Sunday, March 22, 2015

Random Tsolyáni Family Structure

I've posted the initial family structure rules before, but not the Build a Clan Workshop. Enjoy.

Random Tsolyáni Family Structure

Family Creation

Start by rolling a d6, d8, d10, and a d12.

Parents: d10-1

Siblings: d12-2
Add +2, if 4 parents or more.

Spouses: (optional)
Not married
2 (+1 on Child roll)
3 (+2 on Child roll)

-2 if person is 20 or less
+1 if person is 31 or more.
+1 if person is female
+1 if person lives in a rural area

Concubines: (optional)
Roll again on the Spouse Table without modifiers for the number of concubines.

Children: d6-3
-1 if person is 20 or less
+1 if person is 31 or more

Each roll is an open-ended roll. If the maximum roll is rolled, roll the same die again, apply the same modifiers, and add the result to the total. For instance, if rolling parents, if you roll a 10 (-1 = 9), roll d10-1 again and add to 9.   

Build Your Own Clan House for Fun and Profit

Using these rules you can generate an entire clanhouse.

Clan Elders

Urban Clanhouse: add 2 to result

Then take the Clan Elders through family creation and two more generations down.

1st generation: For each elder, get siblings, spouses, and children. For each sibling, get spouses and children.
2nd generation: Then for each child, get spouses and children.
3rd generation: Then for each child, get spouses and children.

The brothers of fathers are clan-fathers. The sisters of mothers are clan-mothers. The wives of clan-fathers are clan-mothers. The husbands of clan-mothers are clan-fathers. The sisters of father are clan-aunts, and the brothers of mother are clan-uncles. The wives of clan-uncles are clan-aunts. The husbands of clan-aunts are clan-uncles. The children of clan-mothers and clan-fathers are siblings. The children of clan-aunts and clan-uncles are clan-cousins.

Heroic Age of Tékumel: Nonhuman Races

So far, the only option has been human characters. Here are the first versions of the nonhuman species for Heroic Age of Tékumel. Let me know what you think.

These are just the character adjustments, not the full description of the nonhumans.

1. Choose Species

The CHA modifiers are only for dealing with those outside the species or subspecies. Nonhumans thus have two CHA values.


HD: 1, AC: 12, Morale: 7
Classes: any
Clan: any
Religion: any

N'lǘss (human subspecies)

STR: +10%, DEX: -10%, INT: -10%, PSY: -5%, CHA: -15% (non-N'lǘss)
Species Traits: Height +12"
Classes: Tribal classes
Religion: Vimúhla or Chiténg


STR: +20%, DEX: -20%, CON: +20%,
INT: -10%, PSY: -40%, CHA: -40%/-60% (human/Sh

HD: 3, AC: 17, Morale: 10
Species Skills: Survival (swamp)
Classes: Tribal Fighter
Clan: none
Religion: none


STR: -10%, DEX: +15%, CHA: -20%
HD: 1, AC: 14, Morale: 6
Species Traits: Wings
Species Skills: Flying
Classes: Tribal Fighter, Shaman, or Specialist
Clan: none
Religion: Hláka gods

Páchi Léi

CHA: -5%
1, AC: 15, Morale: 7
Species Traits: Dark Vision, Sense Hidden +6
Species Skills: Survival (jungle), Climbing
Classes: Fighter, Priest, or Specialist; wild Páchi Léi use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples

Pé Chói

DEX: +10%, CON: -10%, PSY: +15%, CHA: +5%
HD: 1+2, AC: 17, Morale: 7
Species Traits: Excellent Hearing +6, Sense Life, Sense Death, Sense Hidden +9
Species Skills: Survival (forest)
Classes: Fighter, Priest, or Specialist; wild Pé Chói use Tribal classes.
Clan: if not wild, normal Tsolyáni clans
Religion: if not wild, normal Tsolyáni temples

