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

Thursday, December 22, 2011

The Cats are Away...-



Concerned with the PCs' lack of direct action, a player prompted that the characters hop aboard a train and travel across the Black Crown, into the Yaeshani Empire, in search of a potential White Sphere to mate with the Black Sphere they found and returned with back in the Skullcrusher Mtn. Campaign.

This journey will take months to reach their initial stop, and an undisclosed amount of time to discern whether said object exists, or can be created. This plan, predicated upon its successful reunion with the Black Sphere they tossed into the plane of Shadow due to its deleterious effects, deprives the colony of Xudorn of its two top generals, its air marshal, and one of its top aeronautics chiefs. Another player voiced concern over Xudorn's vulnerability during this period, as the fledgling republic is under increasing attack by Continental Vrun forces and agents.

Along the way, barely into their trip, the PCs have encountered one of several Western Isles colonies in territory controlled by the Black Crown, essentially isolated now for over 150 years from the Western Isles Crown. Discerning things slightly more complex than at face value, it was discovered that these WI folk have been fighting the Undead for generations. Stymied by lack of official power for the PCs to institute treaties, the instigating player has suggested that they be granted said powers.

I sit back, incredulous at times, but now more confident why later generations never mentioned Xudorn in the history of Marnharnna. This is almost a parable for why the Vrun haven't regained space flight, and it is playing out before my eyes.

We'll see how this turns out.

Thursday, December 15, 2011

Advance the Timeline-

After escaping from the underground complex (and losing three personnel), the PCs and their squads returned home to Xudorn. Plans were set into motion to cordon-off the doors and set up a fort around the entrance. Forty tower-sites from the Ancient base to Xudorn are in varying degrees of scouting and building, to be used as a network of Aldis Lamp signals. Zeppelin-platform craft are in the works to be used as both aircraft carriers, as well as bombers. The first true aeroplanes are in production, leaving the ornithopters to be used as training and scout craft.

War with the Vrun Colonies has primarily consisted of a winter offensive of guerilla warfare, with Fort Greenpennant starting its own 'Hardpoint' cantons/mini-forts, and saboteurs introducing a blight to Xudorn's hydroponics lab. The Black Crown has shared the forging process of the Bright Metal, in exchange for a leg-up on Zeppelin technology. The local tribe of Abbekqorru have been fully integrated into Xudorn, and a ship load of Durn have immigrated to her shore as well.

It is now Midsummer, NC 548, 16 months (one year) from Xudorn's founding, and the population now stands at 2,500+ (including the Abbekqorru). A Guild Council crime syndicate active in Xudorn from its inception has either been killed in a large gun battle which destroyed a storage depot, or were apprehended, interrogated, and executed by firing squad.

The Church of St. Rel has swollen to the hundreds, with the initial adherents receiving activation of their Vrun Imperial Bloodline powers (Immortals, Dream Navigators, Emitters, Psychic Healers, Revivifists, Power Emulators, and Machine Heads). The 50 count coin, minted in the Bright Metal, depicts St. Rel on the face, and the Lady's Tower on the obverse.

The Centre for Positive Development is the Church's technological branch, and using empowered Creative Visualisation, is using devotions to engineer a series of minor changes in potential future outcomes, bridging them into a unified reality stream that permits tiny Xudorn to remain a free and independent nation, neither yoked again to Vrun, nor beholden to the Black Crown. Dream Navigators, working in conjunction with Data Specialists are restoring damaged or missing pages from technical manuals.

Tuesday, December 13, 2011

Other Colonies and the Marnharnnan Megadungeon-

Contact with the Vrun colonies to the north of Xudorn have had mixed results, including a rather humorous mix-up which resulted in a great set of scenes wherein the beaten person of a rather loquacious con-man escaped from Vrun Naval authorities into a Stinktown brothel, only to be rescued by the charming ladies within. Waifs, too, were rescued and given good homes in Xudorn, and other good things besides have occurred.

The Black Sphere, power source of Skullcrusher Mountain, has been disposed of into the Shadow Plane, and through a dream, Commander Ssu Rosenbrad has gained the formula for cleansing affected soil of the lower planar radiations they have absorbed. Saint Rel, posthumous hero of the Upthrust Campaign, has appeared to Commander Roland Peltier and completely healed him of said irradiation, triggering Peltier's Imperial Bloodline powers.

