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Curufea

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  1. Like
    Curufea got a reaction from Cancer in Western Shores   
    back in 1996 I modified the then current setting for Fantasy Hero (2e, 1990), Western Shores. Adding to it again in 2006. I'm now thinking of updating and improving it to 6e Hero System as I may run another campaign using it. This thread is for feedback and ideas on what I've done so far and what folk might like to see (and if anyone actually would like it to be done).

    Locations to find this setting:
    The Western Shores Campaign (1996, 4e Hero System, note the elite level HTML use) The Western Shores (2006, 5e Hero System, some issues with transitioning wiki markup from the RPG.net site) WS:Index (same as above but hosted on the RPG.net wiki) In it's current state there are some areas with lots of detail not particularly well organised (because that's where the PCs were) and some areas that are not detailed at all.
  2. Like
    Curufea got a reaction from Chris Goodwin in Western Shores   
    back in 1996 I modified the then current setting for Fantasy Hero (2e, 1990), Western Shores. Adding to it again in 2006. I'm now thinking of updating and improving it to 6e Hero System as I may run another campaign using it. This thread is for feedback and ideas on what I've done so far and what folk might like to see (and if anyone actually would like it to be done).

    Locations to find this setting:
    The Western Shores Campaign (1996, 4e Hero System, note the elite level HTML use) The Western Shores (2006, 5e Hero System, some issues with transitioning wiki markup from the RPG.net site) WS:Index (same as above but hosted on the RPG.net wiki) In it's current state there are some areas with lots of detail not particularly well organised (because that's where the PCs were) and some areas that are not detailed at all.
  3. Like
    Curufea got a reaction from assault in Western Shores   
    back in 1996 I modified the then current setting for Fantasy Hero (2e, 1990), Western Shores. Adding to it again in 2006. I'm now thinking of updating and improving it to 6e Hero System as I may run another campaign using it. This thread is for feedback and ideas on what I've done so far and what folk might like to see (and if anyone actually would like it to be done).

    Locations to find this setting:
    The Western Shores Campaign (1996, 4e Hero System, note the elite level HTML use) The Western Shores (2006, 5e Hero System, some issues with transitioning wiki markup from the RPG.net site) WS:Index (same as above but hosted on the RPG.net wiki) In it's current state there are some areas with lots of detail not particularly well organised (because that's where the PCs were) and some areas that are not detailed at all.
  4. Like
    Curufea got a reaction from tkdguy in Genre-crossover nightmares   
    Re: Genre-crossover nightmares
     
    House Friends
  5. Like
    Curufea got a reaction from Bazza in The Last Word   
    Re: The Last Word
     

     
    I just thought of the other most common trait associated with dragons - fire breathing.
     
    As you know, plasma can be controlled with magnetic fields. You may not be able to crush the dragon, but you could certainly cook it with its own breath.
  6. Like
    Curufea reacted to Egyptoid in Luck System: Whimsy Cards   
    Two players in my game have the Luck Power.
    (No-one has Unluck disad, but if they did
    it would be the reverse of this system.)
    Here's how I handle it.
    At the beginning of the play session they roll
    their Luck Dice, and count the body.
     
    Then I hand them that many Cards from a special deck.
     
     
    In addition, when I as the GM want to really get a character,
    or its inappropriate for the villain to miss, I hand the target player
    (any one, not just players with the luck power)
    a card, and then I give the villain a re-roll.
    This card is for future use, and cannot be used
    in this particular scrape.
     
    The cards may be used for several purposes:
    - Re-Roll any failed dice roll.
    - Force a re-roll on an enemy.
    - nudge a success into a critical success.
    - nudge an enemie's simple failure into a blunder (critical failure)
    - Character may abort their phase to protect/help a desperate team-mate.
    - use the flavor text on the card to alter flow of events.
     
    For example, the players are in jail, without weapons.
    they cannot defeat the tough guards.
    Lucky Player hands me the "Misplaced Trust" card,
    and voila, on the next shift, the guards are rank newbies.
    Guards are beat up and players escape. (of course they're
    still in prison garb and have no equipment)
     
    Once in a fantasy hero game, the players wanted to
    get in the fabled library of Alexandria.
    But the permit to enter is a costly thing
    (yes its a Library Card for Alexandria)
     
    Rich Character ponies up the cash.
    Religious Character gets a writ from his church.
    Noble Character calls in a Favor.
    Wizard Character trades in a magic bauble in trade for his card.
    Thieving Character picks pockets to pay for his card.
    Then we get to the dumb brick fighter.
    Player plays the Pity card. So the clerk
    just stamps out a free card for the poor semi-literate slob.
     