Pygmy Folk
STR: -10%, DEX: +20%, CHA: -20%
HD: 1d6-1, AC: 13, Morale: 5 if no Pygmy Folk present, 9 if at least one Pygmy Folk present
Species Traits: Dark Vision, Excellent Hearing +9
Species Skills: Survival (underground), Climbing, Miner, Swimming
Classes: Tribal classes
Clan: none
Religion: none


STR: +20%, DEX: -20%, INT: -5%, PSY: -20%, CHA: -20%
HD: 3, AC: 17, Morale: 10
Species Trait: Club Tail
Species Skills: Tail Strike – does d4 damage and target must make a DEX save or fall down.
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Shén gods

Swamp Folk

CON: +10%, PSY: none
HD: 1, AC: 14, Morale: 7
Species Traits: Spatial Sense
Species Skills: Swimming, Sailor
Classes: Tribal Fighter or Specialist
Clan: none
Religion: Swamp Folk gods


STR: -15%, DEX: +10%, INT: +5%, PSY: +15%, CHA: -5%
HD: 1-1, AC:  12, Morale: 8
Species Skills: Survival (underground)
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none


INT: +5%, CON: -5%
Species Traits: No binocular vision
Classes: Fighter, Magic User, Specialist
Clan: none
Religion: none

Species Traits

Club Tail
Shén have a tail that ends in a bony club, which they can use against anyone behind them, striking for d6-1 and requiring a DEX save from the target to avoid falling down.

Dark Vision
Páchi Léi and Pygmy Folk have very good night vision and can see in the dark up to 60 feet. Nearby light sources interfere with this ability.

Excellent Hearing
Pé Chói and Pygmy Folk have an excellent sense of hearing and they add the bonus given to their Hearing rolls. This ability extends for 60 feet for Pé Chói and 120 feet for Pygmy Folk. Pygmy Folk can also hear through a foot of stone. Nearby noises interfere with this ability.

Height +12”
N’lǘss are 12 inches taller than the average human on Tékumel.

No Binocular Vision
The Urunén’s widely spaced eyes give the species superior peripheral vision, but no binocular vision. All Urunén are at -3 on missile weapons, but can see on both sides and partially to the rear.

Sense Death
Pé Chói can sense the death of one of their own within 3 miles.

Sense Hidden
Páchi Léi and Pé Chói have an increased ability to sense hidden objects and situations, including ambushes, secret doors, or hidden traps. This ability lets them add bonus to any Sense Hidden rolls: +6 for Páchi Léi, and +9 for Pé Chói.

Sense Life
Pé Chói have a rudimentary ESP that can sense living beings within 10 feet.

Spatial Sense
Swamp Folk have an innate sense of their body’s position and orientation. Thus they can perceive subtly curved or sloping passages, or if they've passed through a nexus point or teleportal that caused them to travel a distance in an instant.

The Hláka have wings. They can fly at 300 yards per round outdoors.


Species Skills

Routine flying does not require skill checks, but in adverse conditions (wind storm, combat, etc.) skill checks will be needed.

Tail Strike

This weapon skill is for Shén using their tail as a weapon. 

Friday, March 20, 2015

Heroic Age of Tékumel Character Advancement

The Heroic Age of Tékumel Convention Packet does not include leveling up rules, since it was designed for one-shot convention play. So here they are.

Character Advancement

Experience Bonus

Prime Attribute
Experience Bonus
Experience Bonus

Leveling Up

New Level Checklist

1. Roll Attribute Bonus
2. Roll Skill Points
3. Choose Skills

1. Roll Attribute Bonus

When a character advances to a new Level, one of their basic Attributes may increase. Roll on the Attribute Bonus Table to find how much their Attribute increases. Then roll on the Increased Attribute Table to determine which Attribute has increased.

Attribute Bonus Table

Attribute Bonus
No bonus
+5% bonus
+10% bonus

Attribute Table

Psychic Ability

Harsan has gone up to Level 3. He rolls an 88 on the Attribute Bonus Table for +5% and he rolls a 2, so he adds 5% to his Dexterity.

