[go: up one dir, main page]

Search This Blog

Showing posts with label Imperium. Show all posts
Showing posts with label Imperium. Show all posts

Monday, December 28, 2009

[Milieu][RPG] Rarity of Magic/k Response to SHARK-

SHARK, my reply exceeded the charactr limit of the comments section, so I have posted it here.

Let me begin by thanking you for continuing this dialogue. :)

The first part of my response will deal with the game as a game: Have you seen how steep the 'XP' curve is for purchasing magic in my system?
--I have a player whose character is perhaps 7th-Magnitude/Level, and he is still only capable of casting 2nd-'Level' spells, and not for lack of trying. Granted, he has slightly diffused his energies by pursuing established spell-use and Shadow Magicks, but when I recently asked him for a ball-park estimate of points he's spent toward the Arts, his answer was roughly 2/3rds the total 'xp' he has earned.
---I designed the system expressly for the purpose of allowing a magicker to gain many low-power spells, but to severely retard their matriculation through the 'spell levels'. Given that, what would you expect a PC or NPC be able to accomplish that would out-live his own existence save create new spells and leave them hidden away in a spell book or a few scrolls? :)

Given that the above applies to NPCs equally, most 'breakthroughs' in magic come in the form of daisy-chaining 0th - 2nd or perhaps at best, 3rd-'level' spells into more costly (although, often more useful) spells than 4th or higher ones, as the casting-costs are cumulative (easier to calculate using a Spell Point system than the so-called Vancian method).

Now, from a setting perspective: Urutsken tend to be fairly bigoted and xenophobic folk, and that is taken to the next level when dealing with individuals pursuing lost arts and mysteries. There is little in the way of inter-cultural exchanges regarding such esoteric subject matter, especially in light of the general populace' fear of aberrations, which mages most certainly are perceived as in all but the most stable of metropolitan areas.
--That, coupled with high death rates due to environmental factors of a relatively unfriendly planet, predation by Humanoids and Monstrous Beings, and human-on-human warfare, most folk of that mental calibre are put to good use reasoning-out the functions of Ancient technology, rather than allowed to selfishly pursue dangerous, unstable, and Monster-attracting practices.
---What few number who do learn more than a few parlour tricks are fortunate if they are able to sequester themselves (almost invariably alone, or at most with manservants and support personnel) in a reasonably safe redoubt in the Humanoid and Monster-infested wilderness, and escape the attention of any of the three (other humans generally see them as complicit in aiding the non-human forces in the world and beyond), and with such little power at their disposal in comparison to mages in other game-systems, often fail to stay alive in the process of their studies.

Now, on an institutional level, there is at least one international group, a true cabal, known as the Kherstic League, who, when they find practitioners, give them one chance to join, or they are slain, and the research absconded with. The League is the only game in town, as it were, and their aims are fairly simple and straightforward: control knowledge of the Imperial Magick which still operates, albeit in a damaged and unstable manner, to this day, and slowly release its applications (perhaps the term 'technomantic' is best, here) as human society becomes more stable and less likely to destroy itself, or summon Lovecraftian-level non-friendlies to dominate or devour humanity's best bastion amid the Shattered Stars.
--The secret of the Kherstic Shards is at once amazingly simple, and on the other hand, such a vast paradigm-shift (Teslan v. Edisonian, with the former being centuries ahead of his time, and the latter being short-sighted and conniving), that its revelation would likely destroy the fabric of global society, undoing thousands of years of reconstruction and re-integration virtually overnight. In essence, the League is willing to sacrifice the lives of (wilfully-)ignorant practitioners to safeguard the hope for a better, stronger future position for all of humanity, and see it once-again take its place as the masters of the sidereal realm.
---Moreover, many folk who (in other games) would become M-U's, instead become involved in technology and restorationist projects, and take great pride in their accomplishments, regardless if they give a hoot about Humanity, or simply enjoy the privileges and notoriety that comes along with serving the temporal leaders who facilitate their research. Now, add the fact that most of these folks are also working with the League, wittingly or unwittingly, and the circle is more or less complete.

If I have not addressed your questions, please let me know, and I will attempt to do so.

Best, :)

Sunday, December 27, 2009

[Milieu][RPG] Brief: Rarity of Magic/k in the Urutsk Setting-

SHARK has posted this on his SHARK EMPIRE blog.

My solution was to make magic available to anyone, but make developing its use so costly (XP-wise) so as to dramatically narrow the potential number of dedicated practitioners, as well as retard their rate of matriculation through the 'spell-levels'.
--Urutsk has always had magickers of some sort, due to campaign event specifics, but even in the Latter Autumn era in which vectored thrust air transports, LASERS, and ELF-communications exist, those who could use anything more than the occasional elemental bolt or Mirror Image --both of which are outstripped by technological equivalents-- were a rare breed which kept their knowledge hidden.

As Humanity took to outer space and colonies were founded, many such worlds were used as remote demesnes, and the Art enjoyed a local resurgence, especially when space-age technology failed and the populations became cut off from pre-Imperial society.

It wasn't until Mid-Winter, when the Sphere of Stars/Suns was founded, that Magick was brought to the fore, although that golden 'age' only lasted 111 years. Yet, enigmatically, it is this very period that created what is known as 'magic' in the setting, throughout its full cycle...

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.