Finding a site held by the Dokirin to be a place of reverence wherein are placed items deemed too dangerous by local shaman, the PCs unearthed within barrow mounds Ancient technologies and the partially mummified remains of former Marnharnnans, including a Durnsman and his metal holy book. A second exploration, including five security, and ten technical specialists accompanied the PCs to a set of great doors set into the ground. Upon entering the vast vault, those in attendance witness a site larger than Xudorn and environs, two hundred feet down. Their initial exploration yielded little in the way of scavenged tech, but has stranded them in the midst of waves of ravenous and fleet-footed undead. Local indigenous Humanoids have bound themselves to the PCs in exchange for their protection and provision. These same have disclosed that this site is but one small fraction of the total underground area.

Wednesday, November 23, 2011

Google+ Weekly Campaign Update-

Short Form Updates-

* Continental Vrun Contingent Visit
:: Observing Xudorn for themselves, elements of the Vrun National Service, the Hierophantic Church, the Guild Council, and both the Monarchalist aristocracy as well as their foils, the Parlimentarian faction visited the tripartite colony. The two Black Crown destroyers anchored at the mount of Safety Bay, the Western Isles mercenaries, and rumours of Abbekqorru allies helped persuade the Continental Contingent to leave Xudorn to her own devices...for the time being. The Contingent then sailed further north up the coast, visiting other Vrun colonies. News that Ft. Greenpennant (home of the Green Cavaliers) had been bolstered to exceed Xudorn's population was also received.

* 'Skullcrusher Mountain' / Upthrust
:: The PCs have returned to the complex, studying the technology that empowered the Undead-creating attack upon the Wodic community, discovering that the Lower Planar radiation that remains in the 'reactor' level is still deadly enough to turn a living human into an Undead in a matter of weeks. Also, part of the sensor array of the gun system is receiving ultra-low frequency transmissions from various points on the globe, including Bereme Oykh/The Black Crown to the north.

* Dokirin Community living in the shadow of the Upthrust
:: Reports of a settled clan of Dokirin were confirmed when four PCs visited them, and are set to participate in a sacred dance. They are the Omu Aku Qelli Duuon >Flowing-Water, Plan, wisdom-Imparted, Settlement-on-Water< . Repairs to the clan's sole windmill (used to evenly water marsh-grain paddies), and exchanges of durable goods for grain have been ensured. Sub-Commander Ssu Rosenbrad became the clan's new Wise Woman at the death of the 250+ year-old man she had re-awakened from his visionary existence in Lord Worm's court (as both are Silt-blooded).

* Visit to Mostern Colony
:: Commander Roland Peltier, Sub-Commander Ssu Rosenbrad, and their trusty squad travelled overland to Mostern the 'City of Bricks'-to-be, and with Joe-the-Lawyer's LotFP Grindhouse Edition Specialist-character, Vesper, explored the vast fort colony. It is predicated upon the production of bricks, and has a 6:1 male to female ratio at present. Xudorn Cider (made from salt-marsh crab apples) was a bit hit, and 100 bottles were purchased. Another sale was of one of Xudorn's experimental (and portable) refrigeration units. This has occurred slightly ahead of the standard timeline, allowing for intervening events to transpire, as well as to permit Vesper to participate.

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.

Sunday, October 23, 2011

Operation Skullcrusher Mountain, and a DnD Toy for You-



Well, Friday the 21st, saw the sixth (or so) session in the offensive against the Undead bastion, and the destruction of the facility's attack ability. The estimated losses on the friendly side is in the low hundreds, with roughly three times that on the Undead.

Technology, both Ancient and arcane, has been secured, and the alliance with the Green Cavaliers (a Vrun Military expedition) and local Abbekqorru has blossomed. This confluence of events should dramatically boost Xudorn's (the commercial colony) strength without dramatically increasing its land-use footprint, as the hydroponics tech found at the site, as well as bio-tech the Abbekqorru utilise should increase the efficiency of the small community (currently roughly 1k pop.) without much slack time in implementation prior to winter. The fact that winter will not reduce agri concerns means that the most prevalent reason for any colony's failure shouldn't be the thing that could do-in Xudorn.

