astronauts (thousands) were addressed by the Yirinn. J. burned 16 DP to roll 4d6 in addition to his 2d12 action roll, and achieved a very impressive 40-something.
Reality altered to the timeline in the vision, with many more, and much more martially-inclined astronauts raising their fists in wild assent to his exhortation.
We held it there.
By turning the craft inside out, the 'pearl' instead became an observation room in some vast Void complex, and the observable universe became encapsulated within the volume of what used to constitute the craft. Merely by touching a point on the sphere, Delver was able to zoom-in on events transpiring, send probes to, and even fold space to instantly 'appear' at the distant location. One probe was sent intro the heart of the green mineral which comprised the planetoid, and revealed a macro-molecular biological enterprise, like a study of cellular function, in which currant-red, green-veined gelatinous brains sat in their own mitochondrial power generators and directed fabricated proto-cellular materials to form into organelles and the like as it all swam about in something like cytosine. Immediately, J.'s characters began fiddling with plans to destroy the green machine, and had the pearl's computer (now a mix of Ashta's personality and Delver's) perform several different permutation calculations and simulations, including transferring some of the green mineral to a gargantuan clone factory craft or structure they had found the previous session.
Meanwhile, Tyb and Ashta and the secondaries of Players M. and C. (on my sweetie's Birthday-eve) were chasing an Aelbaan around the System Ship fragment that had entered the CVE. The clock tower 'fight' was brief, and after two or three of Ashta's Mind Thrusts, their quarry was captured mostly alive. It was revealed that he was surgically altered to appear more Human, although still rather tall. One of the other occupants of the fragment, a young female, contacted Ashta again and provoked the PCs while she was telerelocating her kinsman to her person. Being a Telerelocator as well, Ashta grabbed ahold of him and prevented his departure while gaining a clear understanding of his intended destination. CiCi had dumped all of her DP into her zen-mace, and pressed down on the scintillating immaterial fellow, and Darius, too, used his magic mace (or is it a hammer?) to remain in contact with the guy before Ashta masterfully allowed the transport to occur and the lot of them were relocated to the seraglio in which the young Aelbaaness luxuriated with her ten handmaidens (chained in groups of five to bracelets she wore).
This next bit gets weird.
Darius and CiCi were both dominated by the powerful psionic and instantly perceived the world as one in which everyone was a mannequin, including themselves. Through an exact event which escapes me now, CiCi was able to take a more proactive role in this altered reality, and her mace attack sundered the chest of the Aelbaan mannequin, revealing a field of stars within the hollow cavity. Darius reached within and sought to grasp stars in his hand, but found himself attracted to a particular point of light, and CiCi her own. She then found herself hurtling through space towards the star, and hoped to use her Void-blood powers to 'absorb and diffuse' the energy. As CiCi neared the sidereal object, it became clear to her that it was a mass of writhing and battling titans, each the size of our Luna, battling their counterparts in the Positive/Negative Lightning dynamic. Her approach was partnered by her Patron, Mistress Abyss, who seemed intrigued by the woman's notion: 'What a lovely notion' or something to that effect was her Patron's reply to the Absorb/Diffuse plan.
CiCi neared and gained the attention of the titans before she, with fully-charged (as in her entire DP total was placed in the) mace extended before her, crashed into their mass. Passing through the outer shell of titans, CiCi then was overcome by the intense energy in the star's core...
In a location previously hinted at in others visions of alternate and quantum realities/timelines, CiCi found herself flying very near by a stupendously gargantuan, gleaming, gold-kissed white palace on a scale that crushed her ego, and yet for all its beauty and splendour, took her to the heights of glory.
"What is your aim?" Came a voice that seemed larger than even the palace from whence it emanated.
CiCi explained why she sought to extinguish the star, thinking it would free her from the Mannequin reality. She was informed by the lovingly-friendly and hope-inspiring voice that the two events bore little relation to each other. 'Who are you', she asked.
"Look upon your original face, and you shall know me."
