Showing posts with label Classic Fantasy. Show all posts
Showing posts with label Classic Fantasy. Show all posts

Friday, September 2, 2011

Racial Templates during the Age of Leo

Race Relations in the Age of Leo means that there were several different races.  Human DNA, however, was losing information from what it was in the Distant Past.  Since the setting is in the Age of Leo, you can expect that there were several different races during the time of Atlantis.  During the Age of Leo, humans had larger brains, bigger brain cases, and more robust faces.

Races in the Age of Leo pretty much include: Giant humans, Lemurians, Atlanteans,  Half-Atlanteans, and Homo Sapiens. Other races: such as elves, halflings, and such; would be Dimensional Beings or Astronauts from other civilizations beyond the stars.  These are Race templates for use in the game. 

HUMANS

The Humans of Earth are split into four races during the Age of Leo.  Homo gigantes which were a giant human (called Giants in the Earth in the Bible), the Atlanteans, the Caananites, the Khitanni, and Homo sapiens.  Human characters range from scientists, to adventurers, to the occasional (and rare) 21st Century transplant in the form of a high school student.

Human Racial Template
Except for H. gigantes, all humans have the same template in game terms.  In culture, the four human races have different tendencies.  The traits are:
  • +2 to One Ability Score: Human characters get a +2 bonus to one ability score of their choice at creation to represent their varied nature. (1 point)
  • Medium: Humans are Medium creatures and have no bonuses or penalties due to their size. (0 Points)
  • Normal Speed: Humans have a base speed of 30 feet. (0 points)
  • Bonus Feat: Humans select one extra feat at 1st level. (2 points)
  • Skilled: Humans gain an additional skill rank at first level and one additional rank whenever they gain a level. (3 points)
  • Languages: Humans begin play speaking The World Wide Language. Humans with high Intelligence scores can choose any languages they want (except secret languages, such as Druidic). 
  • Total Value: 6 character points.
  • Final Cost: 0 character points.

Atlanteans
Atlanteans, which includes Lemurians, are those people which are descended from the loins of Seth and his wife, and also Eve his mother.  They are a calm, nordic people who are white.  The race of Atlanteans have great longevity, as in the case of Adam, who lived a thousand years before dying. They are inventive, relentless, and scientifically minded.

Physically, they represent the human norm.  About six feet tall and about 150 lbs. in weight.  A mighty people based in the Americas, Atlanteans have spread out forming colonies in Europe, Africa, and parts of Asia.  The largest colonies of Atlantean culture are in Atlantis, Lemuria, and Zion.  The Atlantean genes will live on in the descendants of Shem and his wife, and those Indo-Europeans that favor Japheth.


Canaanites
The Canaanites, despite what others would have you believe, are not the Beasts of the Field.  They are descendants of Cain, some of his brothers, and Lilith -- Adam's third wife.  Their features match those of the African.  Black, impulsive, quick to feel emotion, the Canaanites had founded colonies in Mu and northern Africa.  Although the true Canaanites are smiths and are able to work all manner of metals (the descendants of Cain), the greater Black race have destroyed an entire nation of people who lived in tents. As a result, the colony in North Africa was punished.  Their nation had become cursed to be no longer green.

The Canaanites also have the distinction of creating the first instance of Organized Crime.  Cain and his brothers created the first secret organization in which Cain planned and executed the first murder.  Canaanites resemble the people of Kush.  They are dark skinned, ranging from brown to black.  They were the first city builders, building the city of Nod near the land of Mu.  They range from 5 ft tall to about 6 ft 5 inches tall.  The Canaanite genes will live on in the descendants of Ham, more specifically in those who would settle in India and sub-Saharan Africa.

The Egyptians, as we know them, favor their father Ham over the Canaanite, Egyptian princess he married.  They will be white, with red hair and maybe a little blonde.  However, they will be cursed according to the Priesthood.


The Khitanni
The Khitanni are the seed of Sarah, Adam's second wife.  They have formed colonies in Asia, specifically Xian and Shan-gri-La as well as what we call China.  They are an industrious people, able to copy most anything anyone puts out.  They are also mystical, having beliefs in circular philosophies.

The Khitanni have yellow skin and distinct facial features.  Their eyes are slits, they have black, straight hair, and they are about five feet six inches tall to about five feet eleven inches tall.
The Khitanni genes will live on in those Indo-Europeans who favor Japheth's wife and the Hittites.  Eventually, colonies in Asia after the great flood will become present day China.  To this day, the Chinese honor Noah in the form of a goddess named Nu-Wa.

H. Sapiens

H. Sapiens represents a mixture of these races and the "Beasts of the Field" spoken of in the Bible.  They will make up the Heathen Nations spread throughout the world.  H. Sapiens are the cave men, the stone age cultures of hunter gathers and farmers during the Age of Leo located in Europe and the Middle East.  H. Sapiens include the Natufian culture as well as the Hunter Gatherers of Europe, Prehistoric Europeans.  H. Sapiens evolved from monkey stock that may have been tinkered with to spur evolution (there are 250 genes in the human genome that cannot be accounted for).


Life is brutish and short for these people.  However, they do produce fair daughters which attract men of the other races, above.  H. Sapiens are characterized by their height, which varies between 3 feet (dwarves), to about seven feet tall.  H. Sapiens are as smart, and as industrious as we are.  H. sapiens genes live on in the RH Factor in the blood of most humans today, meaning that somewhere in the line of patriarchs there were intermixing with the "Beasts of the Field."


Homo Gigantes

Giant Humans, H. Gigantes, are a genetically engineered race by Atlantean or Khitanni design.  Purposefully created, they are large of stature by doubling the human genome.  H. Gigantes have 84 chromosomes instead of the usual 42.  Giant humans were used to help build megalithic monuments including Baalbek.  Giant humans may be of H. Sapiens stock instead of the stock of the other three races.  These Giants are engineered to stand 12 feet to 20 feet tall.

Little is known about the Giants in the days of the Age of Leo.  It is known that some of them became men of great renown, as the heroes of old.  We have only skeletons and pictures of excavations, though, to prove that they exist.  Called the Nephilim in the bible, they are not the product of Angels mating with the children of Men.  Rather, they are genetically engineered purposefully to have 84 chromosomes.   Question is, do the giants live on?  Well, in the case of Goliath they did, although Goliath was only a dwarf -- nine feet tall -- compared to his mother and father and siblings.  Which means someone did genetic experiments after the flood.

Giant Racial Template:
  • Of Large stature: Giants are of large stature (about double that of humans) and have the Giant subtype. (3 Character Points) 
  • +2 to one Ability Score:  Giants are the result of doubling the human chromosome.  So they are still human in every way possible. (1 point) 
  • Increased Speed: Giant humans have a speed of 50 feet. (Point cost: 2) 
  • Bonus Feat: Giant humans also select one extra feet at 1st level (2 points) 
  • Languages: Giants begin by speaking the World Wide Language.  Giants with high intelligence scores may choose any language they want.  
  • Total value: 8 points 
  • Final Cost: 2


DIMENSIONAL BEINGS AND CROSSOVERS
For GMs who want a really weird game, their could have been other races that could exist in your game.  Races such as elves, shapechangers, dwarves, and halflings are not at all impossible in a game based on pure fantasy.

Dragon Folk

Dragon folk have the reptilian features of dragons with a humanoid frame.  Appearing to be the descendants of a great Dragon God, the dragon folk have crossed into Earth either by dimensional gate crossing or by more fanciful means.

The Dragon folk have colonies in Europe, South Africa, and possibly Mu.  Dragonfolk stand about six feet tall and range from golden in color to a rich red brown.  They are mystics and warriors, capable of learning the Wizardly arts and the arts of the blade.  There are no Dragon Folk fossils that have been found.

Dragon Folk Template:
  • Ability Scores: +2 strength (1 Character Point), +2 Charisma (1 character point) 
  • Base Movement: Dragon Folk move at 30 feet.  (0 Character Point) 
  • Dragon Skilled: The Dragon Folk are highly skilled, and have one rank of Highly Skilled (1 point)  
  • Dragon Training: Dragon Folk have one rank of Attack Combat Mastery (3 points) 
  • Dragon Breath: Dragon folk have a special attack that is freezing, acidic, fiery, plasmatic, or poisonous.  (damage 1d8, Flare, Spreading, Short Range, Toxic) (4 points) 
  • Languages: Dragon Folk start out knowing Draconic.  They can learn the World Wide Language also. (0 points) 
  • Total Value: 9 points. 
  • Final Cost: 3 Character Points.