Now, with Ornithopters, small Zeppelins, and the Abbekqorru global map, Xudorn and Ft. Greenpennant (six-days ride to the south) are likely to have a far greater degree of cooperation and 'cultural' exchange. The effect of the Abbekqorru upon the burgeoning Vrun presence on the eastern seaboard also remains to be seen.

---[The Game]---
Provided for players of the grandpappy of RPGs, using d20s in 'to hit' and polyhedral damage dice
* Rifle, Repeating^ d10 | 3 Attacks per Round; 21 Shot Spring Crank Drum
Reload: 1 Combat Round if a loaded drum is used
^ :: Saturation Fire is a 10' W x 20' L rectangle.
Every figure at least 1/2 in the rectangle is subject to individual attack,
although only one Action is consumed in the process.

Saturday, October 8, 2011

Vrun Psycho-Sociology in Context-



VRUN perceptions of the cosmos
in which they exist are based primarily upon their Starship Crew Caste Clans parcel of data, and for those individuals who possess two or more such backgrounds, the intersection of these parcels of data create a vista greater than the sum of the parts.

Where the native Yirinn (the current dominant power on the planet, much to the chagrin of the Vrun) see the cosmos as an unfolding dream largely devoid of logical constructs of causality, the Vrun mind is geared to see everything as having a part and place in the whole. Where the industrious and innovative Yaesh see a clockwork mechanism of regularity and cyclical assurance, the Vrun see a flexible network of dominance and transience. Where the ancient Durn of the southern continent see Providence and Judgement, the Vrun see a realm of possibility and fields open for mastery. Where the mystical Lhoman see illusion and the playing out of a great game, the Vrun see an as-of-yet incompletely-understood matrix of factors that require self-mastery to fully exploit.

The Vrun embody a work-ethic not for the pride in craftsmanship or the splendour of the work in its final form, but merely to reach the next plateau on their way up, always and ever further upwards. With few words in the Vrun language to express common states, emotions, or qualities, the Urutsken (native) wonders what it is all for, as if it were a race to the finish line without knowing what constitutes the victory. While most Urutsken are eager to help the Vrun leave the wetlands world, they also secretly hope that their cousins will develop as a people in the world rather than apart from it.

The Vrun, in general, can only conceive of their near-mythic past glories as possessing any intrinsic value, and one only to be understood within the muted spirit of the crafted People. Indeed, there is much going on in the Vrun heart that they cannot express, not for the lack of possible letter arrangements that could construct meaningful terms, but for a lack of self-knowledge. For while the Yaesh to a person work unceasingly to expand the glory of the Sublime Court upon the world's surface, and the Yirinn smile at the transient accomplishment of empire; while the Lhoman meditate upon the Origin and Return of life and the Durn simply give thanks for each day as it is provided, the Vrun are a mystery unto themselves. Without that autognosis to give meaning apart from the Quest for Ascension, the Vrun tongue and stylus can only note measurements, record variations, and compare findings to incomplete records of a bygone era.

As with any sample, there a number of Vrun who are more attuned to the depth and wonderment found within the cosmoi, and it is these few who (though irksome and ill-appreciated) provide the Vrun People the needed introspection to avoid the curious paradox of utter stagnation in the drive forwards, and bankruptcy of culture to prevent the internecine tendency that has plagued the Imperial castaways these millennia. In truth, much of the Imperial Glories have been lost in the long centuries of Winter's struggle, corrupted and misinterpreted, and outright manipulated by those in power. Yet, it is the call of the Imperium that imparts the social momentum of contemporary culture forward towards 'a better tomorrow'. Indeed, each Vrun generation brings with it great technological re-inventions and 'new' discoveries that then set-off a chain reaction of recollection/imagination making new components available in the Quest.

Saturday, June 11, 2011

Vrun Starship Table of Organisation-

I finished this up last night, but waited until morning to post the LINK

It shows the Command <> Ranks, and Support Personnel.

The bottom row have no Command authority, although their Overseers can contact the Ship's Liaison or Logistics Officer and make their work-obstruction complaints known, if speaking with Department Chiefs does not generate a reasonable response.