2. Roll Skill Points

Skill Point Table

Skill Points
d6 - 2
d6 - 1
4 - 5
6 - 7
d6 + 1
d6 + 2

Skill Point Modifiers

Add INT Mod

3.  Choose Skills

Spend half of skill points (rounded up) on Professional skills.

Thursday, March 19, 2015

Heroic Age of Tékumel Example of Play

I wrote this for the Quickstart of Heroic Age of Tékumel. I hope you like it. Any comments?

Example of Play

Six friends gather to play a game of Heroic Age. John is the GM and has an adventure ready. Jim is playing a scholar-priest devoted to Thúmis named Balésh, Sue is playing a priestess of Avánthe named Dzái, Dean and Loren are playing human fighters from the Temple of Thúmis, named Mígor and Múkor respectively, and Tom is playing a Tinalíya named La-Go-Ki. The characters are all 1st level. They've been playing for a couple hours and find themselves in a room in the underworld.

John (GM): Okay, you’re in a spacious room, maybe ten strides wide and twenty long, with high ceilings -- maybe 4 or 5 man-heights high. The walls are covered with brilliantly-colored frescoes depicting a crocodile-headed goddess eating sacrificed warriors and causing the life-giving floods that irrigate and replenish the land. In the middle of the room is a large statue of her standing with large green faceted eyes and very sharp white teeth, probably a hundred of them. On either side of her statue are two evil, nasty-looking Crocodiles from Hell statues. It almost looks like these statues are drooling. Across the room is an ornate doorway. The doors are covered in gold. At the base of statue is a large ewer. What’s everyone doing?

Jim (Balésh): I move toward the center statues. I’d like to cast Detect Magic on the area.

Sue (Dzái): I look at the frescoes? What do I know about the crocodile goddess cult?

Dean (Mígor): I walk to the gold door and see how thick the gold is.

Mark (Múkor): I move next to Balésh. What’s in the ewer?

Tom (La-Go-Ki): I move behind the statues and look for traps.

John (GM): Okay, Jim, roll your spell chance.

Balésh (Jim): (rolls dice) I rolled a 9, plus 1 for my level, plus 2 for my Psychic Ability of 96, making 12, which is equal what I need. I successfully cast the spell.

GM (John): Balésh detects a general aura of magic emanating from the three statues. You’re not sure if this is from their sacred nature or something else. Sue, you need to make a general knowledge roll, based on your religious education? Can you make a 12?

Dzái (Sue): (rolls dice) Nope, I got a 7. (She rolled a 6, plus 1 for her level, and +1 for her INT Mod.)

GM (John): All Dzái knows is what I’ve already told you.

Dzái (Sue): What can I glean from the frescoes? (rolls dice) I rolled a 14 and my INT Mod is +1.

GM (John): That’s enough. In every depiction of the goddess, you see water nearby, and she often has other crocodiles with her. Dean, Múkor thinks the gold is more than gold leaf.

Mígor (Dean): I’m Mígor.

GM (John): Oops. Sorry. (rolls dice) Múkor, the ewer is filled with a lot of coins of every type. Some look to be very old and not of the present regime. Tom, (rolls dice) La-Go-Ki detects no traps on the goddess statue. Okay, next round. Actions everybody?

Balésh (Jim): While I’ve got the Detect Magic going, I’ll go around the room looking for more magic.

GM (John): Starting where?

Balésh (Jim): Starting at the statues and moving toward the door in front of us.

GM (John): I’ll let you know if you detect anything.

La-Go-Ki (Tom): I’m also looking for any hidden latches or drawers or compartments around the base of the statue.

Múkor (Loren): I start filling my bag with coins.

GM (John): Your bag is full of food, Múkor.

Múkor (Loren): I dump the food and start shoveling in the coins.