(CiCi's Player is the Buddhist of the group, so I hoped that this would resonate with him)
CiCi acquiesced to contemplation rather than striving, and emerged from the domination to find time had slightly re-wound allowing her to attack in reality, seriously wounding the Aelbaan dominatrix. Darius, was then freed, and used his Gravitix to drag the woman closer and get in his own licks with the magical melee weapon. Finally, Ashta delivered the coup de grace and pulled the bracelets off, contemplating what she ought do with the ladies attached (and now KO'd). CiCi gained a Magnitude, gained a Fight Die, and increased one Ability score for the enlightenment she received.
Back to Delver and the Void pearl.
One of the alternate realities they had seen was of the Yirinn Command caste character addressing a LARGE audience in a strange and very martial setting, akin to the scene in Lynch's DUNE where Paul is addressing the Fremen in the vast hall.
With the group reunited, plans to transport the entire population to the far-orbit world were presented, and proof of the validity of Void travel demonstrated. In time, the entire youth corps of astronauts (thousands) were addressed by the Yirinn. J. burned 16 DP to roll 4d6 in addition to his 2d12 action roll, and achieved a very impressive 40-something.
Reality altered to the timeline in the vision, with many more, and much more martially-inclined astronauts raising their fists in wild assent to his exhortation.
We held it there.
Friday, February 11, 2011
Hasty Re-Cap Re: Campaign-
I've roughly 1.5 Hours before the game is slated to start.
Here's a FF>> of last week's game:
The crew of the shuttle landed after scouting around the worldlet they were closest to upon exiting the energy trough of the CVE. It is composed of a green mineral of a shade between emerald and jade. There are large bits of rock and debris (some of which looks like ship structure) suspended in the exosphere of the highly-irregularly-shaped planetoid, while the surface is not only pock-marked with impact craters, but due to the shape and shallowness of the atmosphere, many impacts have been simply flown in horizontally and smashed outcroppings of the green mineral-rock. The area of the worldlet above its ...um... equator is hard-packed soil and dust of a more terrestrial sort. The greenscape is rife with large and small mineral life forms, as well as creatures that appear to have been infused with the stuff in the form of armour plating or spines, etc.
It is on the brown-top that the shuttle observed structures (mostly ship hulls or cargo containers) half-buried in the brown dirt, but also jump-pack users and VTOL aircraft scrambling to intercept them. The transmissions were in some sort of Yirinn-Khem-Vrun hybrid, and included a game of something akin to Lacrosse.
--Once J.'s characters spoke up on the comm, the situation de-escalated quickly, and the shuttle was escorted to a landing pad quickly beset by reporters, observers, and the general population.
Meet and greet was held off until after the space-suited PCs were checked out using medical equipment and cleared for face to face interactions.
--Tyb, in 2D shadow-form, bypassed all of that and then popped up in the sterile environment to 'spook' the folks.
Lt. Plissken and Officer Rockatansky quickly distanced themselves from the group once Tyb began his initial 'I am a god' routine, which was simply met with coordinated 'Light e'm up, boys' military no-nonsense troop manoeuvring behind cover, and the prep of jump scouts and the re-fuelled jump-jets.
--Cooler heads prevailed and the group was handed e-readers with a message from Overseer Daen (their Kherstic League handler) congratulating them on surviving their posterity and so forth, and suggesting that as part of the KL, their participation in the Quest was still ... appreciated. The opportunities wherever they were (she gave no indication she knew when they would be found, let alone where) seemed to be a good re-boot for their enterprise, and they received a condensed version of future history from their perspective, including what happened to Doran and Kelzsyn's Bluff in the subsequent centuries. Daen acknowledge the high likelihood that she was long-dead by the time the PCs were viewing her courtesy comment.
We held it there.