    Cards can affect combat, role-play, storylines, and skills.
    I pretty much ignore the "luck levels" in the Hero rulebook
    unless the player hands me TWO cards at a time, when
    they desperately want something to happen their way
     
    Unused cards are handed back to GM at end of session,
    unless very special circumstances in effect.
     
    Players seem happy with it.
    They control their luck, don't have to wait
    on me to remember they are lucky.
     
    And most all of them are good sports to play along
    when I "screw them with a villain" but hand them a
    luck card for later usage.
     
     
     
     
    Here's some samples of the cards:
     
    Abrupt Change of Events
    Suddenly things are not happening the way they were a moment ago. Alliances switch, secrets are revealed, and new information surfaces.
     
    Added Animosity
    The ill-will between characters grows past current levels. This animosity can be openly expressed or harbored secretly in the heart.
     
    Bad Tidings
    Someone gets bad news. It might affect play or it might be news of distant and still important events.
     
    Bizarre Coincidence
    Two or more things come together against incredible odds. Old friends (and enemies) run into you in the supermarket, you just happen to have the rare item you need in your closet, etc.
     
    Pity
    Sympathetic sorrow for another person affects a character's actions. This pity might provoke action or merely set a mood.
     
    Change of Heart
    A character's feelings change and alter a decision. Pirates spare prisoners and hassled innkeepers decide to make room for you after all.
     
    The cards are long out of print and I have made my own set,
    even adding some of my own devising.
  7. Like
    Curufea reacted in Storn's Art & Characters thread.   
    Re: Storn's Art & Characters thread.
     

     
    As they would say on FIREFLY ... Shiney!
     
    PDS
  8. Like
    Curufea reacted to Hermit in NGD Scenes from a Hat   
    Re: NGD Scenes from a Hat
     

     
    "Anti Matter Girl, what are you doing in my bed room? We shouldn't..."
    "Oh Positron, I don't care what they say... we're drawn to each other. Don't you feel it?"
    "More than anything, but Dr. Quantum said there could be consequnces, not just for us, but the whole universe."
    "Damn the consequnces, Positron! I love you!"
    "And I love you, Anti Matter Girl"
    "Kiss me you fool!"
    *Cheap thematic music then...
    BOOOOOM*
  9. Like
    Curufea reacted to ghoyle1 in Plot: Fiendish Plot of Dr. Wu Ming Tsu (long)   
    I finished my rough outline of The Fiendish Plot... . It's a rather long post, for which I apologize. I'd love to hear some feedback, including comments on things that didn't make sense, wheteher I seem to be railroading the PCs, etc. Thanks in advance!
     
    Guy Hoyle
     
    The Fiendish Plot of Dr. Wu Ming Tsu
     
    Things you might want to know:
    San Frederico: Large West Coast city
    Peking West (Chinatown equivalent)
    Dr. Wu Ming Tsu: Businessman, benefactor and godfather of Peking West, evil sorcerer
    Sum Dim tong: Tong loyal to Dr. Wu.
    Ching Kung tong: rival to Sim Dum tong.
    Argonaut Society: society of adventurers, explorers, daredevils, crimebusters, etc. (the Player Characters are members).
     
     
     