GM (John): Dumping it in your backpack?

Múkor (Loren): No, on the floor.

GM (John): Okay. Mígor, what are you doing now?

Mígor (Dean): I’m digging in the gold of the door with my dagger to see how thick the gold is.

GM (John): Dzái, you’ve been studying the frescoes and are now over near the door with Mígor, and Balésh is arriving there as well.

La-Go-Ki (Tom): So, Múkor and I are the only ones near the statue?

GM (John): Yes. Whose turn is it to roll a d6?

Mígor (Dean): Mine. (rolls) I got a 2. I hope that wasn’t Surprise.

GM (John): It was Surprise. The two crocodile statues come to life. They are now actually drooling, razor-sharp teeth gnashing. Deep growls rumble in their throats, like rock grinding on rock. One charges Múkor and one charges La-Go-Ki. What armor do you each have?

La-Go-Ki (Tom): Leather, AC 15.

Múkor (Loren): Chain and shield is 17.

GM (Tom): (rolls) La-Go-Ki, your croc snaps at your arm, but misses. You can smell its fetid breath. Múkor, your croc leaps at you, jaws snapping. (rolls) It connects with your leg for … (rolls) … 2 damage.

Múkor (Loren): (marks 2 off of his Hit Points) He drops the bag and switches to his sword.

GM (John): Hang on. This is Surprise. You’ll have to wait till next turn. Which is now. Whose turn to roll Initiative?

Múkor (Loren): Me, and … (rolls) … we got a 4.

GM (John): (rolls) Ah, 3. You go first. Start with Loren and Tom, then the others.

Múkor (Loren): I switch to my sword, dropping the bag full of coins. I’m attacking the croc statue, trying to knock its legs out.

GM (John): Make your combat roll. Its stone body has an AC of 17.

Múkor (Loren): My 78 Strength gives me +1. (rolls) I got a 6 plus 1 is 7. Miss. Crap. Next!

La-Go-Ki (Tom): I’m pulling my Eye out of my harness pouch. If I shift a step, can I make sure Múkor is not behind the statue?

GM (John): Sure, a sidestep means Múkor will not be in line. Which eye is that?

La-Go-Ki (Tom): The Eye of Frigid Breath. I only have 5 charges left.

Balésh (Jim): You have an Eye of Frigid Breath?! Oh, man! Sweet!

Dzái (Sue): I’m jealous.

GM (John): Okay, roll to hit, but ignore armor.

La-Go-Ki (Tom): My DEX is 98, so +2. And without the armor the statue is 12. (roll) Aha! 15 with the +2 is 17. Whew!

GM (John): A sparkling white beam shoots from the Eye and strikes the crocodile full in the chest. The stone of its body goes white with frost. You feel a wave of cold on your skin. So do you, Múkor. In fact, the beam only misses you by about a foot. The beam continues and hits the wall, making the frescoes frost up as well. The croc’s joints lock up. He’s trying to bite, but his jaw is grinding. It can’t take a step either. It rolls its eyes wildly.

Mígor (dean): I drop the dagger and draw my mace. I’m charging the one on Múkor, waving my mace over my head and screaming, “Die for Thúmis!”

GM (John): Okay, you close the gap and can roll your attack.

Mígor (Dean): I smash the mace down on its head. +3 for my 100 Strength. Ooo, 13 plus 3 is 16! Woohoo! (rolls) I got a 7 for damage too!

GM (John): Excellent. You got its attention. Jim? Sue?

Balésh (Jim):  It’s not a living thing, and I can’t use Illusion on it, so I’ve got nothing in the spell department. I’m going to open the gold door.

Dzái (Sue): I’m moving close to Múkor and casting a Heal Wounds. I need an 12. (rolls) 15! (rolls) I cure 3 hits, so you’re completely healed.

GM (John): The statue’s turn. The one on Múkor has to decide between him, Mígor, and Dzái.

