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Showing posts with label Western Isles Vrun. Show all posts
Showing posts with label Western Isles Vrun. Show all posts

Monday, August 25, 2014

Urutsk using D&D 5e: The Sunday Sessions-


Urutsk 5e-
:: Sunday Sessions

Using the print copy available on Lulu, but dialing back the crazy bonuses which were conceived of during the 3.x era, we made new PCs.

1). Yirinn-Mutant Fighter with Elemental Blood: Earth.  He has Dual Brain and Heightened Brain Function, so receives 3 mental saves taking the best of the three, cannot be lied to, and takes 1/3rd the time to figure out tech and that with a bonus.  He becomes the de facto 'traps guy' with his Yirinn suite of old school Dwarven senses.

2). Yaesh Monk with Elemental Blood: Shadow

3). Western Isles Vrun Wizard with Elemental Blood: Frost.  The only one with Darkvision: 30'

4). Vrun Cleric of Life with Elemental Blood: Silt

A few of them receive a Human Eugenics bonus of +1 or 2 to one stat.

Each of them had some Starship caste clan background as per that book.  I cannot remember what everyone had, but I know we have two Security, two Data Techs, two Life Support; Medical, Athletics & Recreation, and two Shuttle pilots amongst the group.  These are in addition to their 5e Backgrounds, as they don't provide any gear or 5e proficiencies, but do give % to scavenge food, or diagnose malfunctions, etc.  The Players don't seem to mind rolling d% instead of d20 for those odd bits, and frankly, I enjoy the mix of die types.

The PCs were at a travel lodge when a notice was posted regarding a new burial mound found out in the wetlands woods some distance from 'town.'  With the knowledge that through Starship caste or 5e Class, the PCs all had some connection, they set off.

Scout service indications led the group to a tree with an Ogham map to the mound.  The capstone entrance was heavy enough as to require group effort, but hey manged and entered the first chamber empty of anything.  Detecting faint sounds of clanking and irregular but mechanical 'swooshing', the party set off sown a 30' shaft which terminated in a sloping corridor.  This then ended in a 'trapped' door which they surmised would signal the occupants of the noisy room beyond of entry.

The monk burns 4 HP to generate 1d6 bonus to Stealth and opens the now rigged door and peeks in to find three Humanoids in a forge room.  The blacksmith is hairy and burly, the bellows operator is green and scaly (5' ish), and the overseer is Violet and scaly, wearing robes.  The room is illuminated from the floor in a tangerine light cast upon the walls, and the overall effects suggests that it is a heat source funnelled into the tech furnace.  The smith is using a Bright Metal hammer, but what he's working isn't determined.  The bellows operator is throwing his entire weight upon the lever, while the violet scaly overseer is looking on intently.

A plan is hatched to attack the overseer with Ice Spears erupting from the ground (Frost-based Magic Missile), and the Yirinn burns 4 Blood to trigger a DC 15 'grapple' at range with the SFX of the stone floor cracking and cratering under him.  Melee is launched and the overseer is killed through a combination of staff and bare-hand monk attacks.  The party waits to see the workers' reaction before renewing hostilities.

The store closes at 9; we hold it there for next week.

Friday, November 4, 2011

Shifts in Technology and Mindset: Xudorn-



In my Google+ weekly game, Xudorn (The Sublime Colony) has seen very rapid change in both technology and the Vrun mindset. With the importation of the ornithopter kits came the paradigm-shift of three-dimensional thinking and the resultant drive towards expanding the realm of the known lands. Through these travels, the ground maps have been refined, new peoples have been encountered, and ideas for improving/expanding the overall technological base of the colony have resulted.

Last night's game was mostly dealing with meta-discussions regarding the 16 Elements, their potential exploitation for powering larger aircraft, and the differences between real-world physics and the alchemy of the setting. From these, in one session, 'x-ray' technology, crystal-lattice cultivation, combined dirigible/aeroplane plans, and negative energy induction are in development.

At the same time, political changes are under way as the renown of the colony begins to spread on both the Western Isles, and the Vrun continent, bringing the 'big three' of Vrun society to the distant Marnharnnan shores. The Hierophantic Church, the Guild Council, the Vrun National Service (military), and elements of the Aristocracy are growing (rightly) concerned that the developments in Xudorn have rapidly outpaced all expectations of what had previously been an anonymous point on an ill-known map. Moreover, that foreign influences and ideas have not only taken root, but their fruit is already come to bear (least of which is Lady Hudernm's half-Durn child), with rumours of Alien (Abbekqorru) technology and reports of the conflict with Undead rapidly spreading through well-informed circles at various strata.