Here's a FF>> of last week's game:
The crew of the shuttle landed after scouting around the worldlet they were closest to upon exiting the energy trough of the CVE. It is composed of a green mineral of a shade between emerald and jade. There are large bits of rock and debris (some of which looks like ship structure) suspended in the exosphere of the highly-irregularly-shaped planetoid, while the surface is not only pock-marked with impact craters, but due to the shape and shallowness of the atmosphere, many impacts have been simply flown in horizontally and smashed outcroppings of the green mineral-rock. The area of the worldlet above its ...um... equator is hard-packed soil and dust of a more terrestrial sort. The greenscape is rife with large and small mineral life forms, as well as creatures that appear to have been infused with the stuff in the form of armour plating or spines, etc.
It is on the brown-top that the shuttle observed structures (mostly ship hulls or cargo containers) half-buried in the brown dirt, but also jump-pack users and VTOL aircraft scrambling to intercept them. The transmissions were in some sort of Yirinn-Khem-Vrun hybrid, and included a game of something akin to Lacrosse.
--Once J.'s characters spoke up on the comm, the situation de-escalated quickly, and the shuttle was escorted to a landing pad quickly beset by reporters, observers, and the general population.
Meet and greet was held off until after the space-suited PCs were checked out using medical equipment and cleared for face to face interactions.
--Tyb, in 2D shadow-form, bypassed all of that and then popped up in the sterile environment to 'spook' the folks.
Lt. Plissken and Officer Rockatansky quickly distanced themselves from the group once Tyb began his initial 'I am a god' routine, which was simply met with coordinated 'Light e'm up, boys' military no-nonsense troop manoeuvring behind cover, and the prep of jump scouts and the re-fuelled jump-jets.
--Cooler heads prevailed and the group was handed e-readers with a message from Overseer Daen (their Kherstic League handler) congratulating them on surviving their posterity and so forth, and suggesting that as part of the KL, their participation in the Quest was still ... appreciated. The opportunities wherever they were (she gave no indication she knew when they would be found, let alone where) seemed to be a good re-boot for their enterprise, and they received a condensed version of future history from their perspective, including what happened to Doran and Kelzsyn's Bluff in the subsequent centuries. Daen acknowledge the high likelihood that she was long-dead by the time the PCs were viewing her courtesy comment.
We held it there.
Labels:
Khem,
Kherstic League,
Space Beyond the Sky,
Yirinn
Friday, January 21, 2011
Playtest Campaign, etc.-
Last week I was ill and there was no session.
Previous session amounted to the group having a combat that they won in perhaps 3 Rounds (I can't roll Initiative for my NPCs to save their lives), which then granted the whole kit and caboodle of them (including the Blue Tree and the Humanoids) to gain the system-ship's shuttle.
--Ashta took control of the shuttle's escape pod, to make up for the loss of 'the pearl' that had been converted to Void and subsequently piloted by Delver Denab.
Thursday I spoke with one of my Players who is newer to the group, and who, although possessing two characters roughly on par statistically with the rest of the veteran PCs, is behind the curve as far as raw weirdness and power. We talked out a few of his Khem fencer/bodyguard's off-screen activities, and that opened up a few pertinent facts about the path the Aelbaan starship is taking, and why that is likely inimical to their continued existence.
The character was gifted by the Santa-soldier with a sort of glass harmonica which evoked a genetic memory of an ancestor upon a human starship, who narrowly escaped to a habitable (and inhabited) planet.
--We discussed how the differences between the ancestor and the descendant blurred even on the causal level, and that concerns about 'simply repeating the ancestors actions' proved unimportant as the actions the character in the present would want to undertake are the actions the ancestor apparently did take. More than simple glimpses of scattered ancestral memories, the Khem is experiencing an entirely different life at a rate of days and weeks on the planet to hours on the constantly accelerating starship.
I wonder if I'll have enough time to one day write the secrets of the Khemesh origins?
Previous session amounted to the group having a combat that they won in perhaps 3 Rounds (I can't roll Initiative for my NPCs to save their lives), which then granted the whole kit and caboodle of them (including the Blue Tree and the Humanoids) to gain the system-ship's shuttle.
