Friday, December 28, 2012

When you get lost in the dungeon...

On the OSR Google+ Community, someone was asking about difficulties getting lost in a mega-dungeon. I mentioned food and water being the most needed commodities. Then I was riffing on ideas, when I came up with what I feel is an neat one. So here goes.

Delver's Puffball
A large specimen ready to eat
A species of fungus called the Delver's Puffball grows in damp underground locations, like mines, caves, and dungeons. They are usually from fist- to head-sized, with rare specimens reaching the size of a small horse. Easy to identify by their white flesh and bulbous round shape. If the
puffball has turned brown, it is no longer fit to eat, as it is now a bag full of spores.

Brown and full of spores
The Delver's Puffball provides basic nutrients and some moisture. It's rather bland if eaten raw, but can be quite delicious if sauteed with a little butter. You can live on it for a couple of weeks with the only side effects being some mild hallucinations and a greenish tinge to the skin, which dissipates after four days in the sun.

There is a rumor that the spores are deadly and germinate in your lungs (dark and moist), so it is recommended that you don't disturb the brown ones. Another rumor says that bright light causes the hallucinations to intensify. Those four days in the sun might be quite a trip.

Thursday, December 27, 2012

Ta-Da! TFT Tekumel v0.3 Beta released!

Today I release my The Fantasy Trip Tekumel rules for general perusal. I've had a chance to polish this up a bit. I'm not done with layout, but the text is sound. This is version 0.3. It's been through one playtest. Please read, comment, playtest, whatever you're willing to do with it. Don't hold back negative comments. Start a conversation. Ask my why I did certain things.

You may notice a lot of spell names from Empire of the Petal Throne. As I stated when I started this project, this conversion is based on EPT first, with some holes filled by Swords and Glory.

TFT Tekumel Manuscript

This is a conversion supplying Talents and Spells, as well as some equipment, weapons, and armor. It requires the TFT rules, as well as Tekumel setting information. Since TFT is out of print, try using Heroes and Other Worlds, a new TFT-clone, or Legends of the Ancient World from Dark City Games -- a programmed adventuring system inspired by TFT.

Saturday, December 22, 2012

Star Trek TOS and Skimpy Outfits

A Google+ community I'm in is prepping to play Starships and Spacemen, a 1978 rpg published by FGU. Goblinoid Games of Labyrinth Lord fame bought the rights and crowd-funded a second edition. This game is basically a D&D clone for Star Trek TOS with the serial numbers filed off. It is also now compatible with LL.

So, I've been watching a few episodes of the original series. Netflix has them all. I haven't watched them in over a decade, so it's been fun. I noticed how many of the female outfits are very skimpy. So, I thought I'd present a few for your viewing pleasure.

Clothing of the 23rd Century (or lack thereof)

Shore Leave: Chorus girls from Rigel II















The Cage/The Menagerie: Vina as Orion slave girl


The Cloud Minders: Droxine














 



Mirror, Mirror: Lieutenants Moreau and Uhura
The Gamesters of Triskelion: Shahna


















What Are Little Girls Made Of?: Andrea the android
A Private Little War: Nona















Whom Gods Destroy: Marta
That Which Survives: Losira



















"I am for you, Sulu."

Monday, December 17, 2012

Tekumel on eBay

I think Phil would be flabbergasted and happy to see that a copy of The Book of Ebon Bindings, signed by Phil and given to Dave Arneson, would get a high bid of $390 on eBay this weekend.

Thursday, December 13, 2012

Blue Room Archive returns

On the Tékumel Foundation blog, Chris Davis posted that the archives of the Blue Room Mailing List are back online. For those not familiar with it, the Blue Room Mailing List was a moderated list where participants could ask questions directly to the Professor, which ran from 1995 to 2000. It replaced the Tékumel Digest, a mailing list I ran from 1991 to 1993, in the days of FTP sites and Gopher (Hi, Bob!).

The Blue Room produced the best discussions (over 1000 messages) of Tekumelani society, the geography of the pocket universe, and other fascinating topics in any medium other than the authoritative Swords & Glory Sourcebook. The archives have been available in the past, but a number of messages from the final year were missing. Those have been restored to this archive.

Whenever I'm planning an adventure, I consult the Blue Room. Newt's Blueroom Archive Searcher is an invaluable tool for this. This app is a search engine into all things Tekumel. A few years ago, I wanted to send the group to Hmakuyal, a ruined city in southwestern Tsolyanu. I searched the Blue Room for information and compiled what I found, which helped me flesh out the city. It supplied the framework I could hang the rest of the scenario.

So, GMs, pick a topic, use the search engine, and see what gems you can find. I bet you can find an idea for an adventure in the results for a single search. I just did this while writing this post and got an idea for a scenario I'm going to run at U-Con 2013 in Ann Arbor. The Blue Room is that good. #tekumel

Wednesday, December 12, 2012

C&S / GURPS Magical Mashup

So, I'm on a Chivalry and Sorcery kick, as evidenced by photos of my collection. C&S has an amazing magic system, the most comprehensive and challenging I've ever seen, with tons of tasty goodness. One of the features of the magic system is a large number of different types of magic users, such as Enchanters, Shamans, Alchemists, and Mechanician-Artificers. These diverse styles have very different ways of casting spells. I've always wanted to translate them all over to one of my other favorite systems, GURPS.