Dwarves


dwarf by ~shonensan on deviantART

Dwarves are from another world in another dimension.  They are a stoic race that are found in colonies in Eastern Europe. More than any other race, the dwarves have acquired a reputation as dour and humorless craftsmen of the earth. It could be said that dwarven history shapes the dark disposition of many dwarves, for they reside in high mountains and dangerous realms below the earth, constantly at war with giants, goblins, and other such horrors.

Dwarves are a short and stocky race, and stand about a foot shorter than most humans, with wide, compact bodies that account for their burly appearance. Male and female dwarves pride themselves
on the length of their hair, and men often decorate their beards with a variety of clasps and intricate braids. A cleanshaven male dwarf is a sure sign of madness, or worse—no one familiar with their race trusts a beardless dwarf. If there are any Dwarven fossils, they would be no different from that of a small human's.

Dwarf Racial Template:
  • +2 Constitution (+1 point), +2 Wisdom (+1 point), –2 Charisma (-1 point): Dwarves are both tough and wise, but also a bit gruff.
  • Medium: Dwarves are Medium creatures and have no bonuses or penalties due to their size. (0 points)
  • Slow and Steady: Dwarves have a base speed of 20 feet, but their speed is never modified by armor or encumbrance. (-1 point)
  • Darkvision: Dwarves can see in the dark up to 60 feet. (see darkvision) (+1 point).
  • Defensive Training: Dwarves get a +4 dodge bonus to AC against monsters of the giant subtype. (+2 points)
  • Greed: Dwarves receive a +2 racial bonus on Appraise skill checks made to determine the price of nonmagical goods that contain precious metals or gemstones. (+1 point)
  • Hardy: Dwarves receive a +2 racial bonus on saving throws against poison, spells, and spell-like abilities. (+1 point)
  • Stability: Dwarves receive one rank in Defense Combat Mastery. (2 points)
  • Weapon Familiarity: Dwarves are proficient with battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon. (0 point)
  • Languages: Dwarves begin play speaking Common and Dwarven. Dwarves with high Intelligence scores can choose from the following: Giant, Gnome, Goblin, Orc, Terran, and Undercommon. (0 point)
  • Total Value: 6 character points
  • Final Cost: 0 Character Points


NEXT: More races of Atlantis favoring the fantastic side.

Wednesday, August 31, 2011

Thieves, Soulknives, and Inventors

A continuation of occupational templates for Atlantis.

Mystic (Martial Artist class)
Template cost: 15 points
Stats: Str 15, Dex 13, Con 13, Int 16, Wis 13, Cha 11

Attributes:
Combat Mastery +1, Damn Healthy! +1, Heightened Awareness +1, Highly Skilled +2, Speed +1, Special Attack: Raging Thunder Dragon Fist +1 (1d8 damage; Incapacitating, Extra Energy, Melee)

Choose 2 Defects:
Attack Restriction (Code of Honor) +1, Marked (Tattoos of Dragons around both arms) +3, Nemesis (Mystic from a Rival School) +1, Unique Character Defect (Poverty) +1

Skills:
Acrobatics +5, Climb +6, Craft: Votive Objects +7, Knowledge: Area (Lemuria) +7, Knowledge: Area (Atlantis) +7, Knowledge: Area (Khittan) +7, Knowledge: Religion (Mysticism) +7, Linguistics (World Wide Language) +7, Perception +5, Sense Motive +5, Swim +6, Unarmed Attack +1, Unarmed Defense +1

Feats: Combat Martial Arts, Power Attack

When Cain killed Abel in order to gain what he owned: his flocks and his wife; man's inhumanity to man had showed itself.  Since then, man has always worked hard to find ways of killing each other.  To our credit, we always worked out ways of defending ourselves from those that would do us harm.  During the Age of Leo, this is not even different.

Wandering Mystics from Khittan (China) believe in a circular philosophy.  Although they come from a barbarian Kingdom, they may wander to Atlantis or Lemuria or both to teach them the secrets of Mysticism.  Some Mystics feel that they have an adventurer's heart and join an adventuring party to see more of the world and to increase their knowledge of cultures outside of Atlantis, Lemuria, or Khittan.


Necromancer (Dynamic Sorcerer class)

Template Cost: 15 Character points
Stats: Str 13, Dex 11, Con 9, Int 15, Wis 14, Cha 17

Attributes:
Aura of Command +1 or Exorcism (Undead) +1, Dynamic Sorcery (Class Feature) +1, Extra Energy +1, Highly Skilled +1, Magical Technique (Magical Blood) +1, Personal Gear +1, Pet Monster (Skeleton) +1


Restriction (Aura of Command to Undead) +2 Choose two Defects:
Easily Distracted (Corpses and Ossuaries) +1, Marked (scars) +1, Not so Strong +1, Not so Tough +1, Physically Unappealing +1, Reoccuring Nightmares +1, Skeleton in the Closet +1

Skills:
Appraise +6, Craft: Likenesses +6, Intimidate +7, Knowledge: Arcane (Spellcraft) +6, Knowledge: Biological Sciences (Human Anatomy) +6,  Knowledge: Occult +6, Survival +3, Ranged Attack +1, Ranged Defense +1

Feats: Dazzling Display, Power Attack

Spells (Choose 12 slots of spells from 0 to second level, see Dyamic d20 Magic for DC casting costs), spells can come from these schools and from the Cleric list --
Abjuration, Divination, Conjuration, Necromancy, and Universal

Necromancy, the art of communicating with and summoning the dead, may have had its start in the Middle East.  Excavations have found that the Natufian culture had carefully buried their dead within their own homes and removed the skulls sometime afterward.  In Leonine Jericho and 'Ain Ghazal, the inhabitants there would plaster the skulls of their dead to create a likeness of the dead person.  There was definitely an Ancestor Worship cult in the Middle East.  This eventually spread to Europe with the building of Ossuaries, where the dead where kept.

So, Necromancers come from the heathen nations of Europe and the Middle East.  While not necessarily evil, his or her grim demeanor often does not win them very many friends.  Most would distrust the necromancer, seeing him as "unnatural" or even blasphemous in their dealings with the Spirit World. Nevertheless, necromancers can be quite useful, since they can create armies of minions from dead bodies, as well as gain information by speaking with the spirits of the departed. They will sometimes choose to become adventurers as a way to test their abilities, as well as to acquire powerful Items of Power to aid them in their grim research.

Thief (Adventurer Class)

Template Cost: 5 Character Points
Stats: Str 13, Dex 17, Con 10, Int 15, Wis 13, Cha 12

Attributes:
Art of Distraction +1, Sneak Attack (Special Attack 1d8; Accurate, Concealable, Melee) +1, Heightened Awareness +1, Highly Skilled +2, Organizational Ties (Guild of Thieves) +1, Personal Gear +1

Pick two Defects:  Easily Distracted (Wealth) +1, Not so Strong +1, Owned by Organization (Guild of Thieves) +1, Wanted +1  

Skills:
Acrobatics +7, Bluff +5, Climb +5, Craft: Traps +6, Disable Device +7, Disguise +5, Escape Artist +7, Knowledge: Area (City of Atlantis) +6, Linguistics (World Wide Language) +6, Sense Motive +5, Swim +5, Melee Attack (Dagger) +1, Melee Defense (Dagger) +1

Feats: Dodge, Power Attack

Since men became sensual and devilish there will be thieves who lie and steal. The thief is a lithe, roguish, and often acrobatic outlaw who lives by his or her wits, charm, and light fingers. Some thieves steal from anyone, while others prefer to rob only wicked folk. They make natural adventurers. Both their skills and their general demeanours are well-suited to a life of dungeon delving. In addition, thieves commonly have a weakness for wealth, which is often found in great abundance in ruins and similar locales, making them ideal places to explore — and loot. Thieves often have a sinister reputation. Even the noblest among them (and there are such unusual individuals) find it hard to convince ordinary people that they use their larcenous abilities only for good ends.  Consequently, thieves are often unwelcome in civilized settlements. Agents of the law are never far behind them, making it hard for thieves to put down permanent roots.

Psychic Warrior (Adventurer Class)


Template Cost: 15 Character Points
Stats: Str 15, Dex 11, Con 16, Int 12, Wis 10, Cha 14

Attributes:
Aura of Command +1, Dynamic Sorcery (Psionics Based) +1, Extra Energy +1, Highly Skilled +1, Mind Shield +1, Metapsionics (Heightened Power) +1

Pick two Defects: Girl/Guy Magnet +1, Famous +1, Ism (Psionism) +1, Reoccuring Nightmares +1

Skills: 
Autohypnosis +4, Climb +6, Intimidate +6, Knowledge: Arcane (Psionics) +5, Knowledge: Physical Sciences (Quantum Mechanics) +5, Sense Motive +4, Melee Attack (Crystal Sword) +1, Melee Defense (Round Shield) +1, Swim +6

Feats: Power Attack, Focused Sunder

Powers: Choose 3 1st level powers from the Psychic Warrior list in Psionics Unleashed! or the Expanded Psionics Handbook, energy points are analogous to Power Points.

