Showing posts with label Tekumel. Show all posts
Showing posts with label Tekumel. Show all posts

Tuesday, October 18, 2016

New version of The Petal Hack released

I've created a new version of The Petal Hack (v1.1). This version is revised and expanded. With this version, you now have everything you need to start adventuring in Tékumel.

New material:
  • Language acquisition and language lists
  • 4 more race drawings. All 8 nonhuman aliens have drawings.
  • Legions 
  • Equipment packs to speed equipment purchasing
  • Names: human and nonhuman
  • Encounter charts
  • Pronunciation Guide
  • Character sheet
All that in only 72 pages. 

Nice things people have to say about The Petal Hack:


Awesome! - I am totally impressed. The Empire of the Petal Throne in 64 pages. There have been thousands of pages written about EPT. ... Your Petal Hack covers all the essentials needed to play a game of EPT and it is Free. Pure genius. -- Dale B

If you do not have The Petal Hack, go get it. It is the easiest way I have found to get into Tekumel. 
-- John Payne

Have fun storming the Sakbe road!

Wednesday, February 17, 2016

De-Bar-Ka, Tinalíya Specialist

[I got an idea for the adventure I want to run next fall at U-Con, but this scenario requires six or seven 8th-10th level characters and a similar number of 5th-7th level PCs (players will play one of each). I decided to test out Heroic Age of Tékumel with high-level PCs. In the process, I came up with an idea for dealing with the magical abilities of Pé Chói and Tinalíya, two of the nonhuman races. Here're the rules:

Pé Chói and Tinalíya have Innate Spellcasting as a Species Trait. 

Innate Spellcasting: Any members of these species with a PSY Mod of +1 or more can purchase one 1st level spell per level as a background skill.

This will allow them to essentially multi-class magic user with anything else.

Here is the final Tinalíya character.]

De-Bar-Ka is a scholar priest in the Temple of Ksárul in Purdimál at a rank of Licentiate, specializing in devices of the ancients. It is not just an academic, though, and it has taken several expeditions to the underworld and distant sites to study ancient artifacts in their natural habitat. In the process, it has also become quite expert in finding and disarming traps and locks of the ancients.

De-Bar-Ka, 9th Level Tinalíya Specialist


Gender: Neuter

STR: 47
INT: 94 +1
PSY: 99 +2
DEX: 88 +1
CON: 60
CHA: 43

AC: 14
HP: 7d6 / 27
Cash: 7 káitars
Spell Pool: 14
Skill Points: 53

Species Traits
Innate Spellcasting

Species Skills
Survival (underground)

Languages
Tinalíya (native), Tsolyáni, Livyáni, Yán Koryáni, Mu'ugalavyáni, Classic Tsolyáni, Expert in Engsvanyáli, Bednálljan Salarvyáni, Tsáqw, Llyáni.

Skills
Expert Lore (ancient devices), Master Locksmith, Expert Trap Detector, Expert First Aid, Expert Spy, Master Engineer-Architect, Glassblower, Mathematics, Mimic, Survival (forest, underground, swamp), Dagger, Pistol crossbow, Sword

Spells
Warding, Soperiferousness, Summon Creatures I, Alleviation, Excoriation of Contagion, Recuperation, Light and Darkness, Perception of the Energies, Seeing Other Planes

Equipment
Short sword
Pistol crossbow with 30 bolts
Dagger
Sorcerer's Bag
First aid kit
Locksmith tools
Mechanical tools
Rope
Language notebook
Notebook about ancient devices
Leather harness with straps and pouches (counts as AC 13)
+2 enchanted steel dagger
Steel dagger (x2)
Abominable Eye of Detestation: 30 charges, labelled in Llyáni.

I'm pretty happy with the level of competence. 

Thursday, October 15, 2015

Heroic Age of Tekumel Quickstart Rules (Beta) are released into the wild!


It's out! I finally got it finished!

Heroic Age of Tekumel Quick Start Rules (Beta) is up on DriveThru!