This week I wrote up one of the more unusual mage types -- the Drug Trance Mage. Drug trance mages are part of the Natural Magician mode of magic from C&S. Most natural mages do not have masters that they learn spells from, nor can they learn from books or scrolls. Their magic is not academic in nature. The other natural mages are the Primitive Talent, the Dance/Chant Mage, the Shaman, and the Medium. Only the Shaman has a master that teaches them spells.

Without further ado, here is my version of Drug Trance Magery. Let me know what you think. All comments appreciated.


Drug Trance Magery                3 points/level

This form of magery allows the mage to make magical drugs in the form of potions or powders. By taking the drug, they gain the ability to cast a spell. The nature of this kind of magic does not require the person to be a full-time mage.

The drug-making process is a form of Enchantment using a special spell: Enchant Drug (IQ/H). Each drug has a cost to enchant of 30 energy and requires seven different ingredients worth $100, four of which must be either liquids for potions, or herbs for powders. Each recipe is unique -- the mage must write down the recipe. The same recipe will produce the same spell effect. Unlike regular enchantment, the Drug Trance Mage only needs two hours a day for enchanting. The GM should make the enchant spell rolls secretly. On a normal failure, the mage knows the enchantment has failed and the batch is destroyed. If a critical failure is rolled, impurities have been unknowingly been introduced and the drug is Tainted. The drug mage doesn’t know what spell is in the drug until they test a dose. This process produces 2d doses of the drug. Only the mage who made the drug can use it. Also, recipes are specific to the mage who created them -- recipes cannot be shared with other drug trance mages.

To test the drug, the mage consumes a dose. The GM determines the spell by rolling d66 (1d for the first digit and 1d for the second digit, so a roll of 2 and then 4 is 24) on the Spell College Table. Then roll 1d for each spell in the college in the order given in the book, skipping spells already in the drug repertoire of the Drug Trance Mage, as well as spells for which the mage does not have the Magery prerequisites. A roll of 1 indicates that spell has been enchanted into the drug.

Spell College Table

d66       Spell College
11-12   Air
13-14   Animal
15-16   Communication and Empathy
21-22   Divination
23-24   Earth
25-26   Fire
31-32   Food
33-34   Healing
35-36   Illusion and Creation
41-42   Knowledge
43-44   Light and Darkness
45-46   Plant
51-52   Sound
53-54   Water
55         Body Control
56         Gate
61         Making and Breaking
62         Mind Control
63         Movement
64         Protection and Warning
65         Weather
66         Roll another 1d: 1-4=Necromantic, 5-6=Summon Demon

Potions are drunk and powders can either be smoked, snorted, or mixed with food. Many drug trance mages have a preferred delivery method. The drug takes effect after 5 seconds and lasts 3d6 minutes (the GM makes the duration roll secretly). During that time, the mage can cast the spell within the limits of their fatigue. If drugs are mixed or taken while under the influence of another magical drug, treat as if Tainted (see below) but at a -2 HT penalty. Mages can use these drugs safely up to 4 times a day. If this limit is exceeded, the mage has ‘overdosed’ -- treat as per Tainted (below) but with a -2 HT penalty for each dose over the maximum.

If the drug is Tainted (or the mage mixed drugs or overdosed), the caster must make a HT roll to avoid a ‘bad trip’. On a failure, the caster passes out for 2d minutes. On a 17, the caster loses consciousness for 2d hours. On an 18, the caster falls into a coma for 2d days.

On the Summon Demon result on the Spell College Table, the demon of the drugs appears when the drug is tested. The caster rolls a Quick Contest of Will against the demon’s will of 16. If the caster wins, the demon will enchant the drug with a spell of the caster’s choice. If the demon wins, the caster is afflicted with a form of demon possession -- drug addiction! Each day the caster must make a Will-2 roll or they must take a dose of the drug. If the caster already has an Addiction, the roll is Will-5. If they take the drug, roll 1d to determine length of unconsciousness: 1-3=2d minutes, 4-5=2d hours, 6=2d days. 24 hours after regaining consciousness, they will crave the drug again and need to make another roll. If the mage gets a critical success on the Will roll, they have broken the addiction.

Tuesday, December 11, 2012

Memory Lane: Chivalry and Sorcery

My game group played Chivalry and Sorcery for 8 years straight. I love it. I could roll a character in about 30 minutes. Here is my collection of books.





















Not shown:  
  • Castle Plans 
  • Fortification Plans 
  • Chevalier reprint

Wanted: 1st Edition 
  • Destrier
  • Rapier and Dagger
Wanted: 2nd Edition
  • Sourcebook
  • Sourcebook 2
  • The Dragon Lord
Wanted: 4th Edition
  • Dwarves' Companion
  • The entire Mystic Station Designs line (17 books)

Wednesday, December 5, 2012

Make me a cover!

So, I rearranged the sidebar and added What I'm GMing, What I'm Playing, and What I'm Reading images. Someone was surprised that I was GMing Tekumel: Empire of the Petal Throne from Guardians of Order. In actuality, I was using it as a placeholder for GMing Tekumel, not that particular ruleset. But this points out a weakness -- I need a cover to put here.

So, I'm asking my readers to create a cover for me to put in here, so I can replace the placeholder. It would be most accurate to have it be a potential cover for GURPS Tekumel, since that is what I'm going to run the most often over the next year. Find some good representative art on the net. Add titles and voila.

I will publish the top choice and two runners up in this blog and Google+.

I'm looking forward to submissions.

:D