This .pdf is also on a link to the right, under the Scavengers microgame.

Friday, January 28, 2011

Worlds Enough and Time: An Urutskan Travel Log-

I was thinking of all of the adventures I can remember gaming on Urutsk, as well as fiction I have written for it, and came up with these locations and time periods:

The Marnharnnan Continent: From the Fall of the Ancients, through the Vrun Colonial period, and the years of play in Latter Autumn, and into the surrealistic dark-fantasy of the Winter Era.

The Vrun Continent: Pre-history, Spring Era, Summer, Autumn, and bits of Winter (7,000 years of history). From the Crystal Pyramid through hunter-gatherers; from the standard fare of 'mediaeval fantasy' through Sci-Fantasy of the war against the Aelbaan; Late Summer and Early Autumn's mass-warfare campaigns, cults, disease and famine; The Humanoid and Frontier Campaigns; the pseudo Napoleonic gatling-gun and cannon period of Consolidation; the rise of the Vrun Continental Authority and highlights of the First Tyrrhean War with its necroborgs and gas-masked cavalry sorties; Latter Autumn's Second Tyrrhean War and the urban malaise of capitulation to the People's Automatic Union; all the way into Winter's madness and desperate subterranean scramble.

The Black Crown / Marnharnnan Yirinn Empire of Bereme Oykh: Autumn and the Departure, and Winter's Discontent.

The Chaos Isles: Scattered incidents throughout Autumn.

Tuliri / Lhoman Border region: Late Summer and throughout the Autumn Era, especially during the Second Tyrrhean War. Hours and hours of miniatures wargaming took place in this region, as well as a religious insurgency on the Tuliri side of the border. Martial Arts action, Pulp adventure involving serpent men, and the rise of an Immortal.

The Durn Continent: Early Autumn's visitation by the contemporary Playtest Party as well as a one-off with a Big Game Hunter, his trusty sidekick, and a powerful Durn Holy Warrior versus Guild Council slavers; Latter Autumn's challenge to modernise, and the Durn Maximist Covenant's polite refusal of the PAU's invitation.

All of the above is but a small percentage of the total gaming done in the milieu, and fails to touch upon the exploration and colonisation of Aqmlk, the Red Planet, and its latter eras; the entire span of the Space Age with its Hyperspace Shunt Network and Dragon Wars; Alien worlds crawling with unspeakable horrors and confounding alien technology; and the actual Sphere of Stars built around the galactic core; and other bits and bobs throughout these past 26+ years of my cultivating this wild and wending garden.

What adventures will you have here?

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, 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

Thursday, January 28, 2010

[Gaming][RPG][Milieu] A Locale: Kelzsyn's Bluff-

I have changed the permissions regarding this piece.  I retain all rights to this work.
20th August, 2014

Copyright (c) 2010 Kyrinn S. Eis

Kelzsyn's Bluff-

Location: North-central Riverland Peninsula, Marnharnna
Environment: Subtropical/Temperate-Warm
Terrains: Wilderness (Grassland, Rough, Woods, Subterranean)
Population: 360
Major Centres: Eastford, Highgate, Kelzsyn Proper, Lowgate
Capitol: Kelzsyn's Tower

Weather: Mild misty precipitation with occasional thunderstorms
Resources: Trade, Fresh water, Fishing, Agriculture, Botany, Guano, Light Industry
Threats: Dokirin raiders, Humanoid tribes
Culture: Traditional transitioning to Open via trade and cultural exchange
Relics: Kelzsyn's Tower
Status: Independent
Beliefs: Traditional transitioning to Post-Traditional
Prosperity: Increasing, leading to Stratification of economic classes
Freedom: Pre-democratic
Government: Guild Council
--Leader: Guild Council members