In Atlantis, Psychic Warriors are trained to be shock troops and Marines.  In effect, Psychic Warriors are the Atlantean answer to the U.S. Army Rangers and U.S. Navy Seals.  They are often sent in when the battle needs winning.  Psychic Warriors are trained by both Atlantis and Lemuria to turn the tide of battle for their armies.  Psychic Warriors who leave the armies will often become mercenaries or adventurers in their own right.  Fighting for whatever cause, or whatever side.  Many adventuring Psychic Warriors are soldiers of fortune.

Engineer (Tech Genius Class)

Template Cost: 10 Character Points
Stats: Str 10, Dex 13, Con 12, Int 17, Wis 15, Cha 11

Attributes:
Aura of Command +1, Computer Scanning +1, Highly Skilled +1, Mechanical Genius +1, Personal Gear +1, Wealth +1,

Choose 2 Defects: Achilles Heel (wasp stings) +1, Concentration (Computer Scanning) +1, Nemesis (rival Engineer) +1, Significant Other +2


Skills:
Computer Use +7, Demolitions +7, Disable Device +5, Drive +5, Knowledge: Electronics +7, Knowledge: Physical Sciences (Higher Mathematics) +7, Knowledge: Physical Sciences (Geography) +4, Linguistics (World Wide Language) +7, Profession: Mecha Engineer +6, Sense Motive +3, Research +7

Feats: Endurance, Lightning Reflexes

Whatever they are telling you, they are wrong about Man's ability to create and invent.  Mankind has had a big brain for at least 60 thousand years, perhaps more.  Atlantean Engineers are every bit as smart, or smarter, than our Engineers.  To say that the Stone Age lasted longer and there was a gradual evolution is a terrible conceit.  Many artifacts that are out of place (including the World Wide Language itself) attest to man's ingenuity in prehistoric times.

Atlantean Engineers were able to build the Pyramids, carve the first lion statue (the Great Sphinx) and calculate Longitude.  They were also able to build Weapons of Abomination (nuclear weapons) and create Nuclear Plants.  Also among their accomplishments was domestication: Atlantean Engineers genetically engineered the grasses (rice, wheat, rye, barley) into domesticated forms and create the dog, the feathered Troodon, and the Dairy cow.   They were able to perfect the crystal technologies that Atlantis was famous for.  Adventuring engineers are tech geniuses: specializing in maintaining mecha, doing surveys for Megalithic building, or doing field experiments.  Unfortunately, a fraction of Engineers are Mad Scientists.

Thursday, August 11, 2011

Phoenicia Player's Guide in Layout! plus FAQ

Yes that's right, the Phoenicia player's guide is now in layout!  One of the interesting things about this player's guide is that there isn't going to be an image of the city with it's falls.  The problem is: No one in their right mind has built a thriving city around a waterfall yet, especially one as big as a cataract fall complex.

The cataract waterfall is actually inspired by Iguazu Falls in both Argentina and Brazil.  Although Mosi-oa-Tunya ("The Smoke that Thunders"), also known as Victoria Falls, is also an inspiration. 



Why would a thriving city be built around a cataract?   Well, people do dumb things.  But the major reason is the Lemurian Obsidian pyramid located under the major spill way.  Made of Orgonite, the pyramid attracts both Arcane Spellcasters and psions.  Fortunately, the psions got there first and started to build a magnificent city.  However, in real life, the practical problems of flooding and noise pollution (from the falls) are practically tough to overcome.  So, city builders had too many problems with cities centralized around waterfalls.

Q. Why a city of Psionics in Pathfinder?

A. Everyone needs a city that they can drop in their campaigns without a fuss.  Phoenicia, and it's three sister cities -- Sybaris and Syracuse; are designed so that the Game Master can do just that.  This allows you to explore psionics at your leisure if your players or you -- the GM -- enjoys the system.

Q.  Why don't you just add it to Glorion?
 
A. Are you nuts?  No Author in his right mind would submit his work to Paizo and sign a work for hire agreement when the Internet -- the world's most powerful and easiest Copying Machine -- is still operational.  I'll take my chances with releasing it under the Creative Commons Attribution-Share Alike 3.0 License.

Q. Why a Creative Commons License?

A. Why not?  With a creative commons license, major companies can compete with me directly.  So everyone wins.

Wizards of the Coast wins, because they can create a game book derivative of mine.

Paizo wins because they can do the same.

Same for Dreamscarred Press.

Steve Jackson Games.

And a host of other companies.   Plus, the city can reach an amazing amount of gamers.  So I win, and you win.  You can get an official 4e product and play Phoenicia with official 4e guidelines.  Or you can get an official Exalted product and play Phoenicia with Exalted.  Plus, gamers can translate it into their favorite languages and the translations can compete with each other.  Again.  Everyone wins.

Q. Are you nuts?

A.  No, I am not.  But please, don't flood my email box asking for permission, I'll get frustrated with you all.

Saturday, July 30, 2011

Character du Jour: Alarcawen, elocater



Sometimes, a psion Nomad and a Fighter can go together to make an interesting combination.  The Elocater prestige class in the Expanded Psionics Handbook (now Psionics Unleashed!) is meant to combine fighter and psion, or just a plain psychic warrior, in tandem.  Alarcawen, which means "Swift/Rapid Girl" in Quenya (thank you, good Professor) is an apt athlete who has learned the arts of fighting with a sword.  She is based on Wayne Reynolds' illustration of a Dromite Elocater. 

Alarcawen is a psion first, warrior second.  She was always fast when she ran through the forested meadows of her home in Massalia.  It was rumored that no one boy, elf or otherwise, could surpass her speed while she was in childhood.  When it was time for her to study, she chose to be a psion rather than monk or a rogue.  She still learned how to fight with a longsword, and she became quite proficient in it.

During the Elf Troll wars in which the elves battled the trolls while some of them looked for a new home to settle in, she excelled in combat.  Pretty soon, she learned how to combine the might of a Nomad (a psion who specialized in psychoportation) with that of a fighter.  This attracted the attention of the Elocaters of Massalia, which were a very small group.  They've been watching the elf girl since she was a child, and now they took the girl under their wing and taught them their secrets.  She now scorns the Earth and does battle against her enemies using a combination of speed and mental alacrity.

She came to Phoenicia, the City of Psionics in order to root out her enemies.  The Dark Brotherhood, a society of assassins, had slain most of her living family and now she wants justice.  But sometimes, justice takes the form of vengeance when the Law can do nothing to bring the perpetrators to justice.

Alacawen   CR 10
XP 6,400
Female Massalian Elf Psion 3/Fighter 3/Elocater 3
NG Medium Humanoid (Elf)
Init +4; Senses Low Light Vision; Perception +11

DEFENSE
AC 18 (22) Touch 15, Flat Footed 17 (+4 Dex, +2 Floating Leather Armor, +4 Inertial Armor, +1 amulet, +1 ring)
hp  61 (3d6+3d10+3d8+18 con)
Fort +7, Ref +8, Will +8; +10 against enchantment spells and effects; +9 against Fear
Defensive Abilities Armor Training, Bravery, detect psionics

OFFENSE
Speed 40 ft.
Melee "Langoril" (+1 Sundering Longsword) +7 (1d8+1/20/x2) or +2 Daggers of Teleporting +12 (1d4+2/20/x2)
Ranged +2 Daggers of Teleporting +8 (1d4+2/20/x2)
Psionic Powers Known (Discipline - Psychoportation, ML 5, Power Points 27)

Level 3 -- Astral Caravan, Psionic Blast, Telekinetic Force
Level 2 --  Dimension Swap, Dissolving Weapon, Ego Whip, Thought Shield
Level 1 -- Burst, Deceleration, Empathy, Inertial Armor, Teleport Auxillary (hyp)

STATISTICS
Abilities Str 12, Dex 19, Con 14, Int 17, Wis 14, Cha 15
Base Attack: +6  CMB +10  CMD 11
Feats: Agile Manuevers, Dodge, Expanded Knowledge, Mobility, Psionic Dodge,  Psionic Talent, Spring Attack, Weapon Finesse
Skills: Autohypnosis +9, Fly +14, Acrobatics +8, Climb +4, Handle Animal (horse) +5, Knowledge (Dungeoneering) +9, Knowledge (Psionics) +13, Ride (horse) +7, Perception +11, Spellcraft +13, Swim +2
Languages: Common, Elvish, Massalian Elvish, Orc
SQ: Elven traits, eternal grudge (Arcadian Elves), aerial acrobatics, armor training, dimensional step, discipline (psychoportation), Discipline Talents (Burst, Deceleration), freerunning, personal gravity, scorn earth, spatial awareness, terminal velocity

Combat Gear: Langoril (+1 Sundering Longsword), 4 Daggers of Teleporting (+2), Floating Leather Armor (+1); Other Gear: amulet of natural armor +1, cloak of resistance +1, ring of protection +1, 200 gp

SPECIAL ABILITIES
Aerial Acrobatics
The elocater adds her ranks in Acrobatics as a bonus to any Fly checks, and her ranks in Fly as a bonus to any Acrobatics checks, due to her ability to control her personal gravity. She also treats all Acrobatics checks to jump as if she had a running start.