    HISTORY

    (c. 800 BC) General Chang leads a nigh-invincible army across China in a matter of months with the potent magic of his cook, a Taoist wizard, renegade from the Pao Kung sect. With the aid of Pao Kung temple, the army is destroyed. Pao Kung priests obtain the recipe (written on black jade tablet) and break it into three fragments. They bury the tablets in three separate Pao Kung temples. The secret of the destruction of the army is lost save for the Prophecy of the Palace of the Diamond: “In the city of earthquakes, dogs will be roasted in the Palace of the Diamond, and the Invincible Army shall meet defeat.†[The secret of General Chang’s invincible army is the magical recipe for General Chang’s Legendary Chicken, which makes anybody who eats it a rampaging , nigh-invulnerable berserker in the sway of whoever made the dish. The modern-day version of the antidote is hot dogs, which you find at a baseball stadium, of course! They smell so good to the berserkers that they instantly rush upon them and consume them, breaking the spell of the chicken.]
    (1276 AD) Pao Kung temple in Hangchow falls to Ghengis Khan; second fragment taken as plunder, eventually buried in a Mongol tomb and rediscovered by Professor Abernathy in 1934.
    (1864) Pao Kung priests in Nanking flee from the Manchus, emigrating to San Frederico, taking the Third Fragment with them. They set up a hidden temple in Peking West community.
    (1900) Pao Kung temple in Peking looted by American adventurers during Boxer Rebellion. First Fragment passes through many hands, eventually reaching the Forbidden City in 1872.
    (1927) Dr. Wu retrieves the First Fragment from the Forbidden City. He recognizes its significance, but could not locate the other fragnments because of Chiang Kai-Shek’s revolution. Fleeing China, he performs a spell that will draw the fragments to him, wherever he is. Pao Kung priests are alerted, through omens, of the casting of the spell, which they cannot prevent; however, they conceal the fragment magically from divination.
    (1928) Dr. Wu arrives in San Frederico, takes control of the Sim Dum tong. Buys Oriental Import Export Co., changes it to Sim Dum Oriental Trading Co. Both legitimate business and cover for opium dens, brothel, slave trading, etc.
    (1930-1931) “The Year of Righteous Chopsticksâ€, tong wars between Sim Dum and Ching Kung. Sim Dums defeat Ching Kung. (Chopsticks are the traditional weapon of the Sim Dums; Ching Kungs use rolling pins). Dr. Wu, as patron of the Sim Dums, becomes “Godfather of Peking Westâ€. Peking West tourist trade suffers; police adopt unofficial “hands off†policy.
    (Weeks ago) Noted Archaeologist Professor Abernathydiscovers the second fragment in China, while excavating a Mongol chieftain’s tomb. .
    (Weeks ago) Dr. Wu learns of the coming of the Second Fragment via divination. Sends for the Iron Chefs, who have been preparing for the ceremony for years. Priests of the Pao Kung temple sense a potentially catastrophic shift in San Frederico’s feng shui.
    (Last week) On Dr. Wu’s instructions, Sim Dums kidnap all the chefs in Peking West to prepare for the ceremony. Chinese demons, ghosts, and hopping vampires throng the streets of Peking West at night. Pao Kung priests try contain the manifestations, to little avail. Many priests attempting to stem the tide of black feng shui are badly injured by hopping vampires and other manifestations.. First earthquake tremors, which most of the population shrug off.
    (Days ago) Chinese hopping vampires spill over into adjacent San Frederico neighborhoods; feng shui imbalance rapidly gaining in intensity. Pao Kung priests trying to redirect the bad feng shui (Pre-scenario PC encounter?); all but one is slain in the combat. Captured by Sim Dums, taken to warehouse, interrogated.
    Newspaper Clippings (handouts)
     
    Of the several slight earthquake tremors lately, which have alarmed many visitors to the city, San Frederico mayor Walter Studnucker said in a news conference that “this is something everybody in San Frederico is used to. A little quake like that, even the little kids don’t notice ‘em!†[Early manifestations of earthquake activity resulting from Dr. Wu’s preparations]
     
    Residents of Acropolis, Gold Beach, Nabob Hill, and the Banking District [regions around Peking West] have had their slumbers disturbed by “pugnacious packs of pogo-jumping Chinamen!†Police Chief Gallowglass has increased the number of beat patrolmen in those areas, adding “A Chinaman on a pogo stick? Mother Macree, someone’s been making up for Prohibition, don’t ye know?†[Pao Kung priests fighting the hopping vampires which have escaped from Peking West]
     
    San Frederico Warlocks pitcher Bart Koslansky pitched his second no-hitter of the season vs. the Powhattan Privateers. Speculation is rampant that the Warlocks will be taking a trip to the World Series for the first time in the franchise’s history, but most sports pundits are wondering if the team’s nigh-unbroken string of victories this season can last until the playoffs. “Well, we’re the Warlocks, ain’t we?†grins Koslansky. “Guess I believe in magic, all right!â€
     
     
    “East meets West!†when prominent Chinese businessman Dr. Wu Ming Tsu hosted Mayor Walter Studnucker and the San Frederico Chamber of Commerce at his sumptuous mansion last Thursday. Among the topics discussed was “flied liceâ€! (Hey Mr. Mayor, I hope you asked him why it’s so hard to find an open Chinese restaurant in Peking West lately?)
     