--Ashta took control of the shuttle's escape pod, to make up for the loss of 'the pearl' that had been converted to Void and subsequently piloted by Delver Denab.
Thursday I spoke with one of my Players who is newer to the group, and who, although possessing two characters roughly on par statistically with the rest of the veteran PCs, is behind the curve as far as raw weirdness and power. We talked out a few of his Khem fencer/bodyguard's off-screen activities, and that opened up a few pertinent facts about the path the Aelbaan starship is taking, and why that is likely inimical to their continued existence.
The character was gifted by the Santa-soldier with a sort of glass harmonica which evoked a genetic memory of an ancestor upon a human starship, who narrowly escaped to a habitable (and inhabited) planet.
--We discussed how the differences between the ancestor and the descendant blurred even on the causal level, and that concerns about 'simply repeating the ancestors actions' proved unimportant as the actions the character in the present would want to undertake are the actions the ancestor apparently did take. More than simple glimpses of scattered ancestral memories, the Khem is experiencing an entirely different life at a rate of days and weeks on the planet to hours on the constantly accelerating starship.
I wonder if I'll have enough time to one day write the secrets of the Khemesh origins?
Thursday, October 21, 2010
Language Time: Yirinn Spiritual Writings (x of y parts)-
For those gamers who don't play Tekumel because they don't have a degree in Linguistics, Anthropology, or whatever else, you may want to skip the Language posts.
The Yirinn peoples are derived from the Yirinn Ak, the Sla Mu, and the Dokirin. Intermingled with these three distinct Ethnicities are the mysterious Khem, entirely unlike the others, being tall, lithe, fair, and capricious/lusty/hot-tempered. While the Khem have found their way into the three Tribes, they are more of a social symbiot, existing separately and keeping alive their own traditions and bloodlines.
The Sla Mu are largely made up of disfigured individuals suffering from endemic birth defects that most often manifest in locomotive disabilities. As a result, the culture has adapted to a sedentary lifestyle filled with artistic, musical, and scribal arts, including religious functions combining all three sub-divisions. They are the preservers of historical accounts and consultants of sage wisdom from before the War in the Heavens and the arrival of the Imperial Vrun.
--Sla Mu priests and priestesses have only euphemistic names for the Creator-Judge, not daring to limit Deity by ascribing only so many traits or natures to It/Him. In many ways the Sla Mu are the anchor to the distant past, when the Yirinn were the freest people upon the globe, and the horse features prominently in tales and iconography, although heroes and demigods are a close second, and receive solemn respect both as historical persons, as well as ideals to be emulated or avoided.
There is an unnamed work that compiles sage expressions, ecstatic utterances, and dream records. Of the many versions which exist in the One Hundred Twenty One Clans (not including the uncounted Dokirin divisions), there is a great degree of similarity (Synoptic).
--What follows is the initial foray into these writings:
Ullem Naharash Ji
My.body.my.spirit.journey.
Digging.Rows.of.Graves.
This.is.an.Efficacious.Saying.
Sulenehem De Ha M'aus
Subtle.matter.my.breath.the.spirit.within.me.working-wind.movement.
Breath.remains.
[and.so].I.abide.
The.Journey.interrupted:.the.husk.is.empty.
Kellos Utaar Di Ehm Iahos
Created.spirit.myself.flowing.subtly.
Above.the.ground.as.I.always.have.been:.emanations.
Commanded.
Purpose-built.to.journey.
My.primary.command:.work.the.subtle.flow.
Resheph Mar Kai Holus
Ranks.of.spirits.subtly.repairing.spiritual.interruptions.wrought.
Legions.of.the.journeyers.
Choirs.
Facilitating.the.flow.of.incarnation.
What conclusions the reader draws from these utterances are entirely their own, and I offer no explanation at present, save that it is an unfolding narrative.