Take a look. Tell me how you like it. Tell me where I went wrong. Find typos and issues and send them to me.

Aaaaaaaah!

Tuesday, September 22, 2015

U-Con Tekumel Track Schedule

We have the schedule for the U-Con Tekumel Track. I'm running two games, Fresh Off the Boat using Heroic Age of Tekumel, and Princess Zira and the Jungle Ruins using Warriors of the Red Planet.

Sometime today, event registration begins! Register here!

10a
Ahoggya Ark, GM: John Till, 6 players, Metamorphosis Alpha 1st edition, Friday 10a-2p. 
Humans, mutants, & thousands of disgusting Ahoggya, trapped together on an out-of-control generation ship! If you like Metamorphosis Alpha, Tekumel, or are Ahoggya-curious, this adventure is for you!
5p
Tekumel: Joyful Sitting Among Friends, GM: George Hammond, 30 players, Friday 5p-7p. 
This is the annual welcome gathering for the Tekumel Track. Join us to find out about the weekend's Tekumel events, or the Tekumel setting in general, and meet other fans of the setting. 
8p
Tekumel: Hlaka 2: The way home, GM: Patrick Brady, 7 players, Friday 8p-12a. 
You are a group of Hlaka mercenaries who find themselves on the losing side in the civil war.

Rumble in Jakalla 2, GM: Brett Slocum, 8 players, Friday 8p-12a. 
Jakalla, the City Half as Old as the World, trembles before the power of the Gods! Priests of the Temple of Thumis, Stability Lord of Knowledge, must deal with the aftermath of an earthquake and the crack in the temple foundation.
Saturday
9a
A Night’s Entertainment, GM: Krista Donnelly, 6 players, Bethorm , Saturday 9a-1p. 
Emerald Circlet may be the lowest of the low clans, but you sing, you dance and you entertain as you make your way along the Sákbe Road of life. Sometimes the Guard chases you away, but sometimes the high clans just want some amusement. Today is your lucky day - you are on your way to your biggest commission yet. 
2p
Fresh Off the Boat, GM: Brett Slocum, 8 players, Heroic Age of Tekumel, Saturday 2p-6p. 
After a disaster, your entire tribe pulls up stakes and moves across the ocean to the sparkling gem of Jakalla, The City Half as Old as the World. Is civilization all it's cracked up to be? Can you survive in an urban metropolis? Will you see what lies beneath the streets and live to tell about it? 
8p
Princess Zira & the Jungle Ruins, GM: Brett Slocum, 6 players, Warriors of the Red Planet, Saturday 8p-12a. 
On the way to a peace conference, Princess Zira and her entourage are kidnapped. Survive the trials of Ayo-Xatl, a ruined city in the jungle, including cultists of the Outer Space Goddess, Vu-bats, and the legendary Beast of Ayo-Xatl. Experience Tekumel during the Latter Times, only a couple thousand years after the entire star system was sucked into a pocket dimension, in this Sword and Planet adventure. Using the new Warriors of the Red Planet rules, a D&D clone for Sword and Planet roleplaying. 
Sunday
9a
Trouble in the Foreigner's Quarter, GM: John Till, 5 players, Fate of Tekumel, Sunday 9a-1p. 
Strangers in the Foreigners' Quarter bring trouble to the Great Stone clan of Thraya! Clan members must investigate, before embarrassing affairs come to light! Tekumel adventure for fans new and old! 
2p
A Guard’s Life, GM: Krista Donnelly, 6 players, Bethorm, Sunday 2p-6p. 
Life is sweet as a Sákbe Road guard. Opportunity abounds, especially when the tirrikámu is away on mandatory training. But he will only be gone for one day so you had better make the most of it. 

Thursday, September 3, 2015

Tekumel Track at Con of the North, Feb. 12-14, 2016

I have submitted a proposal for a Tekumel Track with a dedicated room for Con of the North in Minneapolis MN in February 2016. We have 40 hours of roleplaying and board games!