    TONIGHT

    Argonaut Society is inducting Professor Abernathy into the Society tonight, player characters present. Elegant dinner, plenty of wine; the Chinese waiters give rather bad service, and several appear particularly unkempt. Maitre d’ apologizes, saying that their usual waiters had some kind of religious obligations and were unavailable. (Sim Dum tong members were substituted for regular waiters; the Iron Chefs, disguised as cooks, are waiting in the kitchen.)
    Professor Abernathy tells of finding the tomb of a Mongolian chieftain dating from the time of Ghengis Khan, traveling for weeks across bleak deserts, fighting off nomads, evading the Red Army, smuggling the precious artifact out of the country in a hollow statue of Buddha. The PCs learn that the second. It seems to be part of some sort of religious ceremony or magical ritual, possibly as much as 3000 years old, and makes reference to a legendary General Chang. He unveils the fragment….
    …and then Sim Dum tong members, disguised as waiters, attack with chopsticks, trying to seize the second fragment. If they are unsuccessful, the Iron Chefs are waiting to attack from the kitchen. If either the Sim Dums or the Iron Chefs are successful, they will take the fragment to Dr. Wu. If they are unsuccessful, they will kidnap Professor Abernathy (or someone else, if need be) and arrange for an exchange.
    The players are faced with several questions which must be answered. Who are those tong guys with chopsticks? Who are the funky-looking Chinese chefs? What would they want with the (second) fragment? Why would they kidnap Professor Abernathy? The answer lies in Peking West!
    The Sim Dum are easy to track to Peking West, to the Sim Dum Oriental Trading Company; the Iron Chefs are not as easy to track, since they fly, but they’ll go to the same place. o Alternate means of tracking them (question the locals) will generally be met with silence or hostility.
    o The locals will admit that the Sim Dum Oriental Trading Co. is owned by the prominent businessman Dr. Wu Ming Tsu.

    Getting information out of the reclusive Chinese residents of Peking West will not be easy because of their mistrust of “white devilsâ€. [Need to come up with some locals for information here]. However, it should eventually be possible to find out or notice that:the tong with the chopsticks is the Sim Dum gang.
    many restaurants in Chinatown are closed, with signs proclaiming “religious holiday†or “family emergency†or something like that. Very few Chinese restaurants are, in fact, open, and those that are probably have some Ching Kungs hanging around. They have the rolling-pin nunchuks thrust in their belts.
    While the players watch, a few Sim Dums come up to a Ching Kung restaurant and try to kidnap the cook [Dr. Wu needs more participants for the big ceremony]
    If the PCs choose to intervene to the benefit of the restaurant, they will be told to “ask Sim Dum!†about the restaurants that are closed. The restaurants that are closed are almost all associated with the Sim Dums.
    None of the locals know anything about the jade tablet fragments.
    [*]The kidnap victim (if there is one) is taken to the Sim Dum Import/Export Company warehouses. This is a good place to meet lots of friendly guards and be put into charming deathtraps.
    Face to face meeting with Dr. Wu Ming Tsu. He’s within his rights to turn them over to the police (if the PCs invaded his domain). Look at the pretty bronze warrior statues in Dr. Wu’s parlour!
    Will offer to exchange the kidnap victim (supposing that there are any “uninvited guests†on his property) for a certain object of sentimental value only.
    If the PCs cooperate, an exchange point is set up, with the Iron Chefs swooping in to retrieve the second fragment and try to make the PCs dead.
    If the PCs do not cooperate, they’ll have to fight their way out through Dr. Wu’s guards.
    [*]Shortly after Dr. Wu obtains the second fragment, a noticeable earthquake rocks the city for several minutes.
    [*]The Last Pao Kung Priest knows the location of the Third Fragment and the Prophecy of the Diamond Palace. He might be met and befriended by the PCs during the earlier parts of the adventure (perhaps combating some monster), or maybe he was captured by the Sim Dums and taken to the same warehouse as the kidnapped PC. It will take a lot of proof that the PCs are honorable before he reveals the secret of the fragments or the Prophecy of the Palace of the Diamond.
    [*]If the characters gain possession of the third fragment:
    o The Sim Dums rouse the locals to a frenzy. Peking West erupts in riots, looking for the westerners who have stolen the valuable Chinese artifact. The San Frederico police will not get involved as long as the problems are confined to Peking West. The Sim Dum will eventually find the PCs and challenge them for possession of the third fragment.
    o The Ching Kung tong (opposed to the Sim Dum) may come to the rescue if the PCs are having trouble beating the Sim Dum [especially if they fought the Sim Dums earlier]. If the third fragment is lost, the Ching Kung (at the behest of the Priest) will take the PCs to the Hidden Pao Kung temple to meet the Last Pao Kung Priest.. He can take them to the secret entrance to Dr. Wu’s Kitchen Stadium. (If he’s dead, his ghost will be there.)

    If Dr. Wu gets the Third Fragment: o The Ceremony Begins! Earthquake tremors start to build during the ceremony. The Iron Chefs are working their culinary magic at butcher-block tables adjacent to the Big Wok in the middle of Kitchen Stadium, where Dr. Wu is stirring up an enormous but tasty-smelling dish.
    o The Last Pao Kung Priest leads them to the underground entrance to Kitchen Stadium just as a Chinese demon with an enormous mouth attacks. He holds it off at the cost of his life as the players run through the underground entrance. The monster pops the Lask Pao Kung priest into his mouth and gulps him down.
    o Obstacles to overcome on the way to Kitchen Stadium.
    o Big fight scene!
     