The Yirinn peoples are derived from the Yirinn Ak, the Sla Mu, and the Dokirin. Intermingled with these three distinct Ethnicities are the mysterious Khem, entirely unlike the others, being tall, lithe, fair, and capricious/lusty/hot-tempered. While the Khem have found their way into the three Tribes, they are more of a social symbiot, existing separately and keeping alive their own traditions and bloodlines.
The Sla Mu are largely made up of disfigured individuals suffering from endemic birth defects that most often manifest in locomotive disabilities. As a result, the culture has adapted to a sedentary lifestyle filled with artistic, musical, and scribal arts, including religious functions combining all three sub-divisions. They are the preservers of historical accounts and consultants of sage wisdom from before the War in the Heavens and the arrival of the Imperial Vrun.
--Sla Mu priests and priestesses have only euphemistic names for the Creator-Judge, not daring to limit Deity by ascribing only so many traits or natures to It/Him. In many ways the Sla Mu are the anchor to the distant past, when the Yirinn were the freest people upon the globe, and the horse features prominently in tales and iconography, although heroes and demigods are a close second, and receive solemn respect both as historical persons, as well as ideals to be emulated or avoided.
There is an unnamed work that compiles sage expressions, ecstatic utterances, and dream records. Of the many versions which exist in the One Hundred Twenty One Clans (not including the uncounted Dokirin divisions), there is a great degree of similarity (Synoptic).
--What follows is the initial foray into these writings:
Ullem Naharash Ji
My.body.my.spirit.journey.
Digging.Rows.of.Graves.
This.is.an.Efficacious.Saying.
Sulenehem De Ha M'aus
Subtle.matter.my.breath.the.spirit.within.me.working-wind.movement.
Breath.remains.
[and.so].I.abide.
The.Journey.interrupted:.the.husk.is.empty.
Kellos Utaar Di Ehm Iahos
Created.spirit.myself.flowing.subtly.
Above.the.ground.as.I.always.have.been:.emanations.
Commanded.
Purpose-built.to.journey.
My.primary.command:.work.the.subtle.flow.
Resheph Mar Kai Holus
Ranks.of.spirits.subtly.repairing.spiritual.interruptions.wrought.
Legions.of.the.journeyers.
Choirs.
Facilitating.the.flow.of.incarnation.
What conclusions the reader draws from these utterances are entirely their own, and I offer no explanation at present, save that it is an unfolding narrative.
Monday, March 15, 2010
[RPG] Random Appearance and Distinguishing Features by Ethnicity-
Copyright (c) 2009, 2010 Kyrinn S. Eis
Appearance & Description-
##.Skin-......Hair-....Eyes-.........Distinguishing
.....................................Features-
18.True Black.White....Red...........Long Chin, Pointy
.......................................Ears & Nose
17.Blue-Black.Silver...Pink..........Wide-eyed &
.......................................High Cheeked
16.Aubergine..Dk Grey..Steel Blue....Chiselled Features
15.Dk Grey....Raven....Deep Blue.....Smooth Complexion
14.Blue-Grey..Lt Grey..Ice Blue......Sharp Features
13.Lt Grey....Peppered.Dk Green......Lean yet Soft
12.Grey-Brown.Sable....Md Green......12 Fingers & Toes
11.Chocolate..Auburn...Lime Green....Narrow Face