Dzái (Sue): What?

GM (John): You’re in range next to Múkor. (rolls) It’s attacking Mígor. Its jaws snap. (rolls) A hit. (rolls) It does 3.

Mígor (Dean): Ouch, I’ve only got 1 left.

GM (John): The other one is still frozen and can’t move. New round.

La-Go-Ki (Tom): I give it a shove to knock it over.

GM (John): It can’t move, so you don’t have to roll to hit, but it’s big and heavy and you’re small, so treat it like an Open Door roll. Roll a STR Save. d20 plus Level plus STR Mod.

La-Go-Ki (Tom): (rolls) I rolled a 1.

GM (John): Aw, a fumble. You hurt your wrist when you shove the thing and fall against it. But … (rolls) … the thing is in mid-step, so it’s unbalanced. It tips over anyway. When it hits the floor, it shatters into a dozen pieces.

All: Yay!

Múkor (Loren): I swing at mine.

Mígor (Dean): Me too.

GM (John): Okay, make your rolls.

Loren: A natural 20! And a 6 for damage.

All: Hurray!

Dean: I got a 15 plus 3 for Strength plus 1 for level for a total of 19! 4 for damage.

GM: Roll again, Loren.

Loren: A 19!

All: Instant death!

GM: Múkor hits the statue right at the juncture of its neck to its body, and the stone cracks. The creature bellows and turns toward you, but its neck cracks further and the head completely falls off the statue. It stops, shudders, and falls to the ground, shattering into a pile of rubble.

High fives all around the table with much hooting and hollering

GM (John): The goddess statue now starts to move and a booming voice issues from its throat. “THIS WILL BE THE LAST SHRINE YOU DESECRATE!” Enormous holes in the walls burst forth from the frescoes and water begins to pour into the room from four sides. What do you do?

Everyone starts shouting at once and hilarity ensues.

Wednesday, March 18, 2015

Magic User Class for Heroic Age of Tékumel

I mentioned on G+ that I'd post an example of a class with the new way of expressing subclasses, such as Tribal versions. So, here is the Magic User class with subclasses Priest and Shaman. Let me know what you think.

Magic User Class

Magic Users can be priests, lay priests, shamans, or other users of magic. Anyone who casts spells is considered a Magic User. 

Weapons and Armor
·        Dagger or staff, and any weapons they received from their background. Magic users of the Temples of Karakán, Chegárra, Vimúhla, and Chiténg* can take any one-handed weapon instead of the staff.
·        Light armor and no shield are required for spell casting. One can use an action to drop the shield to cast.

Metal interferes with magic. Any more than 2 ounces of metal (20 Káitars) on a wizard’s person or in contact with their body will cause a catastrophic critical failure. Many wizards carry gems or letters of credit for their cash needs.

Magic User Skills
Spells and Spellcasting skills 
Level 1: 1st Level spells
Levels 2-3: 2nd Level spells
Levels 4+: 3rd Level spells
Weapons restricted to dagger or staff*
Soldier and Military skills

Saving Throw Bonus

Magic Users gain a +2 on PSY saving throws.

Magic User Experience Table                  

Hit Dice

Each additional Level requires 125,000 experience points more than the last. The Hit Dice go up by +1 per Level. Fighting Level stays at 3.

Sub-Class: Priest

Prerequisite:  Priest skill

Priest Skills
Knowledge, Spells, and Spellcasting skills
Level 1: 1st Level spells,
Levels 2-3: 2nd Level spells,
Levels 4+: 3rd Level spells,
Weapons restricted to dagger or staff*
Soldier and Military skills

Sub-Class: Shaman

Shaman Skills
Spells and Spellcasting skills
All non-Professional skills must be from Tribal Support skills.
Level 1: 1st Level spells,
Levels 2-3: 2nd Level spells,
Levels 4+: 3rd Level spells,
Weapons restricted to dagger or staff*
Soldier and Military skills