    · If the PCs fail to stop Dr. Wu:
    o All those present at the ceremony will get a taste of General Chang’s Legendary Chicken, and immediately rush to completely destroy every “white devil†in San Frederico.
    o Let’s hope that the players will have figured out the Prophecy of the Diamond Palace and go rushing to San Frederico’s baseball stadium, home of the San Frederico Warlocks! Meanwhile, the Iron Chefs are taking the Big Wok to the next city on their agenda, to spread the madness further…
  10. Like
    Curufea got a reaction from Super Squirrel in Aldaric Gaming Presents: Easthaven   
    Re: Aldaric Gaming Presents: Easthaven
     
    Nice!
     
    But you might want to make the registration page go back to the home page. People may get confused and register more than once.
  11. Like
    Curufea reacted to Super Squirrel in Aldaric Gaming Presents: Easthaven   
    I am proud to announce the first ever Hero System community developed campaign setting. The Easthaven Campaign is a High Fantasy game setting where heroes start weak and must work their way up to become powerful heroes.
     
    The Ivory Tower system that allows for multi-user development is a project Aldaric Gaming has been designing for more than two months now. Based, loosely on the concept behind Wikipedia. You need only register an account and you can immediately begin editting the selections available. Because the Ivory Tower system is far from finished, new submissions are currently restricted. If you would like to be able to create new items all you need to do is ask at this time.
     
    The Ivory Tower system is not finished by a long shot. Their are many features that are on my to-do list to be added later. At the time of this post, the site currently allows development of settlements, guilds, heroes, items, points of interest, and historical entries.
     
    Feel free to register and improve the campaign world. I keep edit archives of all entries so cases of information being deleted, the information can be restored.
     
    Please feel free to post any feedback on the site (good or bad) here or on my Aldaric Gaming forum. I'm aware of most of the problems so far on the site, but you might have something I hadn't thought of.
     
    Register and Login at: http://aldaric.com
  12. Downvote
    Curufea got a reaction from Enamel in Cybermen   
    Re: Cybermen
     
    I've always found Cybermen to be actually scarier than the later Borg - Voyager really pulled their teeth out...
     
    And I preferred them to Daleks
  13. Like
    Curufea reacted to Jkeown in I think my post got eaten...   
    It's Caleon's 20th anniversary this year, so I'm working hard on a new campaign... here's a sample NPC. Feel free to snatch him for your world if he fits. (or even if he doesn't...)Zedley the WatchmakerPlayer: NPC
    Val   Char    Cost 18   STR 5 14   DEX 9 15   CON 10 13   BODY 2 15   INT 5 13   EGO 4 20   PRE 5 12   COM 1   4/10   PD 0 5/11   ED 2 4   SPD 16 8   REC 2 30   END 0 31   STUN 0  6"  RUN02"  SWIM03 1/2"  LEAP0Characteristics Cost: 61Cost   Power END 3   Artificial Muscles: +3 STR  1 50   Mechanical Body: LS (Eating: Character does not eat; Immunity: All terrestrial diseases and biowarfare agents; Immunity: All terrestrial poisons and chemical warfare agents; Longevity: Immortal; Safe in High Pressure; Safe in High Radiation; Safe in Intense Cold; Safe in Intense Heat; Safe in Low Pressure/Vacuum; Self-Contained Breathing; Sleeping: Character does not sleep)  0 2   Mechanical Mind: +1 EGO  3   Superior Reflexes: +1 DEX  4   Mechanical Body: +2 BODY  18   Mechanical Body: Armor (6 PD/6 ED)  0 9   Mecha Doodad: +3 with any Inventor, Mechanics, System Operations  5   Aspect Phlange: +5 PRE  10   Claws: HKA 1/2d6 (1d6+1 w/STR) (standard effect: 2 BODY, 4 STUN)  1 4   High-Grade Optics: +2 PER with Sight Group  0 3   Internal Compass: Bump Of Direction  15   Ping-Sense: Active Sonar (Hearing Group)  0 Powers Cost: 126Cost   Skill 3   Inventor 12-  2   KS: Clockwork 11-  0   Language: Rumallian (completely fluent) (3 Active Points)  3   Lockpicking 12-  3   Mechanics 12-  3   SS: Metallurgy 12-  3   Security Systems 12-  5   Stealth 13-  5   Streetwise 14-  3   Systems Operation: Vaporsmithing Machinery 12-  3   WF: Common Melee Weapons, Thrown Knives, Axes, and Darts  Skills Cost: 33Val   Disadvantages 20   Distinctive Features: Obviously Artificial (Not Concealable; Always Noticed and Causes Major Reaction; Detectable By Virtually Everyone)  20   Physical Limitation: Does Not Heal Naturally (All the Time, Greatly Impairing)  15   Susceptibility: Dispel Magic and AMF's, 1d6 damage per Turn (Common)  10   Money: Destitute  10   Psychological Limitation: Very Emotional, to the point of uselessness. (Uncommon, Strong)  Disadvantage Points: 75Base Points: 75Experience Required: 70Total Experience Available: 57Experience Unspent: 0Total Character Cost: 220