An otherwise unremarkable piece of elevated flat ground surrounded by creek-fed woodlands and marshes dotted with unexplained coral 'boulders', it is Kelzsyn's Bluff's history of a costly three-way battle between well-established Dokirin (Honey Ant, Swimming Hawk, and Roaring Monster clans), and a moving conflict comprised of Abbekqorru-led Humanoids and Vrun colonists that put it 'on the map', as it were. Prior to this unresolved battle, the spot had merely been a water, gunnery, and lookout tower built by Vrun colonists fresh from their ships and eager to duplicate their successes in the Latter Humanoid Wars on the Vrun continent. Records indicate that Kelzsyn and his immediate family were the only residents prior to the Battle of the Bluff.
Flora and fauna here is varied (occasionally startlingly so) due to the number of subterranean animals that have ventured forth over the centuries to forage or hunt in the woods. The most common animals are foraging herbivores and manifold hosts of birds and other avians. While there are some numbers of fur-bearing reptiles in the surrounding ponds and lakes, for the most part this is a woods-animal region, and the main predator are the ubiquitous wild dogs of the Humanoids. Said beings have enjoyed increased peace and prosperity due to the dwindling numbers of hostile Dokirin still in the area enjoining them in raids against Federated City State supply convoys to aid the beleaguered garrisons and forts further into the wetlands south.
One hundred homes, a few score workshops, and dozens of warehouses and sundry walk-in businesses dot the community within the antique specular-iron fence. The tower sports but four cannon, but is dotted with hundreds of rifle loops, manned by the local millitia in times of need. Most of the town is dedicated to the central and well-patrolled market, much respected and liked within the sub-region, and used by many nascent adventurers as a meeting place for expeditions into the Old Green Ruins, some 23 XsM to the west-north-west along the shores of the broad and cold Symmelliem river. Foods from various ethnic traditions bring Dokirin hunters to market in a meat-for-meal arrangement that seems mutually agreeable to the much friendlier (and money-minded) merchants of Kelzsyn's Bluff.

Local Rumours-
6 – Three hostile Humanoid clans dwell in the wilds surrounding town
5 – Founder Kelzsyn's steady drinking won him the remote outpost duty
4 – Nearby village of Boylyn is a clearing-house for local historiana
3 – Old 'Lizard Man' artefacts found in the karsts and nearby creeks
2 – The narrow tunnels within local karsts go on for hundreds of XsM
1 – Tech artefacts can sometimes still be found on the slopes of the bluff


Common Establishments-
12 - Fat-`Annii's: The lonely are well-attended to for the price of a meal and a warm sherry
11 - Holten Maqharst's Weapon-house: Colonial-style weapons and accoutrements
10 - Chapel of the Bleeding Rock: Bluff's unexplained mystery; roped-off from touch; donations accepted
09 - Hammisan & Vayel, Traders: Looking for hard-to-find items of a 'country' sort? Try here first
08 - Panner House: Reasonable lodgings with a hardroll with lard breakfast; no ruckus tolerated
07 - Daesyl's Dive: A short flight of stairs down leads to this well-kept maritime-themed pub and grille
06 - Tallfeather's Book Exchange, Survey Library & Reading Boutique: Leave/take a book and sit a spell
05 - Miss Dunferry's Tea House: Proper attire, language, and behaviour required for service
04 - Zettager Cask House: Wine and spirits, cheese and biscuits, smoking den; well-defended
03 - Blue-skin's Barrow and Bluff, Tour-guide: Grizzled Dokirin scout; virtually silent but efficient
02 - Zzrkhwv's Kennels: Well-trained Attack and Defence dogs of all sizes and costs
01 - Uncommon Establishment (see)

Uncommon Establishments-
12 - 'Doc' Suthurlend's General Practice, Barber, and Dentistry: Bring your own anaesthetics; good work
11 - The Turquoise Dove Music Shoppe & Lessons: Mostly strings and fifes, a few drums and pipes (bag-)
10 - Clatter, Sail, and Whittle, A hobby shoppe: From junk to high-price items, kits, tools, etc.
09 - Bluff's Book Repair and Antiques: Dusty, maze-like, unusually large interior; rare books/items
08 - Field Flowers & Indoor Holidays: A bright and happy brothel (two locations)
07 - Tower Tours: As the name implies, there are tours of the Tower, but why is it located across town?
06 - Malfyrd's Marks and Letters: Reading and scribing service, couriers in constant need
05 - Swathlyn's Everful Mug: Watery ale and mouldy biscuits, but meaningful local news and travel reports
04 - Ehrykh's Cutlass and Musket School: Den Ehrykh is a sixth-generation native and master Wildsfighter
03 - Saint Hildebrant's: The local office of the Heirophantic Church; Sister Ohn, three female neophytes
02 - Logla Swyl, Dreams & Portents: He is hidden in the shadows, but is terribly interested your dreams
01 - Rare Establishments (see)