Three of the RPGs take us to previous historical periods: The Latter Times, the start of the empire of the Fishermen Kings, and The Time of No Kings.

Here is the schedule of games:



Title
GM/Host
Time Slot
Tekumel: Intro and Q&A
All GMs
Fri 12-14
Tekumel: Shopping!
Don Kaiser
Fri 14-20
Tekumel: Wizard Duel
Brett Slocum
Fri 20-22
Tekumel: Fresh Off the Boat
Brett Slocum
Fri 22-02
Tekumel: Panic in Pán Cháka
Bill Acheson
Sat 10-14
Tekumel: A Royal Visit
Don Kaiser
Sat 14-18
Tekumel: Jakallan Urban Sprawl
Brett Slocum
Sat 18-20
Princess Zira & the Jungle Ruins
Brett Slocum
Sat 20-02
Tekumel: A Thráyan Intrigue
Don Kaiser
Sun 10-14
Black Ships in Jakalla Bay
John Till
Sun 14-18
Tekumel: Wizard Duel
Brett Slocum
Sun 18-20
Come have some Tekumel fun in February!

Monday, August 24, 2015

Heroic Age progress report

I haven't updated on Heroic Age here for awhile.

I'm going through a second editing pass on the spell descriptions and filling out many of the skill descriptions. Mostly just changing the generic spell names to Tekumel spell names.

I should have the Quickstart done by the end of the month.

I've also been preparing a Warriors of the Red Planet game set on Tekumel in the Latter Time for U-Con in November. I've also been thinking how that time period could be handled by Heroic Age.

At U-Con I will run the above game, plus a Fresh Off the Boat game using Heroic Age, focusing on the Tribal character rules. Yes, more underworld exploration, maybe some wilderness reconnoitering.

Monday, July 20, 2015

Heroic Age of Tekumel Convention Packet 2015 (Tribal) available

I said I was going to put this up a couple weeks ago. Then I found a few places where I hadn't taken out everything non-tribal, especially spells. Also, there were a couple things I wanted to add for Tribal games, such as the Tribal Name generator and Random Tribe Generator. So it took me longer than anticipated to get it done.

So here is the 2015 Convention Packet for Heroic Age of Tekumel. This will allow you to create 1st level barbarian tribe members. It is designed for a "Fresh Off the Boat" game I'll run at U-Con in Ypsilanti, Michigan in November and at Con of the North in the Twin Cities, Minnesota in February 2016.

Download the Heroic Age of Tekumel Convention Packet 2015 (Tribal) here.



Monday, June 1, 2015

Androids and Gynoids for The Latter Times on Tekumel


An Android is an advanced mechanical construct originally built to serve humankind before the Time of Darkness. They possess artificial intelligence, human-form bodies, paper-white skin, jet black hair, black eyes, and all models are beautiful. Both male and female models exist, though female models are called Gynoids. A variety of models were constructed, including assassins, household servants, sex toys, social companions, security guards, translators, diplomats, maintenance workers, spies, soldiers, and other purposes. In later eras, examples of androids and gynoids are the Yeleth as well as The Alluring Maiden of Nga.

No new units have been produced in thousands of years, but since they were ubiquitous, many thousands still exist and function. Their bodies only have limited ability to repair without spare parts, so full repairs require old android bodies for scavenging. Over the millennia, androids develop quirks in their personality programming.

Androids have free will, except when they are bound by an Android Control Medallion, usually in the form of a piece of jewelry, a pendant, ring, or other object carried or worn. The wearer can control up to three androids, who will be completely loyal to their master. The control can only be broken by the master releasing control, destroying the medallion, or killing the master. Androids have been systematically destroying these medallions in an effort to free themselves from servitude, though they cannot act to harm their owner or the medallion while under its influence. By later eras on Tekumel, these control devices are very rare, and usually called The Amulet of the Governance of Yeleth.