    Height: 1.80 m Hair: Copper Weight: 90.00 kg Eyes: Ruby Appearance: Zedley is composed of cast-off armor, clockwork and copper wire. Visible gears operated by a tiny magical steam engine in his chest make him look even more alien, and the flexing hoses give him an organic look he might otherwise miss. Despite all that, he is a work of art. Lonely to be sure, but a work of art.Personality: Zedley's bejewelled eyes do not show the ache in his mechanical heart, nor does escaping steam catch the ear the way a human sigh might. Instead, he must show his emotion only verbally or through very exagerated body language. He wants to be useful, and will most likely attach himself to an adventuring party as a trap disarmer or "george." Quote:"All I am, is what I appear to be. A random collection of parts, working together to bring a little beauty into the world. Little less or more than you, I tend to think."Background: Zedley was created a few years ago as a laboratory assistant for Rassa Dartoon. Rassa's father had wanted an assistant who could learn fast and operate machinery. What they got was a very sentisive machine who took to tinkering while Rassa and her dad slept, who taught himself how to make watches, steam engines and even magically-alive beings like himself. Old Dartoon died last year, and the girl went to college at the Grol Engineer's School. He was heartbroken at her decision to leave him behind. Now he sits on a street corner repairing watches for pocket change, hoping to collect enough cash to start up his own shop. Powers/Tactics: His many immunities and flair for machinery make Zedley a good rogue, while his morose nature will cause PCs to use him to spring traps. He's not too awful in a fight, though listening to him compain about all the blood and screaming afterward might get a bit tiresome. Campaign Use: Zedley makes a terrific piccaresque encounter, as few gaming groups could resist the lure of a lonely machine, tinkering away on a filthy street corner, puffing our sad whistles of steam to puncuate the desperation in his custom made heart.
  14. Like
    Curufea reacted to Storn in Storn's Fantasy Art, Comics and Doodles   
    Re: Storn's Fantasy Art, Comics and Doodles
     
    Im very good a drawin' a conclusion... meybe too good!!!
     
    I tend to jump in there quickly and make up my mind very fast.
     
     
    anyway...
     
     
    Here is a quickie sketch for a birthday present for Nuadha (his handle), one of my fellow gamers around the table.
     

  15. Like
    Curufea reacted to tkdguy in British peerage   
    Re: British peerage
     
    More links to the heraldry of the Holy Roman Empire:
     