To counter the investigative incursion, the tripartite ownership interests of the Xudorn experiment (one each of Vrun, Western Isles, and Black Crown) have moved to protect the fledgling population by positioning Black Crown naval assets at the mouth of Safety Bay, and a small contingent of Western Isles mercenaries are on their way with the afore mentioned owners steaming ahead (on a smokestack paddlewheel schooner) of the Vrun galleons. The Black Crown delegation gifted the PCs with Black Metal daggers, styled in one of 12 of the material Elements, and provided a taste of the sorts of elemental technology the Crown has at its disposal (including a 1/72nd-scale locomotive set).

All of this is coupled with the very recent discovery of Living Ancients who have apparently dwelt in a very ancient fort once visited by the former Vrun occupants of Marnharnna as a historic tourist site. These folk seem to possess not only a very complete overview of the past of the world, but disturbingly accurate knowledge of the past eight decades of contemporary history despite the fact that they have lived in near-total isolation for at least 5,000 years. Their texts even suggest future events, namely a massive invasion by the fearsome and loathed Shorrannin.

Wednesday, January 19, 2011

Rotha Tieroxh: Beastborn-

C. and I frequently game on Saturdays, and she has two solo characters operating in two different locations: The Baroness Averdyn, and Rotha Tieroxh. I've discussed the Baroness' game before, so I'll share this bit from Rotha's run.

Rotha is one of the mysterious Human births to Humanoid parents (along with full animal siblings, all in the same litter), and was born to a mated pair of Abbekqorru. Raised without the benefits of pelt or claws, Rotha developed an astounding personal Conviction as well as growing well towards her Human limits. Upon reaching majority/breeding age, Rotha earned fighting claws and was accepted into the clan as a healthy Abbekqorru female.

Having viewed a vision of a visiting Human dignitary on route to make contact with the local tribe, Rotha was dispatched to meet the other rider and guide her safely to the tribal foraging grounds. The Locale is on the VCA/Black Crown border in a section of a vast palace complex nearly a one thousand year old ruin overgrown with forests and desolate stone gardens atop a mountain ridge. The same mountain had been home to a shipyard utilising spiral canals to lower the massive battleships to their sea-cliff launches, all the while the ships were capable of bombarding Vrun forces miles away on the grassland plains and ferny foothills. The huge cloven bas relief landscape wall sections covered for centuries in lichen and mosses spoke of great geomantic power unleashed by the Hierophantic Legions during the height of the Second Northern Campaign, and made for tricky terrain.

After that, a series of choices of direction led (after the loss of her river-lizard mount) to a vast stone and manicured garden setting patterned after Renaissance and Enlightenment castles brought curious perils from arrow firing statues to traps and tricks. It was there that Rotha spotted the wounded rider and spindly-legged horse and made contact. Almost immediately thereafter, in forest cat encounter, the third woman joined the group: Opel -- a 400 storey tower arcology dweller (and Alchemist) off to make her fortune in the larger world. The three defeated the cats and went on to have a series of combat encounters, natural hazards-tests (flooding in a subterranean complex beneath the now wild preserve-forest), and resulting in the perpetual wounding of the rider woman from a Vae Monarchy: Maryn Haram of Bynvert (Yirinn/Western Isles Vrun) descent.

Monday, December 20, 2010

ADnD-friendly Urutsk Holiday Offering: Ytidu -- The Mutated Pine Moose-

YTIDU (Mutated Pine Moose)-

Hit Dice: 5d8+35 (55)
Attacks: Antlers (1), Hoof (2), or Bite (1), or Kick (1)
Damage: 2d4+4BP, 1d6+3B, 1d4+3EP, 4d6+4B
Armour Class: 06
Special: Pine Resin Attack, Deafening Bellow
Move: 36”
Size: Large

Terrain: Cold to Temperate-Cool Wetlands
Frequency: Rare in Marsh and Riverine, Very Rare Elsewhere
#: 1d4 (3)
Lair: 01%
--Loot: Random

Intelligence: Sentient (06-09)
Alignment: CN (Unpredictable but Amiable)
Psionics: Yes
--Abilities/Modes: Any
Lvl/X.P. Value: 13 / 4,690