10.Cocoa......Chestnut.Hazel.........Long Neck
09.Dk Mustard.Dk Red...1Green/1Brown.Long Arms or Legs
08.Mustard....Black....1Green/1Blue..Heavily Freckled
07.Dk Tan.....Red......1Blue/1Brown..Ropey Musculature
06.Tan........Orange...Hazel.........Webbed Hands & Feet
05.Ivory......Rust.....Amber.........Independently
.......................................Focusable Eyes
04.Lilly......Dk Blond.Orange........Claws
03.Pink-Tan...Honey....Lt Brown......Fangs
02.Red-Tan....Sunshine.Brown.........Move 2x on 4-limbs
01.Maroon.....Golden...Dk Brown......Gills
0-.True Red...White....Black.........Subdermal Chitin
* Dokirin: 2d6-02 any of Skin, Hair, Eyes for any of Skin, Hair, and Eyes, 2d6+04 Distinct (1x)
* Durn: 2d6+6 Skin, 1d6+6 Hair, 1d4+7 Eyes, 1d6+12 Distinct (3x)
* Khark: 2d6-02 Skin, 1d6+6 Hair, 2d6 Eyes, 1d10-01 Distinct (2x)
* Khem: 2d4 Skin, 1d6+04 Hair, 1d12+1 Eyes, 1d12+06 Distinct (1x)
* Vrun: 1d6+1 Skin, 1d20-02 Hair & Eyes
* Western Isles Vrun: 1d4+02 Skin, 1d20-02 Hair & Eyes, 1d12+06 Distinct (3x)
* Yaesh: 1d10-01 Skin, 2d6+06 Hair, 2d8-02 Eyes, 1d20-02 Distinct (1x)
* Yirinn: 1d4+2d6-01 Skin, 1d12+01 Hair, 1d10+7 Eyes, 1d6+12 Distinct (1x)
:: Subject to change
Appearance & Description-
##.Skin-......Hair-....Eyes-.........Distinguishing
.....................................Features-
18.True Black.White....Red...........Long Chin, Pointy
.......................................Ears & Nose
17.Blue-Black.Silver...Pink..........Wide-eyed &
.......................................High Cheeked
16.Aubergine..Dk Grey..Steel Blue....Chiselled Features
15.Dk Grey....Raven....Deep Blue.....Smooth Complexion
14.Blue-Grey..Lt Grey..Ice Blue......Sharp Features
13.Lt Grey....Peppered.Dk Green......Lean yet Soft
12.Grey-Brown.Sable....Md Green......12 Fingers & Toes
11.Chocolate..Auburn...Lime Green....Narrow Face
10.Cocoa......Chestnut.Hazel.........Long Neck
09.Dk Mustard.Dk Red...1Green/1Brown.Long Arms or Legs
08.Mustard....Black....1Green/1Blue..Heavily Freckled
07.Dk Tan.....Red......1Blue/1Brown..Ropey Musculature
06.Tan........Orange...Hazel.........Webbed Hands & Feet
05.Ivory......Rust.....Amber.........Independently
.......................................Focusable Eyes
04.Lilly......Dk Blond.Orange........Claws
03.Pink-Tan...Honey....Lt Brown......Fangs
02.Red-Tan....Sunshine.Brown.........Move 2x on 4-limbs
01.Maroon.....Golden...Dk Brown......Gills
0-.True Red...White....Black.........Subdermal Chitin
* Dokirin: 2d6-02 any of Skin, Hair, Eyes for any of Skin, Hair, and Eyes, 2d6+04 Distinct (1x)
* Durn: 2d6+6 Skin, 1d6+6 Hair, 1d4+7 Eyes, 1d6+12 Distinct (3x)
* Khark: 2d6-02 Skin, 1d6+6 Hair, 2d6 Eyes, 1d10-01 Distinct (2x)
* Khem: 2d4 Skin, 1d6+04 Hair, 1d12+1 Eyes, 1d12+06 Distinct (1x)
* Vrun: 1d6+1 Skin, 1d20-02 Hair & Eyes
* Western Isles Vrun: 1d4+02 Skin, 1d20-02 Hair & Eyes, 1d12+06 Distinct (3x)
* Yaesh: 1d10-01 Skin, 2d6+06 Hair, 2d8-02 Eyes, 1d20-02 Distinct (1x)
* Yirinn: 1d4+2d6-01 Skin, 1d12+01 Hair, 1d10+7 Eyes, 1d6+12 Distinct (1x)
:: Subject to change
Wednesday, December 2, 2009
[RPG] Competing with Space Opera... ;) -
I've been looking for sections of the revamped CharGen to post here, but all the 'sexy' parts are formatted in such a way as to be mangled by blogger's column width.