    http://www.imperialcollegeofheraldry.org/
     
    http://www.imperialcollegeofprincesandcounts.com/
     
    http://www.heraldica.org/topics/national/hre_her.htm
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    Curufea reacted to Citizen Keen in The Adventures of Mikael   
    First Days at SeaDay 3Today the gates to Port Rican opened, and Izinith and I entered. Port Rican seems smaller than I remembered, but that may be because I've grown since the last time I was here. Izinith and I searched for a ship headed to Amystus, and we found a Triton vessel, the Sus'hawa, which apparently means Wave Skipper. It's headed for Tezanon. I've never heard of it, but I'm assured it's in Amystus. I've never met a Triton up close before, but from the way they move on their ship, I can see why they are also one of the Great Races, like Man. They move across their ship like it's the most natural thing in the world. The Captain of the Sus'hawa, Master Hushuh, told us we were welcome on his ship, but since neither Izinith nor I had enough coin for passage, we would clean the ship, run errands, and eat last. Izinith seems less than enthused, but I can't wait! Hushuh says the journey will be about two weeks.On the ship, I met one of the other passengers, a priest. Brother Chu seems to be a kind man, if a little caught up in his faith. He spends most of his time on the prow of the boat, in the sun. With skin as dark as his, he has no fear of a tan. Apparently, he's a member of the Order of Tahn in the First Church of the Mother. I don't know how he wears such thick robes in this heat.Day 6Not much has happened so far on the journey. A lot of deck scrubbing and lousy food. But I'm not complaining. I could watch the Triton work for hours. The way the sun reflects off of their blue-green skin... It's fascinating! And when they dive into the water - it may be the most amazing sight I have ever seen. I had heard about their tails, but yesterday Hushuh had to inspect the hull. He just dived into the water and his legs disappeared, and there was a tale! No wonder they wear skirts! The Triton women are also very beautiful, although I don't think I could deal with the scales on their necks and behind their ears. But their jewelry! All the Triton wear such fancy necklaces and earings, even the men. No rings though. I wonder why.Apparently, this ship belongs to a tribe of Waterwalkers, the Sus Huhallash'dai, or the Masters of the Wave Foam. One of the sailors, Wahss, was explaining to me that all Triton identify with one of three groups - Landwalkers, Waterwalkers, or Deep Triton. Landwalkers are the Triton who live on the land, and their skin is a much more colorful, including yellows and reds and purples (although it is still very much dominated by blue or green). Deep Triton live below the sea, and their skin is so pale it's almost ivory.Day 8Today I was wrestling with Izinith, and when he bested me (he does have a tail), I called him a "Child of the Father". Neither of us thought anything of it, but at dinner that night we were joined by Brother Chu, who scolded me. "You shouldn't swear so, Master Amante," he said. "Noone likes a blasphemer." I apologized to the Brother, and for my apology I was rewarded with a lecture on the importance of paying proper respect to the Mother Creator and the Father Destroyer, for each is half of the First Thought, and also to remember to love the Mother Creator and to fear the Father Destroyer in everything I do. Then, when I was late helping wash the dishes because of Brother Chu's scolding, I was yelled at by the cook!
    Triton Racial Package DealCost Power END 6 +2 DEX (Modifiers affect Base Characteristic) 2 +1 CON (Modifiers affect Base Characteristic) 8 LS (Expanded Breathing: Underwater; Safe in High Pressure; Safe in Intense Cold) 4 Swimming +4" (6" total) 1 4 Transparent Eyelids: +2 PER with Sight Group 3 Acrobatics 11- -5 Physical Limitation: Takes One Turn to Transform From Walker to Swimmer (Infrequently, Slightly Impairing) [Notes: When a Triton is on land, he has two legs and walks at his normal rate. Upon first entering the water, his legs begin to transform into a tail. This takes a full 12 Segments, during which the Triton cannot walk or swim (although he can use his arms to crawl or swim at 1"). When a Triton returns to land, the process reverses itself, also taking a full Turn. This process is triggered by a greater than 80% immersion (or exposure to air) that lasts through the end of two of the Triton's two consecutive phases. (If a Triton enters a river on his first phase but gets to land before the end of his next Phase, the transformation does not occur. This prevents an opponent from simply splashing a canteen on the Triton during combat to disadvantage him.) If a Triton is wearing constrictive pants when this process occurs, he takes the DEF of the material in BODY as the pants rip through him.] Cost: 22The Triton are one of the four Great Races of the world, created when the Mother Creator infused some of her life essence with water. The Triton are on average the size of man, but with a much more disparate spread - they range from just over 1 metre tall to over 3 metres tall. But most are clustered in the range of 5 to 6 feet, just like Men. Their skin can range from very pale green and blue to dark green and blue, and can possess flecks of other bright colors, like red or yellow.They have scales on their shoulders and neck, on their forearms, and on their lower legs. They have gills behind their very large ears (although their ears are no better at hearing than the smaller ears of Men). Their fishlike appearance can be slightly disconcerting. Their hair color ranges from black to white, and through all marine colors. Triton Waterwalker Cultural Package DealCost Skill 2 AK: Home Waters 11- 3 Climbing 11- 3 Combat Driving 11- 0 Language: Triton (completely fluent; literate) (4 Active Points) 2 Navigation (Marine) 11- 2 PS: Sailor 11- 