Dimension Step
An elocater of 3rd level or higher can slip psionically between spaces as if using the fold space power, once per day. The elocater cannot bring any other creatures with her. Her manifester level for this effect is equal to her elocater level. At 6th level, the elocater gains a second daily usage, and at 9th level, she can use this ability three times per day. 

Freerunning
Beginning at 2nd level, an elocater's land speed increases by 10 feet. This is treated as a circumstance bonus (it does not stack with terrain-based circumstance bonuses, such as the circumstance bonus from using skate on a decline). This bonus increases to 20 feet at 5th level and to 30 feet at 8th level

Personal Gravity
As long as the elocater is within 1 foot of a sufficiently stable solid or liquid surface, she can change her personal gravity with a thought (free action). As a result, she may move on walls, ceilings, etc. as if they were level floors, including being able to run, jump, and take 5' steps.

Personal gravity is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using personal gravity, her speed reduces to 10 feet per round.

Scorn Earth
At 1st level, an elocater’s feet lift from the ground. From now on, she can float a foot above the ground, but still move and act as if she were standing on solid ground. At distances greater than 1 foot from any sufficiently stable surface, her speed diminishes to 10 feet per round, but she can move in any direction (including straight up or down). Melee and ranged attacks suffer increasing penalties as if she were the subject of the defy gravity power.

Scorn earth is constantly active, even when unconscious, unless the elocater deliberately suppresses it (a free action), is heavily encumbered, or is slain. If the elocater is carrying a medium load or wearing heavy or medium armor while using scorn earth, her speed reduces to 10 feet per round.

Spatial Awareness
Beginning at 2nd level, an elocater's hyperawareness of spatial relations lets her use the battlefield to her advantage. When she attacks with a bonus from higher ground or is flanking the attacked enemy with an ally, the first attack she makes against that enemy each round gains a +2 insight bonus to her attack roll and damage roll (if the attack hits). Furthermore, due to her ability to reorient herself, enemies no longer gain a bonus when attacking her from higher ground. At 5th level the insight bonus increases to +4, and at 8th level the insight bonus increases to +6.

Terminal Velocity
As long as either personal gravity or scorn earth is active, if the elocater would be in a position to fall (for example, stepping over a pit), she instead hovers at her current position, as if standing on solid ground. As a move action, she can safely float or jump down 30' (she can float down an additional 30' per additional move action spent in this way).  
  

Tuesday, July 26, 2011

Orgonite for your Dungeons and Dragons Campaigns

By Terry H (Flickr)
Orgonite is a compound that is easy to make by anyone.  It is proven to change negative energy into positive energy -- proven by layman experience.  The compound does this continuously all the time, without electricity.

In the real world, Orgonite actually exists and actually has these properties.  It it made of 50% metal and resin and has a crystal embedded in the center.  The substance is used to bust the nuts off cellphone towers, electric generators, and more by changing the frequency of the energy produced to a more life giving frequency.  It's not a joke and it's not a game.  It's actually based on scientific research.  However, thanks how the original researcher of Orgone was treated, it can't be properly explained by physics scientists or engineers as to how orgonite actually works.

ORGONITE IN THE PATHFINDER AND DUNGEONS AND DRAGONS GAME (3.5 EDITION)

Orgonite in the D&D game has psionic and magical applications.  Since the compound is used in simple energy conversion, it can be created by alchemists for use in the Wizardring World and the Psionic World.  In the typical Medieval Society, Orgonite is regarded by the superstitious as something that belongs to the Wise (Witches and Wizards) and will typically avoid the stuff on the advice of their parish priest or local cleric.

In a principality or country of Psionics, the people are generally more enlightened (about Renaissance or Age of Reason level) and it is produced more.  Orgonite has the same properties if used by a psion or a wizard, it's the only substance that transcends the Psionics Opaque barrier.  

[Begin Open Game Content]
However, it is incredibly easy to make (requiring a DC 12 Craft (Alchemy) check).  The materials needed are a double terminating quartz crystal, some pine tree sap or resin, an alchemical hardener (to turn the sap into amber), and fine metal filings.  The material in which the amber sets needs to be lightly treated with olive oil (except if paper is used for the mold).

A layman can use orgonite to ward off mental affecting spells that could potentially harm him.  An orgonite pendant will give him a +2 item bonus to his will saving throw against spells like Irresistible Dance, Confusion, and Insanity.  Unfortunately, an orgonite pendant can't tell the difference in how Charm Person, Charm Animal, and Charm Monster is used.  It actually amplifies the effect of Charm spells due to the energy being seen as positive, and gives the layman a -2 penalty against these sorts of spells.

Because of it's properties, Alchemists and Wizards with the Craft Rod item creation feat can use Orgonite to make Metamagic rods. Since orgonite can amplify positive energy, wizards simply need to magically attune the orgonite to amplify magic.  An Orgonite Rod can simply be attuned to one metamagic feat.

For a Psion, since Orgonite can awaken and amplify psionic energies, it can be used to make a metapsionic talisman.  A psion with the Craft Psionic Talisman feat just simply needs to make the orgonite talisman with the above materials and psionically attune it to a metapsionic feat.

CRAFT PSIONIC TALISMAN [Psionic Item Creation]

You can make psionic talismans.

Prerequisite: Manifester 9th.

Benefit: You can create psionic talismans. Crafting a psionic talisman takes 1 day for each 50 gp in its base price. To craft a talisman, you must use up raw materials (metal filings, pine tree resin, alchemical hardener, quartz crystal) costing a fraction of its base price.  Then you must spend a day attuning the talisman to a metapsionic feat or power that you know.


PSIONIC TALISMANS

Metapsionic, Burrowing (example)

Aura: Strong psionic, ML 17th

Slot: None; Price: 3,000 gp.; 11,000 gp (normal), 24,500 gp (greater); Weight: 3 ounces.

Description:  The holder can manifest up to three powers per day that are burrowing as per the metapsionic feat.

Construction:
Requirements: Craft Psionic Talisman, Burrowing Power; Cost: 1,500 gp (lesser, 50 gp for materials; rest for attunement); 5,500 gp (normal, 50 gp for materials, rest for attunement), 12,500 gp (50 for materials, rest for attunement).

[End Open Game Content]

OGL Section 15:

Orgonite for your Pathfinder and Dungeons and Dragons Campaigns, Copyright 2011 by Elton Robb.  Author: Elton Robb

Note: All items in this article known as "product identity" as defined by the Open Game License are under the Creative Commons Attribution-Share Alike 3.0 Unported License.

Monday, July 25, 2011

Psionics

DIFFERENT PSION SPECIALISTS

THIS WEEK -- THE EGOIST
Also known as: Martial Monks, psychic gymnasts, psychic healers, Goku rip-offs

House Redoran warrior, by yours truly
Egoists are psionic martial artists, concentrating their energies on their bodies.  They are psions who have high intrapersonal intelligences.  They are completely in tune with their bodies.  Because of this intuition, egoists are capable of manipulating their bodies with their will.   Egoists usually learn martial arts to augment their own combat abilities.  Although some have the ability to heal others.

Egoist Psionic Powers List

Level 1 --- Minor Metamorphosis, Natural Healing, Thicken Skin
Level 2 --- Animal Affinity, Chameleon, Empathic Transfer
Level 3 --- Ectoplasm Form, Hustle, Metamorphosis
Level 4 --- Psychic Drain
Level 5 --- Psionic Revivify, Psychofeedback, Restore Extremity
Level 6 --- Cleanse Spirit, Greater Metamorphosis
Level 7 --- Fission
Level 8 --- Fusion
Level 9 --- True Metamorphosis


Archtypes
HUMAN PSIONIC MARTIAL ARTIST
Class: Psion (Psychometabolism speciality)
Feat: Unarmed Martial Strike
Feat (Human): Psionic Fist
Feat (Psion): Up the Walls

ELVEN PSYCHIC HEALER
Class: Psion
Feat:  Psionic Talent
Feat (Psion): Psionic Meditation
Powers: Empathy, Natural Healing, Heal Light Wounds

Wednesday, July 20, 2011

Map of Phoenicia completed


Map of the land of Phoenicia by ~Atlantean6 on deviantART

A map of Phoenicia and the surrounding lands are complete.  I did it this morning, so enjoy.