--I'll see about posting a .pdf
So far everything on the character sheet is accounted for, apart from actual combat/weapons rules, and the Aberrations.
--Those still reside in their own sections (completed or unfinished).
Here are a few excerpts:
------------------------------------------
BACKGROUND DETERMINATION-
These tables are used to provide depth of character which integrates directly with the game system so that the Character Control Record is essentially all the information a Player needs.
Should another method of more rapidly preparing a character be to your liking, merely roll up the Ability Scores as above, and roll for starting Count for purchases in the Amour, Arms & Gear section, and the PC is ready to go. If this method is chosen, all charactrs must be generated in this manner. Likewise, bits and pieces that appeal to the Referee and gaming group may be retained or excepted.
If play is desired immediately, existing characters for most versions of The World's Most Popular Roleplaying Game, from editions O to X, as well as many other 3d6-scaled RPGs of the earlier age of gaming are highly compatible with UWoM, 'right out of the box'. I would be delighted to hear that some hybridisation has taken place in your local games, as that spirit of inventiveness and creativity is the one in which the entire milieu and RPG have been fashioned.
Sex-
(Choose or Roll 1d10)
6+ - Female
2-5 - Male
1 - Special
=---= Special-
(Choose or Roll 1d10)
04+ - Male, as above
03 - Female: Bxhr 'Amazon' +2 Ability Points, 1-Point Regeneration
02 - Male: Avemn 'Highblood' +3 Ability Points
01 - Other - see
=---= Other-
(Choose or Roll 1d10)
03+ - Odd = Male, Even = Female, as standard, above
02 - Neuter
01 - Hermaphrodite
Age-
(Choose or roll 2d6)
11+: 16 Years
10 : 18
09 : 20
08 : 22
07 : 23 Years
06 : 21
05 : 19
04 : 17
03-: 15 Years
+01 Year per Primary Field, and +01 Year per two full Secondary Fields.
Ethnicity-
(Choose or Roll 2d12)
24-22 - Durn: +16 - Frame mod.: -02 - Scholars & Scientists
21-20 - Khem: +03 - Frame mod.: -01 - Carousers & Card-readers
19-17 - Western Isles Vrun: +08 - Frame mod.: +02 - Empire-Bringers
16-15 - Yirinn: +0 - Frame mod.: +0 - Warrior-Bards
14-12 - Vrun: +10 - Frame mod.: +01 - Dominators & Innovators
11-09 - Dokirin: +06 - Frame mod.: -01 - Farmers, Nomads, & Nations
08-05 - Yaesh: 3d6+06 - Frame mod.: +0 - Chaotic Cogs in an Empire Machine
02-04 - Khark: 1d4+19 - Frame mod.: -03 - Nihilists & Shaman
--I'll see about posting a .pdf
So far everything on the character sheet is accounted for, apart from actual combat/weapons rules, and the Aberrations.
--Those still reside in their own sections (completed or unfinished).
Here are a few excerpts:
------------------------------------------
BACKGROUND DETERMINATION-
These tables are used to provide depth of character which integrates directly with the game system so that the Character Control Record is essentially all the information a Player needs.
Should another method of more rapidly preparing a character be to your liking, merely roll up the Ability Scores as above, and roll for starting Count for purchases in the Amour, Arms & Gear section, and the PC is ready to go. If this method is chosen, all charactrs must be generated in this manner. Likewise, bits and pieces that appeal to the Referee and gaming group may be retained or excepted.
If play is desired immediately, existing characters for most versions of The World's Most Popular Roleplaying Game, from editions O to X, as well as many other 3d6-scaled RPGs of the earlier age of gaming are highly compatible with UWoM, 'right out of the box'. I would be delighted to hear that some hybridisation has taken place in your local games, as that spirit of inventiveness and creativity is the one in which the entire milieu and RPG have been fashioned.