Androids and Gynoids for Tekumel using Warriors of the Red Planet


STR +1, DEX +1, CON +1, CHA +2 (min. 13), SOC: -5 (max 12)
AC        13
HD        3d8
Move 12"

Limited to 6th level in Scientist class, unlimited in other classes.

All Androids have the following Abilities:
Mechanical: Immune to poison, disease, and extremes of heat and cold. No need for food or sleep.

Android Healing: Androids can heal by resting after combat, as normal, but cannot heal from daily rest without parts from another android or other similar construct. Each android body can supply 1-6 dice of healing. A Scientist can cure level hit points level times per day, but only once per day on an individual android.

Ancient: Because of their long existences, androids get a +2 on INT skill rolls regarding past events and people.

Each player of an android or gynoid character should create an Android Upgrade package, as well as a mental quirk. Tables to roll these will be posted later.

Sample Character:
Nyfmar-11
3rd level Gynoid Scoundrel


Nyfmar-11 has the Social/Pleasure Upgrade package. Nyfmar-11 is currently the property of Princess Zira, princess of the city-state of Tlakurra. The princess has an Android Control Medallion and Nyfmar-11 is devoted to her. She has been a servant to the Princess since Zira was young. More than once Nyfmar-11 has thwarted assassination attempts on the young princess.

STR: 14 +1
INT: 12 0
PSY: 5 -2
DEX: 14 +1
CON: 13 +1
CHA: 15 +1
SOC: 7 -1

AC:        13 / 15 against missiles
HD:        5d8 / 34
Move: 9"
Skill: 36%
Cash: 40 gp

Abilities

Mechanical: Immune to poison, disease, and extremes of heat and cold. No need for food or sleep.

Android Healing: Androids can heal by resting after combat, as normal, but cannot heal from daily rest without parts from another android or other similar construct. Each android body can supply 1-6 dice of healing. A Scientist can cure level hit points level times per day, but only once per day on an individual android.

Ancient: Because of their long existences, androids get a +2 on INT skill rolls regarding past events and people.

Social/Pleasure Upgrade: The android is 'fully-functional' with anatomy, sensors, and programming to perform and respond as a sexual concubine. A full library of human sexual response is included in their data banks. In addition, the android has more advanced personality programming and is skilled in conversation, entertainment (select a specialty: dancing, music, art, acrobatics, or storytelling), seduction, massage, and other sexual and social talents.

Mental Quirk: Fascinated by stabbing the living and watching their fluids leak out. If Nyfmar-11 has damaged a human with an edged weapon, make an INT skill roll to avoid watching for a round. Always use cutting or thrusting weapons, never crushing weapons. This behavior can be very disturbing to humans.

Equipment

Field-generating rings, +2 AC against missiles
2 daggers, concealed in hidden arm sheaths
Clothing
Small belt pouch
Irradium hand torch
Silver flute

(P.S. I'm also writing these up for White Star.)

Friday, May 29, 2015

Running Tékumel during The Latter Times Using Warriors of the Red Planet

The Latter Times in Tékumel history are the few thousand years after the star system popped into the empty pocket universe it now finds itself in. The Humanspace Empire civilization that used the planet as a pleasure planet and trading hub fell hard from the physical trauma to the planet, which caused vast earthquakes, volcanic eruptions, tidal waves, sinking land masses, and other difficulties, as well as the loss of the Empire's imports, especially iron. During this time, some retained the knowledge to fix the advanced technology left behind, but as the years went on, more and more knowledge was lost. Also during this period, psychic abilities first developed, as the barrier between the planes of existence was thinner, allowing easier access to interplanar power. A great culture in decline after a cataclysm on an alien planet with a combination of technology and psychic powers sounds like a Sword and Planet story, the genre invented by Edgar Rice Burroughs in The Princess of Mars and the Barsoom novels.

Warriors of the Red Planet is a D&D clone written by Al Krombach and illustrated by Thomas Denmark that is designed for Sword and Planet adventures. The four classes, Fighting Man, Scoundrel, Mentalist, and Scientist, fit nicely into an era of declining technology coexisting with the development of mental powers. After reading it, I immediately wanted to run it for Tékumel. Thus these house rules.