Oh, you do need a Deviant Art account to see the whole thing -- and make sure you have mature settings set to on.

:D

Thursday, June 16, 2011

Orcs of Galatea

The Orcs of Galatea chapters are being consolidated at the moment.  I've been taking them and consolidating them so that they will be ready for publication sometime this summer. :)

I haven't done the cover art for it yet, but rest assured, it will be spectacular.  The entire book will be both covered by the Creative Commons License and the Open Game License.   With guidelines on which is covered by the Creative Commons License and which is covered by the Open Game License.

So that publishers of d20 media can pick and choose which they want to republish, and which they would like to make a derivative (just so long as they share too).

Sunday, April 3, 2011

Testing Krew textures by J. Morris

Just a texture test for Hiro 4.


what do you think, so far?  I like it because there are no seams. 

Monday, March 7, 2011

Nott Lady of the Night


An
Adventures in Terre Preview:
NOTT
LADY OF THE NIGHT 
MOTHER OF THE DROW

A new mother goddess for your Drow without the Insanity of being counted as Wizards of the Coast's intellectual property.  This is Nott, the Lady of the Night, and the Mother of the Drow.  Appearing in a series of Campaign Adventures I'm writing for Pathfinder, Nott can be used for your Dungeons and Dragons 4th Edition games as well as your Pathfinder games.

Nott is from Norse Mythology, brought to life by Tony Puryear.  She is the goddess of the Night, and in Tony's Stories, she tempts Tyr -- the God of War.  In Adventures of Terre, to the Drow she is the Mother Goddess.  The Mother of their kind, much like Lolth is in the Dungeons and Dragons world.

D&D 4th Edition Statistics:
Unaligned
Area of Influence: Night, Civilization, Beauty, Arcane Magic (drow)


Pathfinder Statistics:
Chaotic Neutral
Portfolio: Night, Beauty, Civilization, Arcane Magic
Cleric Alignments: CE, CG, CN, N
Domains: Chaos (Protean), Charm (Love), Community (Family), Magic (Arcane), Void (Dark Tapestry)

Use Nott in your next Pathfinder or D&D 4e game.

-----------------

OGL Section 15:
15. COPYRIGHT NOTICE
Open Game License v 1.0a Copyright 2000, Wizards of the Coast, Inc.
System Reference Document. Copyright 2000, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, based on material by E. Gary Gygax and Dave Arneson.
Pathfinder RPG Core Rulebook. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn, based onmaterial by Jonathan Tweet, Monte Cook, and Skip Williams.
The Book of Experimental Might. Copyright 2008, Monte J. Cook. All rights reserved.
Tome of Horrors. Copyright 2002, Necromancer Games, Inc.; Authors: Scott Greene, with Clark Peterson, Erica Balsley, Kevin Baase, Casey Christofferson, Lance Hawvermale, Travis Hawvermale, Patrick Lawinger, and Bill Webb;
Advanced Player's Guide. Copyright 2010, Paizo Publishing, LLC; Author: Jason Bulmahn.
Paizo Blog. Copyright 2011, Paizo Publishing, LCC; Author: James Jacobs.
Nott: An Adventures in Terre Preview. ♡2011 by Elton Robb; Author: Elton Robb. Copying Art is an act of love. Love is not subject to law.
Based on original content from TSR.

--- Published under the GSL ---

Sunday, December 5, 2010

The Caves of Chaos



My, my.

Finally we get the PCs up and going for the Caves of Chaos!!  It's finally happening, the PCs (well, 2 of them) are finally ready to go into the Caves of Chaos.  The problem seems to be that Rolemaster PCs at first level are woefully underpowered against their D&D counterparts.  For instance, at 2nd level, an RM magician gets a plasma bolt -- SHOCK BOLT -- it's called (in D&D 4e, it's an at will power called magic missile that clueless idiots get to cast at the Darkness every time they feel like it while their fellow player wants to do some chicks at the local tavern.  Stupid thing should be a DAILY power).  Ahem.

This is Rolemaster, not the cartoonish thingy of 4th Edition.  People get hurt.  People get maimed.  People bleed.  People get their limbs hacked off.  People get hit by Interplanetary bolts of lightning and light up like Christmas Trees.  That sort of thing.  So what is terrible about a D&D dungeon crawl when you rolemasterize it?  They, the players, are facing greater odds.  There aren't five gnolls that fall down every time you zap them, there are five gnolls that can really kill your character -- with experience comparable to level 1 D&D characters.  But there is a reason why the PCs are going into the Caverns of Chaos.

The Drow of the Underdark is infiltrating the government of Evereska.  They killed the Queen and they dumped her body in the Caverns of Chaos.  The elvish government need proof before they can act against the Drow in Evereska.  That proof, the body of the dead queen of Evereska, is in the Caverns of Chaos.  A place most sane people would stay away from.

Even if your players play fourth edition and have gnolls for breakfast. 

Tuesday, November 30, 2010

Lizardians



They are no dragonborn, but RawArt does have a wonderful imagination.  With this pose, I had to inject a little S4 into V4 to make it work.  The pose as originally intended works best for mermen and mermaids.

Hands up if you like Stephanie 4. :)

Wednesday, November 24, 2010

Obligatory Naked Elves Render

 
In my adventure I'm writing, the Gray Wolf Tribe has contact with mountain wild elves that has totally gone native.  In other words, they are a clan of naked elves.  Why they did it?  No one hopes to fully understand the minds of the elves.

Actually, in truth, the body is good and wonderful and our compulsiveness to cover up the body even though the Son of Man had atoned for us and gotten rid of the effects of the Fall is completely in comprehensive.  The Father meant for his Children to be nudists.

Saturday, October 9, 2010

What does a Rolemaster Session look like?

Today, I thought I'd test my players on how well they work together.  Here are the results:

(32340) DM: :fade in
(32340) DM: INT. RAMIEN'S MANOR, SITTING ROOM -- DAY
(32340) DM: INT. RAYNE'S MANOR, SITTING ROOM -- DAY 
(32340) DM: (( Thanks for Ramien to point out my mistake)
(32340) DM: You are in the sitting room of Rayne's manor house. Kale is upstairs, recooperating.
(32340) DM: The room is mostly blue and red, with some expensive purple. The carpet rug looks like it was imported from Tethyr.
** (32354) Kyrgan looks around and wonders how anyone can go without fur and dirt floors. **
** (32352) Maria is a little calmer but sullen. She normally is perky and fun but she was not in the mood. Her mind seems to be elsewhere at the moment. **
** (32331) Ramian kicks his legs up onto a table, leaning back in the chair he's sitting in, looking around at the expensive purple colors. **
(32354) Kyrgan"Minka safe? Likes claw wood."
** (32340) Rayne's servant girl comes in with some food. "Master Rayne is out at the moment, but he told me to make sure you were fed," she explained. **
(32340) DM: She sets down a tray of beef, apples, bread, and cheese.
(32354) Kyrgan"Food good. Rabbit?"
(32340) DM: The servant girl looks at Kyrgan with a blank face.
** (32354) Kyrgan looks for the rabbit .... but doesn't see any. Just food for king ones. **
** (32331) Ramian reaches over and snatches an apple. "I think he's asking if you've got any rabbit meat around." **
** (32354) Kyrgan nods  **
(32340) Servant Girl: Oh, rabbit meat! That would be up to the gameskeeper.
** (32352) Maria 's mood has not affected her hunger. She begins eating some of the food in somewhat medium portions though she is willing to share with the others without being asked. **
(32354) Kyrgan"Rabbit good. Try funny red things."
(32352) Maria"Thank you for taking Uncle Kale into your home Ramien. I do not know how I am going to pay you back though.
(32352) Maria"
** (32352) Maria looks gratefully at Ramien. **
(32331) Ramian((Rayne's home.))
** (32354) Kyrgan reaches out and gets an apple and sniffs it. **
(32352) Maria((Okay strike the last comment.))
(32340) DM: The servant girl courtseys and says, "I better go check to see if the gameskeeper has any rabbits.
(32340) DM: She leaves the room for several minutes.
** (32331) Ramian takes a bite of his apple, looking over at the door. **
** (32354) Kyrgan looks at Ramian to see how to eat an apple. **
** (32352) Maria asks, "Did any of you see who might have attacked Uncle Kale?" **
** (32331) Ramian eats his apple like most other people, starting in one spot and working his way around the core. **
** (32354) Kyrgan sees that it appears you bite into it and takes a huge bite nearly consuming the entire apple ...... **
** (32331) Ramian swallows the bit of apple. "I did see a suspicious looking person dart into an alleyway. Wore a wooden mask." **
(32340) DM: There is a knock at the front door.
(32352) Maria"What kind of mask?"
** (32331) Ramian shrugs and swings his legs off the table, standing to move to the front door. "I didn't get too good of a look." **
** (32354) Kyrgan is still chewing and sweet apple bits drip down his chin. **
** (32331) Ramian opens the front door. **
** (32352) Maria keeps eating while thinking to herself. **
** (32354) Kyrgan looks at the door after the knock. **
(32340) DM: Standing at the front door is a lovely thing in a cape, holding a dead rabbit.
(32340) DM: I'm Maeg, the gameskeeper. Someone wanted a rabbit?
(32352) Maria"Was the suspicious looking person wearing red?"
** (32331) Ramian blinks and looks at the rabbit. "The orc over at the table, ma'am." He says, gesturing to Kyrgan. **
(32354) Kyrgan"Wrathhhh bits ... Yesh me like."
** (32340) Maeg walks in, and sets the rabbit down.  **
(32340) Maeg: You'll have to cook it, orc man.
(32354) Kyrgan"Much thank"
** (32354) Kyrgan hands the rabbit to Minka. **
** (32331) Ramian closes the door and walks back to his seat, kicking his legs back up. "Not red. Black robes. But the mask was leather, now that I think about it. Black and red. **
(32354) Kyrgan"My time hunt."
** (32352) Maria takes a moment to think. **
(32340) Maeg: You watch out, though. There's been something killing our livesta;k.
(32340) Maeg: livestalk.
** (32331) Ramian stands up again. "Forgot something... Everyone here like dogs?" **
** (32354) Kyrgan frowns. **
** (32331) Ramian raises an eyebrow. "Dogs that won't attack cats?" **
** (32352) Maria shrugs. **
(32354) Kyrgan"Minka not like puppy. I like, but Minka get mad .... try tell not hurt."
** (32331) Ramian chuckles to himself. "This should be interesting..." **
** (32354) Kyrgan starts growling at Minka **
(32354) KyrganThen shakes his finger at Minka .... 
(32340) Maeg: Well, I better go hunt the beast. Its my priority.
(32354) Kyrgan"Kyrgan help?"
** (32331) Ramian walks over to the front door, opens it, and lets out a sharp whistle. He leans up against the door frame and looks outside for a few moments, after which a large, grey wolf bounds out of the bushes and stands in the doorway. **
(32340) Maeg: It's a pretty mean beast. Someone said it's a black panther.
** (32352) Maria continues eating and looks at Maeg with interest but only a mild interest. **
(32354) Kyrgan"Grahhhhf Kyrgan not fraid."
(32340) Maeg: Very well.
** (32354) Kyrgan keeps his hand on Minka's shoulder and petting her when the wolf arrives. **
(32331) Ramian"A black panther, huh?"
** (32331) Ramian reaches down and scratches the wolf behind the ears. **
(32340) Maeg: That's what they say, although I've seen some of our cattle being eaten.
(32354) Kyrgan"Fur soft?"
(32340) Maeg: Bitten and eaten.
(32354) Kyrgan"Cat not hunt way that."
** (32331) Ramian eyes his wolf for a moment, then looks back up at Maeg. "I'm good at that sort of thing. I can help you find it, if you'd like." **
(32340) Maeg: All the help I can get, the better.
** (32331) Ramian escorts the wolf into the manor and shuts the door, walking back to his seat. He takes a bit of beef off the platter and tosses it to the wolf, who nimbly catches it with a snap of it's jaw. It begins chewing on it beside Ramian's chair. **
(32354) Kyrgan"Kyrgan help. Not like bad eat animal ones."
** (32331) Ramian rubs the side of his face in thought. "Well, if you wanted to go now, I suppose Eonna and I can eat on the way." **
(32340) Maeg: It's kind of important that I start.
(32354) Kyrgan"Go now then ....?
(32331) Ramian"Well, the orc wants to come. How about you?" He nods his head to Maria.
** (32354) Kyrgan starts grabbing food for the road. **
(32354) Kyrgan"Name Kyrgan"
** (32352) Maria looks at Ramian in surprise, "Me?" **
(32340) Maeg: Maeg, pronounced "meg" as in "nutmeg."
(32354) Kyrgan"Come too? See outside place."
** (32331) Ramian shrugs. "Unless you'd rather stay here. I think you're smart enough to keep out of trouble." **
(32354) Kyrgan"Gud Meat Meg."
(32340) Maeg: uh, thank you.
** (32354) Kyrgan tries another toothy smile. **
** (32331) Ramian stands up from his seat again. "Nice to meet you, Maeg. I'm Ramian." He says, looking over at his wolf and jerking his head to the side. The wolf stands with the beef in it's mouth and falls in line. **
(32340) Maeg: Nice to meet you both. As for you . . . * to Maria.*
(32352) Maria"Well I am Maria.
(32352) Maria"
(32340) Maeg: Are you with the two men?
** (32354) Kyrgan watches Minka as she tears all the fur off the rabbit and starts eating .... **
** (32352) Maria looks up to where Uncle Kale is and says, "Will he be okay?": **
(32340) Maeg: He will be okay.
(32340) Maeg: The beast doesn't approach the manor.
** (32354) Kyrgan growls something and Minka responds with a growl but takes the rabbit off the rug to eat. **
** (32352) Maria shrugs and says, "Okay if you do not mind bringing a 9 year old along. I guess I can help." **
** (32331) Eonna watches Minka intently. **
(32352) Maria"And by the way, Although I may not be entirely sure, that suspicious character you saw near the alley, he might be one of Manshoon's Blackcloaks."
(32354) Kyrgan"You help find ."
(32352) Maria"Although I might be wrong and even though I know a little about Manshoon and the kind of man he is...."
** (32352) Maria shrugs. **
(32331) Ramian"Can't say I've heard of them."
(32354) Kyrgan"Kyrgan not meat."
(32352) Maria"Have you heard about Manshoon?"
(32331) Ramian"Not that I recall."
(32340) Maeg: Well, Maria, you can come along if you want to, but it might be very dangerous.
** (32352) Maria shrugs, "The leader of the Zhentarim? Well anyways I have nothing else to do so I guess I can come along. I have a few skills that might help." **
(32354) Kyrgan"Where go black cat be find some?"
(32340) Maeg: I think into the forest or even into the moors.