Rare Establishments-
06 - Maythynz' Brothers Antiques & Repair Boutique: From Imperial tech to contemporary Chronometrics
05 - Spin the Bottle: Ostensibly private locals-only gutter-ball dive; hard-core and surly
04 - Zykh's Museum of Supremacy and Futility: Pro-Vrun, anti-everyone-else 'natural history museum'
03 - Office of Dokirin and Humanoid Affairs: Local 'zealots' made somewhat presentable; see above
02 - Field Flowers & Indoor Holidays: A bright and happy brothel with an indoor picknic theme
01 - Very Rare Establishments (see)

Very Rare Establishments-
06 - Kalin's Prosthesis and Mobilechairs: Quality wooden works for those suffering disabling wounds
05 - Metter Halsdon Club: Practical and theoretical 'corrections' swinger's club; well-defended
04 - Sunwort House of Healing: Free apothecary and bed-rest; donations accepted
03 - The Glass and Mirror: A drugs establishment; well-defended, tended, and high-class
02 - Blackcoven: A dark, decadent dancehall with mechanical ('goth') music from the WICE and Bereme Oykh
01 - Hard to Find Establishments (see)

Hard to Find Establishments-
06 - Hidden entrance to the Underground
05 - Empty house hidden within an unobtrusive warehouse: Seemingly unused, with Underground access
04 - Tower School of Vigilance: In the hidden Underground; Scouts and Surveyors (and magickers?)
03 - The Bright Woman's House: Local quasi-deity gifted in discernment; maintains no following
02 - Hallowed Ground: deep under the bluff; used for secret treaties with Dokirin, Humanoids, etc.
01 - Underground entrance to Rare and Very Rare Establishments (see above)


Availability-

66-51 - What did you ask for?: Only available on doubles (11, 22, etc.), and at +31 on Prices (below)
46-31 - Rare: (41+) and +21 on Prices
26-21 - Uncommon: (31+) and +11
16-13 - Common: (13+) and -11
12-11 - Abundant: -22

Prices-

66-51 - As high as they can extract from visitors without violence erupting
46-31 - Not unexpectedly high
26-21 - Locals' prices (fair or thereabouts)
16-13 - More than fair, or with added extras of a minor sort
12-11 - Unusually low prices for goods or services


Miscreants & Misfortunes-

66 - Non-Human Whatsits!: Best warn the militia, for lo, They're a'comin'
65-56 - General Mayhem of Indistinct Nature (multiple fights, property damage, possible fire)
55 - Out For Blood: Odd = non-local
54-45 - Riotous Drunken Brawling Spilt out into the Streets
44 - More Than Down and Out: Poor wretch begging for scraps or small coins
43-34 - Bravado and Swagger or 'We Don't Like Your Kind'
33 - Just Looking For Fun: First Blood is fine as long as it isn't theirs (or other local's)
32-23 - Wealth Redistribution Specialists, Local Chapter
22 - Ask Him Again: Will abduct and beat to within an inch of their life for 'information'
21-12 - Aftermath of some other event (re-roll) on this table; treat another 21-12 as an 11
11 - I Need Your Clothes and Kit: Infiltrators? Fugitives? They want ALL of your stuff

Law & Order-

66-64 - Hanging (1d6 days hence, at dawn)
63-31 - Steep Fine (number rolled is amount)
26-13 - Jail Time (number rolled - 1d12 days)
12-11 - Asked to join Militia


Weather-
66-45 - Thunderstorms (2d4 Hours; on [4,4] lasts another 2d4 Hours, etc.)
44-23 - Misty and very Humid
22-11 - Clear, Humid, Breezeless