2 Survival (Marine) 11- 4 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats 3 Trading 11- Skills Cost: 21The Waterwalker Triton are the great sailors of the world. They are not as xenophobic as the Deep Triton, but they have not left the water in the way the Landwalkers have. They sail the seas, diving off their longships and swimming with the dolphins. They are excellent merchants, and supply most of the exotic goods of the world through their extensive trading networks.Waterwalker Triton divide into Clans, each of which is lead by a Clanleader. Each Clanleader is elected by Captains, but Triton become Captains in different ways (some inherit their ships, some buy them, and some earn them from retired captains). Every Captain must be recognized before a gathering of Captains before they can vote in matters put before the Clan.Fond of decoration, the Waterwalkers wear lots of jewelry, specifically earings and necklaces. They don't generally wear rings as they interfere with their work. Their clothing is loose fitting, and most wear brightly colored sarongs.Waterwalker Tritons marry forlife, but are hesistant to commit to life partners because they have to choose their spouse over a ship, unless they are both Captains. Cost 7 Faith 13- 2 KS: Religion (The Doctrine of the First Church of the Mother Creator) 11- 2 PS: Priest 11- 6 Choose Two (or more) [Notes: Bureaucratics, Conversation, Oratory, Paramedics, PS: Scribe +1, PS: Farmer +1, Tactics,] 1 WF: Axes, Maces, Hammers, and Picks, Clubs 3 +1 with Maces, Clubs or Staves 1 Religious Rank: Monk [Notes: Or higher Religious Rank] -5 Social Limitation: May Not Own Property (Occasionally, Minor) -15 Hunted: First Church of the Mother Creator / Order of Tahn 11- (Mo Pow, NCI, Watching) Cost: 2The First Church of the Mother Creator (usually referred to as the First Church) is one of the most powerful churches in the world. It's the largest by far, but infighting amongst each of the Orders prevents it from exerting its full influence. The Church has one Order for each of the Gods.Tahn, the First Son, is one of the most powerful gods in the Great Pantheon, and his Order is one of the most powerful in the First Church. While the Order of Tahn is famous for the Fist of Tahn, the paladins that ride in His name, the Order also has an extensive number of priests.The Order of Tahn fights for the same thing He does - protection of innocents. While the Fist of Tahn takes the sword to evil, the Brotherhood helps innocents fight what they see to be a much worse evil - apathy. The Order sends out monks all over the world to help remind people of the importance of faith.Captain HushuhVal Char Cost 10 STR 0 13 DEX 9 11 CON 2 10 BODY 0 14 INT 4 11 EGO 2 10 PRE 0 10 COM 0 2 PD 0 0 ED -2 2 SPD 0 4 REC 0 22 END 0 21 STUN 0 6" RUN06" SWIM42" LEAP0Characteristics Cost: 19Cost Power END 8 LS (Expanded Breathing: Underwater; Safe in High Pressure; Safe in Intense Cold) 4 Transparent Eyelids: +2 PER with Sight Group Powers Cost: 12Cost Skill 3 Acrobatics 12- 2 AK: Home Waters 11- 3 Climbing 12- 3 Combat Driving 12- 0 Language: Triton (completely fluent; literate) (4 Active Points) 2 Navigation (Marine) 12- 2 PS: Sailor 11- 2 Survival (Marine) 12- 4 TF: Large Rowed Boats, Large Wind-Powered Boats, Rafts, Small Rowed Boats, Small Wind-Powered Boats 3 Trading 11- Skills Cost: 24Val Disadvantages 5 Physical Limitation: Takes One Turn to Transform From Walker to Swimmer (Infrequently, Slightly Impairing) [Notes: When a Triton is on land, he has two legs and walks at his normal rate. Upon first entering the water, his legs begin to transform into a tail. This takes a full 12 Segments, during which the Triton cannot walk or swim (although he can use his arms to crawl or swim at 1"). When a Triton returns to land, the process reverses itself, also taking a full Turn. This process is triggered by a greater than 80% immersion (or exposure to air) that lasts through the end of two of the Triton's two consecutive phases. (If a Triton enters a river on his first phase but gets to land before the end of his next Phase, the transformation does not occur. This prevents an opponent from simply splashing a canteen on the Triton during combat to disadvantage him.) If a Triton is wearing constrictive pants when this process occurs, he takes the DEF of the material in BODY as the pants rip through him.] 15 DNPC: Crew 11- (Slightly Less Powerful than the PC; Useful Noncombat Position or Skills; Group DNPC: x4 DNPCs) 5 Rivalry: Professional (Non-Triton Merchant Captains; Rival is As Powerful; Seek to Outdo, Embarrass, or Humiliate Rival; Rival Aware of Rivalry) Disadvantage Points: 25Base Points: 25Experience Required: 5Total Experience Available: 5Experience Unspent: 0Total Character Cost: 55

    Height: 2.05 m Hair: Dark, Dark Blue Weight: 122.00 kg Eyes: Gray Green Appearance: Taller than most Men, Hushuh can be an intimidating presence. But his disarming smile and infectious laugh make it difficult for him to intimidate anyone for long. For unknown reasons, Hushuh doesn't wear earing on his left ear (which is quite noticeable because his right ear is nearly buried under all the jewelry).Personality: Hushuh gets a lot of joy out of outdoing non-Triton merchant captains, but he is not so driven that he will sacrifice the well-being of his crew. He also will not force his clan, the Sus Huhallash'dai, into bad situations (although he has caused them a little discomfort in the past).Background: Captain Hushuh is an older Triton Captain. He is well-respected by his crew, and by the merchants he has frequent deals with. He used to be quite wealthy, but he helped his wife (his former first mate) buy her own ship.Campaign Use: Hushuh and his ship make an excellent default Triton crew. They are not as powerful as many other Triton ships (they lack both the magic and the military expertise), but their ship is fast and reliable.
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