The origins of this creature are mysterious, and attributed by the Dokirin tribes-folk that know of the Ytidu to a series of ominous events. For many years it was thought to be a unique creature, but after decades of sightings, it has been determined that these mobile plants are capable of reproduction through normal plant means, but aided by the mobility and utility of limbs and antlers. In any situation where the Pine Moose is cornered or facing capture, it will first use its Deafening Bellow which affects all within a 20' Radius as a Curse (deafness) spell of Caster Level 9. If the offence persists, the Ytidu will spray its 45' long cone of Pine Resin which forces a Save v. Breath Weapon or suffer the effects of a modified Cloudkill spell (with deep and persisting unconsciousness instead of death) at a Caster Level of 9.
While the Ytidu is arguably less intelligent than the average Human, their curiosity, apparent fearlessness, and tenacity lend an air of regalness and nobility. Greedily hunted by merchants ready to ship their decorated carcasses south to Marnharnnan Vrun settlements, their numbers have thinned in the Inland Seas most populated areas. Conversely, along with the Bramble Hart, the Ytidu are revered and lovingly doted upon by many Western Isles Vrun and Yirinn, and the origins of the decoration of the creatures is derived from Yirinn/Wodic traditions long ago established in mainstream culture. The Pine Moose is treated to fertiliser-infused sweet drink, and the people surround it in dancing circles as songs are sung and festivities are had by all. Northern Druids, some Yirinn Bards, and many Rangers know of the secret for procuring sweet resin from the live Ytidu for the manufacture of a potent Imperial Stout drunk hot on cold nights, and known for its hallucinatory effects.

Thursday, November 25, 2010

Giving Thanks in the New World-

Whether one is of the opinion that the Pilgrims were the colonising White Oppressers or the transplanted Natives were the bloodthirsty savages, or both, I wish to extend my genuine Thanks-giving to the readership for subscribing to the blog, and monitoring the progress and progressive-revelation of Urutsk. Your continued interest is most appreciated, and I hope to repay that investment with a quality setting/system.

Wishing you and your loved ones well in this season,
-Kyrinn

Saturday, September 4, 2010

Mutants of Marnharnna Pt. 06 and a New Solo Game-

With the Stone Calendar in their possession, and Osyl and 'snappy' the cart-puller out of the homestead/camp, the group fell back to their rally point and then realised that they were being tracked by two scouts from the camp.

One of the items dumped onto Osyl's cart in compensation for the hootch she provided the men was a heavy grinder of some sort of metal. When Osyl cranked it to see if it worked, it seemed to her that she was being pulled forwards in time at a rate faster than the normal passage of the equivalent time. However, the other PCs each had a different experience: The sound of bombs falling/detonating (Raylyss); distorted Calliope music starting up (Phlavius); and the sound of wings far too close for comfort above and behind him (Zalder).
--And while 'debate' sprang up, there were a few humorous moments, and a lot of kvetching about how to properly ambush the scouts and whether or not to use the grinder, etc.

Fabricated woollen propellent was created by Phlavius, and he fashioned a half-dozen small grenades (more like sound makers with a short shrapnel radius) from food tins, and gave them to Zalder to use to lead the cavalry (looking for the scouts), which was successful -- to a point.
--The fight against the scouts consisted of Raylyss and Phlavius, both Cloaked, and resulted in the near instant death of one scout from an arrow shot from each of the PCs, the first shot striking the vitals, and the second shot splitting the first arrow. The surviving scout rolled under Osyl's cart, who then double-strength TK-Blasted him (shattering his primary forearm) and moved to attack him with her Vae short sword. Raylyss TK-Gripped him and dragged him out from under the cart, where Zalder landed and dealt with the scout.

Five of the cavalry swept in and one rider was thrown as Osyl dropped his horse with a revolver shot, missing a second one. The remaining three charged in and Osyl was shot in the head and was reduced to Dying, but that rider, too, was un-horsed, leaving only two.
--We moved to begin another Round, but two of the Players left at 8PM.

-----

Vanya Averdyn, Western Isles Vrun Baroness, began her adventuring career in my girlfriend's solo game.
--Vanya's decrepit estate is on a 0.56 sq. mile (358.4 acres) plot of wilderness in the heart of old Yovend, capital of the southern Island of Byrtheq. It had been three times the size in past generations, but the land had been sold off to fund the family's dual passions for travel, and their ancestral (Latter Qhattanian) holdings on the Isles. A slew of mysteries confronts the Baroness, far too many to meaningfully recount here.

I may update her adventures here, but I thought it deserved mention, as it is a very different sort of game than the others have been running in for roughly two years.