** (32340) Maeg gets a torch, and lights it on fire. **
(32331) Ramian"Where are the cattle it's been eating? Might be able to start from there."
(32340) Maeg: Out in the pasture, this way.
** (32352) Maria cleans herself up and slings her backpack on her back. **
** (32340) Maeg walks out of the manor. **
** (32352) Maria then will follow the others. **
** (32331) Ramian follows Maeg, eating his apple. **
** (32354) Kyrgan thinks to see if he has heard of Zhentarim. **
whispering to Kyrgan, make a lore check at -50.
** (32354) Kyrgan grabs a sack of food and follows. **
** (32340) Maeg closes the door. **
(32340) Maeg: (transition to . . . 
(32340) DM: EXT. PASTURE -- DUSK
(32331) Ramian((brb))
(32340) DM: You see the dead cattle, lying in the ground. Just one, a bull. It's throat has been bitten out and it looks like it has no muscle.
(32331) Ramian((Back))
** (32352) Maria pulls out her dagger and closely examines the wound. She does not touch the dead beast, using her dagger to pick at the wound as she tries to determine what kind of animal did this. **
** (32331) Ramian inspects the corpse to see if it was, indeed, a black panther. **
** (32354) Kyrgan studies the dead animal  **
(32340) Maeg: This is how they are found.
** (32331) Ramian frowns and looks around the area for any tracks. **
(32331) Ramian[1d100+7] => [75,7] = (82)
** (32331) Ramian moves over to some faint tracks he finds, crouching down and looking at them to see where they lead. **
(32352) Maria"Well I cannot tell if this was a panther or a wolf."
** (32354) Kyrgan has been observing everything about the dead animal and not saying anything yet **
(32354) KyrganObservation [1d100+15] => [76,15] = (91)
(32352) Maria"Do you know what did this Kyrgan?"
(32354) Kyrgan"Me think still sum."
(32331) Ramian[1d100+45] => [79,45] = (124)
(32367) Beau (enter): 19:29
(32340) DM: Ramien finds that the tracks do lead into the woods.
** (32354) Kyrgan glances sharply to left and points .... "Thing there ... dark." **
(32340) DM: Hello, Beau.
** (32331) Ramian looks to the direction Kyrgan is pointing. **
** (32354) Kyrgan gets his bow out and readies it. **
** (32331) Ramian also gets out his bow, standing and readying an arrow. **
(32354) Kyrgan"There by rock shape dark sum think there ..."
** (32352) Maria moves closer but not as close as Ramian. She has her dagger ready just in case. **
** (32331) Ramian looks toward the direction Kyrgan is pointing, trying to make out the shape he sees. **
(32340) Maeg: That was quick.
** (32354) Kyrgan thinks and reaches in his sack and tosses some of the meat he brought to eat in the direction of the shape. **
(32340) DM: You here some growling.
(32354) Kyrgan"See .... hear sum there now."
** (32354) Kyrgan moves slightly right trying to get a better view. **
(32331) Ramian"Guess we managed to interrupt it's hunting time."
** (32331) Ramian moves in the direction opposite of Kyrgan, keeping his bow readied and pointed toward the shape. **
** (32352) Maria backs away, keeping behind Ramian, "Be careful." **
(32340) DM: A coyote comes out of the brush, picks up the beef and looks at you.
(32340) DM: * you thought that would be too easy? *
(32331) Ramian"That's not a panther..."
** (32354) Kyrgan tries to shoot the coyote who is stealing his dinner. **
(32340) DM: Roll an attack roll, and add your offensive bonus.
** (32352) Maria watches but stands at the ready. **
(32372) Calchexas (enter): 19:41
(32372) Calchexas (exit): 19:41
(32373) Ambrose (enter): 19:42
(32340) DM: Hello, Ambrose.
(32373) Ambrosehi
(32354) Kyrgan[1d100+81] => [75,81] = (156) 
(32340) DM: You struck him, Critical Strike E.
(32340) DM: Roll another 1d100
(32354) Kyrgan(( sorry for the delay, but still very green about how stuff works ))
(32354) Kyrgan[1d100] => [24] = (24)
(32340) DM: You struck the poor coyote in the side of his body, missing any vital organs but causing him to bleed.
** (32340) Maeg looks at Kyrgan with eyes of surprise. **
** (32354) Kyrgan charges the coyote **
(32367) Beau: Disconnecting from server...
(32367) Beau (exit): 19:49
** (32340) The coyote is down on the ground with a yelp, and whimpering. **
(32352) Maria"Kyrgan stop!"
** (32331) Ramian curses under his breath and lowers his bow, walking over to the Coyote. **
** (32340) Maeg starts smiling at Kyrgan. **
(32354) Kyrgan"Unkraska syngrethka ..." 
** (32352) Maria approaches as well. **
** (32354) Kyrgan brings his blade down on the coyote to take his life and release its spirit. **
(32340) DM: Kyrgan, that will require a moving manuever.
(32340) DM: +30
(32352) Maria"Kyrgan!"
(32354) Kyrgan[1d100+30] => [55,30] = (85) ??
(32340) DM: You kill it.
(32340) DM: There's blood everywhere on your blade.
** (32352) Maria throws her hands up in exasperation, "Was that really necessary?" **
** (32331) Ramian frowns and sighs a bit, but walks back to the tracks he found earlier, crouching back down and trying to see what made them. **
(32331) Ramian[1d100+45] => [33,45] = (78)
** (32354) Kyrgan lifts his blade toward the sky "Ingrakaske" then lowers it and kneels beside the dead coyote looking sad. **
** (32352) Maria 's face softens a little and says, "Well I hope that was the real killer." **
(32354) Kyrgan"Much sorry proud hunter .... spirit strong you."
** (32354) Kyrgan looks at Maria ... "Not be this one hunt ." **
(32387) Robert (enter): 19:56
** (32354) Kyrgan retrieves his meal  **
(32340) DM: Welcome Robert.
(32387) Robhi there
** (32354) Kyrgan goes back to looking around the area **
(32331) Ramian"No, I don't think the coyote was responsible. These are large tracks, feline. They lead into the woods."
(32331) Ramian"I'd say leopard."
** (32340) Maeg is looking at Kyrgan with bright, googoo eyes. **
(32340) Maeg: Huh, did you say something, Ramien?
(32352) Maria"Then we killed that coyote for nothing."
** (32331) Ramian peers up at Maeg and just shakes his head. "Tracks. Leopard. Woods." **
** (32354) Kyrgan turns to look at Ramian .... "Cat big?" **
(32340) Maeg: Oh, right. . . 
(32331) Ramian"Around two hundred pounds."
(32354) Kyrgan"Go find yes.?"
** (32331) Ramian looks down at the tracks and follows the trail. **
** (32354) Kyrgan seems clueless about Maeg's looks **
** (32352) Maria follows Ramian. **
** (32354) Kyrgan goes back and gets his bow first and then follows after Ramian **
(32340) Maeg: Maeg bounds after Kyrgan.
(32340) DM: (transition too . . . 
(32340) DM: EXT. WOODS, DEEP -- EVENING, DARK
** (32352) Maria picls up a large branch. she then touches the top of it and suddenly it catches fire. **
(32352) Maria"I think we are dealing with a jaguar, a large one.
(32352) Maria"
(32340) DM: The woods are thick, and full of trees. The night is turning to a deep blue, and the evening star is out.
** (32354) Kyrgan squints as the light appears but nods approval. **
(32331) Ramian"I'd sa a leopard. But we'll see."
(32331) RamianSay*
(32340) DM: Maeg is still looking at Kyrgan.
(32354) Kyrgan"Kyrgan not see cat big like "
(32340) Maeg: Oh, what aim!
** (32340) Maeg says that sexily. **
** (32354) Kyrgan looks at Maeg .... What think?" **
** (32354) Kyrgan shrugs .... "Always take aim first hunt." **
(32340) Maeg: Are you married?
(32354) Kyrgan"Marred? Kyrgan not have scar much yet."
** (32331) Ramian continues following the tracks, trying to listen intently for any sounds, and for some reason finding it difficult. **
** (32340) Maeg blinks in frustration and cluelessness. **
(32354) Kyrgan"Much help Ramian cat find yes?"
(32387) Rob (exit): 20:10
** (32340) Maeg continues to swoon. * what muscles!* she murmurs. **
** (32352) Maria rolls her eyes at Maeg's crush. **
** (32354) Kyrgan scratches his head **
(32354) Kyrgan"Look funny .... like other female Kyrgan talk."
(32340) Maeg: Then you hear a growl.
(32340) DM: Then you hear a growl. ggggrrrrrrdddll.
** (32354) Kyrgan turns toward the growl **
** (32352) Maria stops and tries to ascertain the direction the growl came from. **
** (32331) Ramian stops and readies his bow, notching an arrow and turning toward the sound. **
** (32340) Maeg quickly gains her composure. **
(32340) Maeg: Sounds as if its close.
(32354) Kyrgan"Yessss."
** (32354) Kyrgan gets his bow ready **
** (32331) Ramian looks around, trying to listen for movement. **
(32340) DM: Then some brushing in the trees, as if something is passing in the brush.
** (32352) Maria backs away from the brushing. **
** (32354) Kyrgan tries to ask Maria if she can toss light there. **
(32354) Kyrgan"light throw?"
(32331) Ramian[1d100+7] => [4,7] = (11)
(32331) Ramian((*Kicks the dice across the room*))
(32340) DM: (( Settle down, Ramien. ))
** (32331) Ramian readies his bow and aims it toward the brush. **
(32331) Ramian((Hmm? Oh, I was kidding. :P))