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

Saturday, April 25, 2009

[Milieu][Wargaming] Preview-

(c) Copyright 1998, 2000, 2006, 2009 Kyrinn S. Eis All Rights Reserved

WARGAMING URUTSK-
: Autumn Garden


I - Overview
II - Colour Logic
III - Constructive Dice Pool Basics
----------------------------------------
IV - Unit Data
V - Squad Structure
VI - Cohort Rules (Attached Units)
----------------------------------------
VII - Formations & Distributed Assets
VIII - Command & Control
IX - Poor Order, Disarray, & Route
----------------------------------------
X - Terrain & Movement
XI - Darkness, Weather, & Circumstance
XII - High Energetics & Magical Effects
----------------------------------------
XIII - Optional Complications
XIV - Roster of Forces
XV - Scenarios
----------------------------------------
XVI - Postscript



I - Overview
II - Colour Logic
III - Constructive Dice Pool Basics
----------------------------------------

I - Overview-


Daqhtshal:Ikarentes-Yahannl
<"I am a dutiful, trained soldier: Proud First Wave Air Cavalry, a Devastator">

No, knowledge of the Vrun language is not necessary to use this rules-outline, but it certainly wouldn't hurt. In fact, you may be surprised at just how much of it you will learn through the process of reading these pages.
I took the opportunity to illustrate the manner in which Vrun structure their divisions, and the idiomatic manner in which, in this instance, the Resth Clan Confederacy name their companies.

When the Ancients, the First Parents, fell from the sky in the War in the Heavens, they brought with them a diverse range of martial traditions dating from millennia before, and millions of worlds amid the infinite Empyrean.
Because of the haphazard manner in which they tumbled to Urutsk from the great heights of the Space Beyond the Sky < Aya 'Eye-Ah' > , the variety of troops and armed units became so dispersed that individuals or detachment-sized remnants of squads and larger groups simply became associated with enclaves of other survivors.
From this jumble of civil servants, constabulary, home guard from dozens of environments, to elite and specialised warfighters, isolated societies cobbled together their individual tables of organisation, training, and deployment as Black Winter set in with its scouring celestial wind of space debris and plasma storms.

In some locales, due to the distribution of more favourable geographic features, limited surface activity was possible over the time-forgotten span of the Scourge. However, the vast majority of the scattered Imperial cantons were forced literally underground and expanded their holdings over the centuries.
It was not long before the tunnelling unearthed and awakened long dormant creatures and monstrous civilisations as recent as their own, also escaped to Urutsk. These wars, The Onyx Battle < Yuon Hakar >, never truly ended. It was only the gospel report of the Scourge's cessation that allowed Humanity to flee the Stygian depths for the sunlit world of the surface.

While certain kingdoms and other cultures did meet during that long period, few had the resources to maintain larger communities and had often kept the contact secret from their constiuents. Now upon the surface, the enclaves and empires of thirty or more generations removed cousins gradually were reunited.
The grand traditions of the Imperium made the re-integration of the disparate colonies more easily possible. Of course, there were those who desired no part of the resurrected behemoth that had created the Cataclysm, and from these 'deserters' came the first intra-Human wars.
But Fate was kind to renew the enmities with the non-Human, and in some cases, also the Allied Peoples (human-like aliens). More often than not, Human enemies were brought past their bickering and resource grabs to unite briefly against their common foes.

Through these various organic mechanisms of transmission and re-implementation, there became a great commonality to Human military endeavours that was retained as various groups spread out to seed the barren planet with animal and plant life from their long-destroyed homeworlds and others once held within the Imperium's grasp.
From the hereditary melange that had defined the Core of the Imperium ('The Sphere of Suns'), as had been recorded in myths of the long vanished past, Humanity became a species of multiple peoples. As the Human pool of bloods split and refined, specialised, and re-introduced other groups, the ethnicities of Urutsk came into being in only a few hundred years. With these divisions, martial procedures changed and were lost to time and replaced with more ideal methodologies and practical measures as suited each group's particular needs.

As the planet grew lush and green, as the rains fed the multitudes with blue and white-tipped marsh grains and fattened game animals, in many cases the non-human races began to find more ideal conditions above ground and expanded rapidly -- often out-breeding humans by several generations.
These groups usually fell upon each other as readily as upon Humans, but in some cases, great bands or more subtle confederacies were formed, and these both were a thorn in Humanity's side for much of the Mad Spring.