Saturday, July 17, 2010

Mutants of Marnharnna-

I surprised the Weekly Crew with blank character sheets, and a request that we put the Aberrations & Powers tables through their paces.

We now have:

* A yellow-green Reptimalian-Vrun with 'super-stealth', TK Grip, Void Blast, and something else that escapes me at 2:25 AM. He has the best fighting capability, provided by his tail, to which he has affixed a double-headed hatchet.

* A Cadaverously-skinny, True Yellow-skinned, Anti-Vampire with Levitation, Dismiss Conjuration, and double-strength Elemental Defence.

* A green-skinned, Aquamarine-haired super-stealthed, conjuration-dismissing, mind-scanning, (?), glider-membrane guy.


They decided to start play in eastern central Marnharnna, roughly 1,800 miles from Kelzsyn's bluff (new territory :D ), having grown-up in the whereabouts of a former WI Vrun garrison, later conquered by the Humanoids that surrounded it. As Aberrant Vrun, the PCs were very low on the social ladder, and were more tolerated than valued. However, they were each given a document (they were told only one was genuine), and sent as a group to try and broker a martial deal with a group of nomadic Aberrants nearby (five days walk). Two other groups had left in different directions over previous days that week.

They were warned that a traitorous Half-Abbekqorru and eight of his lackeys had, ten days ago, escaped from the garrison after he had murdered his XO, and it was understood that he collaborated with Humans (using his Humanesque edge) as a mercenary, and that he would be hunting for the PCs' message(s).

A Vrun homestead was found in shambles and a dying mind was detected by Glider-guy, Zander. Upon inspection, a blunderbuss loaded with quartz shards struck True Yellow corpse-guy in the right leg for a nasty amount, while Zander avoided being entangled in a barbed and weighted net, both in the barn. The dying creature was some sort of reptilian Humanoid or Monstrous Being, dressed in WI Vrun male finery. Its dying breath were the words, "The Pearl! The Pearl!", which Zander saw as the Pearl employed by Ashta Shomel in the other game-thread. A combination Chronometric-Musical Companion was found on his body, as well as a sort of clip-on ring with an interesting sigil as its decoration.
-- A sealed chest was found in the loft with him (he had sustained multiple Abbekqorru arrows |2d6+1 damage in GW terms| ), containing two larger-than-ostrich eggs (one highly decorated, the other plain, both in some sort of advanced swamp biotech incubator that included other animals' life cycles in the process). It was resealed, but left there.

In the domicile, a grisly sight awaited them: a violated, partially eaten, and hysterectomy'd (apparently) Human splayed out upon the dining room table. Signs of three young girls abduction were also evident.
--After the yellow ghoul skinned, dressed, and started the smoking process on the reptile they had found, the PCs set out at night (under a full moon) after having discovered tracks with deep impressions leading almost perfectly South West out of the area.

Fiddling about, a secondary encounter was skipped by cloaking Yellow, and the party reached the encampment of the raiders. It became evident that the girls were alive, having been carried in a large three-sectioned work-bench/cabinet thing lifted from the barn, and they were being fed scraps of meat by a full Abbekqorru while most of the remaining five rested or actually slept. Since the super-stealth covers everything not specifically created to find that particular critter (-5 to be detected even when unconscious), the party were able to walk into their midst without detection, and then a Surprise Round of combat ensued.
--The Abbekqorru was pin-cushioned but not badly wounded, and the mysterious arrows materialising out of thin air, as it were, gave away the general location of Reptimalian, and Yellow, while Zander tried to assassinate the 'Halfsie'. That didn't go well for Zander, and he was forced prone with the creature (looking mostly human) pinning him and beginning to transform into its true form, the equivalent of a more 'mundane' Jackalwere (and not a Half-Abbekqorru at all) as his troops closed in on the party.

Uh-oh!

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

Tuesday, February 2, 2010

[Milieu][Gaming] Urutsk Gaming Overseas-

Our much admired Sean Wills has run a session using a hybrid of Mutant Scavengers of the Ruined Earth + the Alpha/Beta Urutsk: World of Mystery rules, and using the town of Kelzsyn's Bluff as the backdrop. Oh, and Blair's Urban Action Mayhem tables.

LINK

He exceeded my every expectation! :D

I hope to read more such reports not only from him, but perhaps from you, as well. :)

Monday, February 1, 2010

[Playtest Campaign] January 29th-

After a dinner of Indian/Pakistani food, the SO and I arrived at the store to meet a 'new' player who joined the game, although he had played in my wacky Pathfinderish-Beta mashup game in 2008/2009.