(32340) DM: you hear the growling again!
** (32352) Maria points to the brush and then stops herself. She says, "Not without causing a forest fire." **
(32340) DM: ROLL INITIATIVE!
(32331) Ramian[1d100+5] => [13,5] = (18)
(32354) Kyrgan"Ok ..."
(32352) Maria[1d100-3] => [76,-3] = (73)
(32354) Kyrgan(( no idea where my init is ))
(32331) Ramian((1d100 + quickness modifier.))
(32340) DM: (( 1d100 + quickness bonus ))
(32354) Kyrgan[1d100+3] => [63,3] = (66)
(32340) DM: Rolls -- 1d100+10
(32340) DM: [1d100+10] => [58,10] = (68)
(32340) DM: Okay, Maria, Thing, Kyrgan, Bladecutter, Maeg
(32340) DM: Maria, you are first.
** (32352) Maria concentrates hard and points in the direction of the growling. Suddenly an opaque wall of fire appears in front of the bushes where the growling came from. The little girl is sweating a little. **
(32340) DM: You hear a major growl and the thing runs down to the other end of the wall to the front of Ramien.
** (32354) Kyrgan winces as the light gets brighter but at least now he can see the thing better. **
(32340) DM: The thing appears and it's . . . .
(32340) DM: A Dire Lion -- Panthera Leo Atrox.
(32352) Maria((No one is curious as to how a 9 year old is able to create fire like this?))
(32354) Kyrgan(( I am ... but now is not the time to ask ))
(32331) Ramian((More concerned with the dire lion at the moment. Those things are supposedly quite nasty.))
(32354) KyrganBRB
(32340) DM: (( Right when it's Kyrgan's turn . . . ))
(32340) DM: 1. . .
(32340) DM: 2 . . . 
(32340) DM: 3 . . . .
(32340) DM: 4 . . . 
(32340) DM: 5 . . . 
(32340) DM: 6 . . . 
(32340) DM: 7 . . . 
(32340) DM: 8 . . . 
(32340) DM: 9 . . . 
(32340) DM: 10 . . . 
(32340) DM: Ramien, it's your turn.
(32340) DM: the leo atrox looks like it's about to leap at you.
(32340) DM: http://math.ucr.edu/home/baez/diary/panthera_leo_atrox.jpg
** (32331) Ramian pulls back on his bowstring, firing off an arrow at the lion. **
(32331) Ramian[1d100+65] => [21,65] = (86)
(32340) DM: You miss.
(32340) DM: Maeg moves in front of Maria, holding her sword out. "Ramien, watch out!"
(32354) Kyrgan(( back ))
(32340) DM: Maria, it's your turn.
(32340) DM: Kyrgan, you were too stunned by the fire to do anything.
** (32331) Ramian drops his bow and draws his longsword from it's leather scabbard at his belt. **
** (32352) Maria points her palm at the beast and suddenly a bolt of fire shoots out towards the creature. **
** (32354) Kyrgan is aiming for a head shot if he gets a chance **
(32354) Kyrgan"How you do? Shaman be?"
(32352) Maria[1d100+20] => [66,20] = (86)
(32340) DM: Total of 66 . . . and Maria hits the lion with a flash of firey light!
(32340) DM: Maria scores a CRITICAL STRIKE "C"
(32352) Maria[1d100] => [62] = (62)
(32340) DM: The lion, knowing its in trouble, turns and hits blasted in the side. It gets knocked down and yeowls! It loses it's turn this round. Which means, Kyrgan, you can do something.
(32340) DM: Whats gross is the smell of burning animal flesh.
** (32354) Kyrgan tries to end this fast with a well placed head shot. **
(32340) DM: Kyrgan, the lion's 15 feet away from you.
** (32354) Kyrgan switches to his sword and rushes forward in his attempt to end this quickly. **
(32340) DM: Ramien, you can do something as he rushes forward.
(32340) DM: Everything is as it is in slow motion . . .
** (32331) Ramian picks up his bow and notches an arrow, firing it off at the lion. **
(32340) DM: make that strike.
(32331) Ramian[1d100+65] => [78,65] = (143)
(32340) DM: Ramien scores a Critical strike! "E"!
(32331) Ramian[1d100] => [18] = (18)
** (32354) Kyrgan swings his sword hard  **
(32340) DM: You rattle the lion's teeth as you puncture it'sjaw.
(32354) Kyrgan[1d100+61] => [47,61] = (108)
(32340) DM: And Kyrgan scores a critical strike! "B"
(32340) DM: Roll another 1d100
(32354) Kyrgan[1d100] => [35] = (35)
(32340) DM: Both ramien and Kyrgan dispatch the dire lion, killing it.
(32340) DM: The beast has been killed, although that's just one dire lion. Who knows if there are others?
** (32352) Maria looks a little tired and sweaty. She is not too bad. But she seems fine. More or less like she did a little jog for a while that she was not used to. **
(32354) Kyrgan"Ongaraske!"
** (32331) Ramian picks up his sword and sheathes it, walking over to the dire lion to retrieve arrows. **
(32352) MariaShe waves her hand and the wall of fire disappears.
(32340) DM: And there this something else . . . the wall of fire, before it disappeared, set the needles of the trees on fire.
** (32354) Kyrgan wipes the blood from his blade on the lion **
(32354) Kyrgan"Water .... trees light."
(32352) Maria((Still no one is curious as to how a 9 year old is able to create fire as easily as she can?))
(32354) Kyrgan"Shaman water bring?"
(32331) Ramian((He's curious, but he'll ask later.))
** (32331) Ramian moves to the base of the tree, taking off his cloak and slapping at the flames with it to try and put them out. **
(32340) DM: The fire is quickly spreading.
** (32354) Kyrgan tries to help put out the fire **
(32354) Kyrgan"Fire out liddle one?"
(32340) DM: Ramien, you can put out the fire with a moving manuever. Currently it's light. +10.
(32331) Ramian[1d100+10] => [87,10] = (97)
(32340) DM: Ramien manages to put out the wild fire in time before it grew totally out of control.
(32352) Maria"Sorry guys. I was trying to protect us from the beast."
** (32331) Ramian puts his damaged cloak into his pack, moving back toward the rest of the group. "I'm curious, how are you able to control magic so young?" **
(32354) Kyrgan"How you hot much?"
(32340) Maeg: Well, it looks like the beast has been defeated.
(32354) Kyrgan"One beast. Hope more not."
(32331) Ramian"It's possible there are more."
(32352) Maria"I am a magician. And I love books and knowledge. I just learned to control it better than even some adults older than me."
(32340) Maeg: Well . . . I'm impressed.
(32354) Kyrgan"You hot throw gud. Not think you do."
(32340) DM: You all notice at the scorch mark that the wall of fire left.
** (32331) Ramian nods to Maria. "Must be why you're not really like other little girls I've seen around that village." **
(32340) Maeg: We should be heading back to the manor home. It looks like the crisis is abated.
** (32352) Maria looks down sadly and just shrugs, "I do have limitations though. And I used up a lot of my spellpower." **
** (32352) Maria nods and follows the others whereever they choose to go. **
** (32331) Ramian offers Maria a smile. "You'll get better. Takes practice." **
** (32331) Ramian heads off back to the manor house. **
(32373) Ambrose: Disconnecting from server...
(32373) Ambrose (exit): 21:09
** (32354) Kyrgan just asks .... "Power spell? Fine back go now see how man do." **
** (32352) Maria smiles back. **
(32340) Maeg: [transition to . . .
(32340) Maeg: INT. RAYNE'S MANOR HOME, WELL LIT.
(32354) Kyrgan"Need drink .... food too. Think all yes?"
(32340) Maeg: You are all exhausted .
(32340) Maeg: And your clothes and hair smell of smoke.
** (32352) Maria goes up to Kale's room and checks up on him. **
(32331) Ramian"Water would be wonderful, actually."
** (32331) Ramian walks back to his seat and leans his bow up against the wall, picking up another apple. **
** (32354) Kyrgan thinks the smell is fairly normal .... but doesn't like the smoke smell as much. **
(32340) Maeg: I'll see to it that you all get baths. Private or communal?
(32354) Kyrgan"How smoke out?"
** (32352) Maria returns to the others and plops down on one of the chairs tired. **
(32354) Kyrgan"Bath!"
(32331) Ramian"I don't see why Kyrgan and I can't take a communal, but Maria will need a private one, more than likely."
(32354) Kyrgan"Smoke out bath?"
(32340) Maeg: Okay. The bathroom is down the hall.
(32331) Ramian"Yes Kyrgan, the smoke will go away with a bath."
(32340) Maeg: Yes, of course, Kyrgan.
(32352) Maria"I would like a private one thank you."
** (32354) Kyrgan thinks a moment and then nods. **
** (32331) Ramian sets the apple back down without biting into it, walking off towards the bath. **
(32354) Kyrgan"Kyrgan bath now .... " ~ takes shiort off as he heads down the hall.
(32340) Maeg: : fade out
(32340) Elton: Great place to put an end to this one.


That is the game today.  Everyone had fun, although Kyrgan feels like he was slowing the game down.  However, three hours isn't bad for an episode on T.V. translated to an RP session.  Even if I used 4e. I posted a summary on Candlekeep it you want to see how it turned out without reading all this text. 

To those who have players who won't play RM, and Greywulf; show your players this session log.  They may get excited to play Rolemaster. 
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