Sex-
(Choose or Roll 1d10)
6+ - Female
2-5 - Male
1 - Special
=---= Special-
(Choose or Roll 1d10)
04+ - Male, as above
03 - Female: Bxhr 'Amazon' +2 Ability Points, 1-Point Regeneration
02 - Male: Avemn 'Highblood' +3 Ability Points
01 - Other - see
=---= Other-
(Choose or Roll 1d10)
03+ - Odd = Male, Even = Female, as standard, above
02 - Neuter
01 - Hermaphrodite
Age-
(Choose or roll 2d6)
11+: 16 Years
10 : 18
09 : 20
08 : 22
07 : 23 Years
06 : 21
05 : 19
04 : 17
03-: 15 Years
+01 Year per Primary Field, and +01 Year per two full Secondary Fields.
Ethnicity-
(Choose or Roll 2d12)
24-22 - Durn: +16 - Frame mod.: -02 - Scholars & Scientists
21-20 - Khem: +03 - Frame mod.: -01 - Carousers & Card-readers
19-17 - Western Isles Vrun: +08 - Frame mod.: +02 - Empire-Bringers
16-15 - Yirinn: +0 - Frame mod.: +0 - Warrior-Bards
14-12 - Vrun: +10 - Frame mod.: +01 - Dominators & Innovators
11-09 - Dokirin: +06 - Frame mod.: -01 - Farmers, Nomads, & Nations
08-05 - Yaesh: 3d6+06 - Frame mod.: +0 - Chaotic Cogs in an Empire Machine
02-04 - Khark: 1d4+19 - Frame mod.: -03 - Nihilists & Shaman
Tuesday, April 21, 2009
[Milieu][RPG] The Khem- (Ethnicity)
(c) Copyright 2000, 2008, 2009 Kyrinn S. Eis All Rights Reserved
Description: Khem are a tallish, wiry people; female Khem stand around five feet four inches tall and typically weigh around 130 pounds, while males are perhaps 5" taller and weighing 160 pounds. Their long red hair tends toward red-brown or strawberry-red, but turns grey or silver with age. They have a pale complexion, and most have green eyes. Khem have a lithe, wiry build. They are adroit and cunning, with the ability to adapt to virtually any sort of social/work environment, so long as their Yirinn neighbours provide the model for them to copy.
Khem are typically apart, cunning, and quick-witted & -tempered. Culturally they are Epicurian, enjoying the good life with much wine and dancing. They are also suspicious of outsiders, and possessive of their ways to an ultimate end, if deemed necessary. Provided they live so long, they have a biological lifespan of roughly one century.
Restrictions: They are required to have a minimum Dex and Chr of 11.
Special Abilities: Khem have a unique adaptive ability that grants them a (Int or Wis + Cha + Exp) point pool which functions in all regards as Focus.
Critical Tests: Khem save at +1 vs. Lifeforce (Death Ray), Experience (Petrification), and Control (Spells).
---
600
700
===
1,300 XP
Description: Khem are a tallish, wiry people; female Khem stand around five feet four inches tall and typically weigh around 130 pounds, while males are perhaps 5" taller and weighing 160 pounds. Their long red hair tends toward red-brown or strawberry-red, but turns grey or silver with age. They have a pale complexion, and most have green eyes. Khem have a lithe, wiry build. They are adroit and cunning, with the ability to adapt to virtually any sort of social/work environment, so long as their Yirinn neighbours provide the model for them to copy.
Khem are typically apart, cunning, and quick-witted & -tempered. Culturally they are Epicurian, enjoying the good life with much wine and dancing. They are also suspicious of outsiders, and possessive of their ways to an ultimate end, if deemed necessary. Provided they live so long, they have a biological lifespan of roughly one century.
Restrictions: They are required to have a minimum Dex and Chr of 11.
Special Abilities: Khem have a unique adaptive ability that grants them a (Int or Wis + Cha + Exp) point pool which functions in all regards as Focus.
Critical Tests: Khem save at +1 vs. Lifeforce (Death Ray), Experience (Petrification), and Control (Spells).
---
600
700
===
1,300 XP
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