Said player chose to play a Durn-Western Isles Vrun Gentleman Adventurer. This character's father was a native-born Durnsman who had excelled in Mathematics and was scouted by a WI university to attend; after completing his advanced studies, Pops became a Physics professor (full honours, citizenship, and married a very Aelbaanesque (i.e., pale, tall, and eccentric) noblewoman, daughter to Admiral Kinsdem. From that union, Devlyn MqKullyn was born.
--Devlyn had been born on Doran, where he was schooled and grew up before travelling to the Western Isles to complete his higher education, to broaden his horizons, and to round-out his moral character. While his mixed ancestry was a bit controversial in the WI, it was/is tamer than in the New World (although Doran has a fair population of various mixed-bloods of all sorts).

Devlyn had been away (back in the WI) during the time of the pirate attack, and returned to find the place worse for wear. While still on the ship, he had engaged in some gambling with two sharpes who had intended on swindling him, but his successes deterred them, and they excused themselves separately and departed. He was then spoken to by an old man who had appeared to have been asleep during the game, and was suggested by this fellow to speak with the Governors when he made land. Devlyn thanked him for that odd tidbit, and upon disembarking, made his way to the walled community where his let flat is located, and met Qwyl, the gardener/grounds keeper for the three elegant apartment buildings within the confines. Through Devyn's somewhat less than tactful suggestion that Qwyl's assessment that his, 'black god warned you of danger, right?', was in fact correct, Qwyl was understandably hurt that he had not been warned, considering that the man had lost an eye during the fighting. Qwyl then suggested that to make up for that Devyn could treat him to lunch at the new drinking establishment (an overturned pirate hulk dragged onto shore). Devyn agreed and went upstairs to unpack.
--He was met by a woman who claimed to be his cousin, Ylnel, from the WI. She had been on Doran for a week or so, and was encountering terrible difficulty locating and securing her 15 pieces of baggage. She hoped that her cousin could help her sort that and had been allowed by the landlady to sleep in the hallway at Devlyn's door during that time. With the opportunity to wash up Ylnel and Devyn entered the flat, where she then set herself up in the guest room while he unpacked. A furred snake (he didn't think it was poisonous) extricated itself from his larger carry-on. Qwyl picked up the snake and draped it across his shoulders like a living stole. Ylnel, Qwyl, and he had a brief intro and set out to eat lunch.

On the way there Qwyl noticed movement in the bushes and set about determining its nature: folk rising up from a covered tunnel entrance. The furred snake dissuaded them from exiting, and Qwyl began to blow on his signal whistle until both House Ahzinbakh dog handlers and the local militia both converged on the spot. The dog handlers attempted to dismiss the event, but the partisan woman leading the militia would hear none of it and called for additional backup. Devlyn took that opportunity to ditch Qwyl, and tried doing the same with Ylnel, but she clung to his arm and they set off to the Governors' Estate.
>>
---Introductions were mde; Ylnel was explained to be a University-level investigator in Fae Sciences, and her 15 pieces of kit being lab gear and the like; the Govs and secondary characters were involved; the Sphere was shown to Devlyn once his WI (Aelbaan) ancestry was disclosed; the ship reacted oddly to his presence and the feedback was unsettling to Ashta (!), but they went for a flight as Mela Mela and Ylnel trotted off with a guard and Ahnni to Mela's alchemical lab (guarded by her Fae friends who had warned her of the very large 'Bunk-Bunk' creatures who came out at night and stood around the other PCs and ate either their exhaled breath, or their dreams; the Fae were not certain of which), but along the way, they were almost ambushed by pirates flushed out from the jungly vegetation. Ahnni had Jaunted with one of the pirates, but was struck-ill by a charm the man was wearing (it was a stylised 'A' in some sort of silvery alloy and the Black Metal); House A dog-handlers then set their dogs on the girls but they held their own until the Sphere came to the rescue and squashed the dogs in a TK field; one handler fled into the swamp which is known to hold pirates; Ahnni was cured of an extra-planar poisoning effect generated by something emitting radiations from deep within the island; the dog handler was pursued by a TK probe and was harassed by the PCs until we wrapped it up around 11 PM.

The 'new' player was interested in downloading the .pdfs, and reading this blog (as is Tyb's player), so we may be hearing from them in the comments in the coming days/weeks.

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