Warriors of the Lost Planet

House Rules for Using Warriors of the Red Planet
for Adventuring on Tekumel during The Latter Times

Ability Scores


Replace Wisdom (WIS) with Psychic Ability (PSY). Psychic Ability covers many of the same things as Wisdom, including Mentalism, intuition, luck, etc. Mentalists rely on Psychic Ability not Wisdom.

Character Classes

Scoundrels

Scoundrels can choose another skill set for their Skill besides Thief skills, such as Diplomat, Merchant, or Physician. This class is more of a Specialist than a Scoundrel. In this case, the Backstabbing ability could be replaced with something else appropriate, such as some kind of Healing for a Physician, or an advantage in negotiation for a Diplomat or Merchant.

Mentalists

Mentalists with a Psychic Ability (or Wisdom) of 13+ get a 5% experience bonus.

At each level, Mentalists learn one random and one chosen Power of the appropriate level for each slot. Other Powers may be learned through play. The number of powers a mentalist knows are not affected by a high PSY, only the number of powers they can use in a day (+1 1st level use for PSY 13+).

Scientists

Scientists use the same level progression for Gadgets that Mentalists use for Powers.

At each level, Scientists choose one Gadget of the appropriate level for each slot. Other Gadgets may be found through play. High INT (13+) grants an extra gadget and an extra recharge from the power source.

 A Scientist's gadgets can hold 2 charges at 4th level, 3 charges at 7th level, and 4 charges at 10th level. The Scientist's power source can keep up with recharging them as well, double output at 4th, triple output at 7th level, and quadruple output at 10th level. Think of it as continued tinkering by the scientist to improve his devices.

Sorcerers of the Black Gate

The Sorcerers of the Black Gate class is being used for cultists of The Deep Space Goddess, the Latter Times name for The Goddess of the Pale Bone, the first of the deities to be contacted.

Races


Humans


Human

Dark skinned, dark haired humans. Arabic-Indian-MesoAmerican stock.
Add +1 to any Ability Score.
Unlimited levels in all classes.
HD 1
AC 10
Mov 12"

Nonhumans (Exotics)


Ahoggya

STR +4, DEX -2, CON +4, INT -1, PSY -4, SOC: -5 (max 8)
HD 3
AC 16
Mov 9"

Limited to 6th level Scoundrel, 3rd level Mentalist and Scientists, unlimited as Fighting Man.

Abilities
Four Arms: 4 attacks, if surrounded or front and back

Four Legs

Hlaka

STR -1, DEX +2
HD 1
AC 12
Mov 15"/30"

Limited to 6th Level Scientist, unlimited in other classes.

Abilities
Wings: 

Tail Sword: Hlaka have a sharp bony tail end that can be used against targets to the side or behind the character. 1d6 damage; can attack at the same time as a normal attack.

Pachi Lei

AC 13
HD 1
Mov 12"

Unlimited in all classes.

Abilities
Dark Vision

Sense Hidden +2: secret doors, ambushes, and traps.

Four Legs

Pe Choi

DEX +1, CON -1, PSY +2
HD 1d6+3
AC 15
Mov 12"

Unlimited in all classes.

Abilities
Four Arms: 2 attacks.

Excellent Hearing +3

Sense Hidden
+3: secret doors, ambushes, and traps.

Sense Life: 10' range

Sense Death (Pe Choi): 3 mile range.

Pygmy Folk

STR -1, DEX +2
HD 1d6-2
AC 12
Mov 6"

Limited to 6th level Fighting Man, unlimited in other classes.

Abilities
Dark Vision

Excellent Hearing +4:

Small Stature

Shen

STR +2, DEX -1, INT -1, PSY -2
HD 3
AC 15
Mov 9"

Limited to 6th level Mentalist and Scientist, unlimited in other classes.

Abilities
Tail club

Swamp Folk

CON +1, PSY = none
HD 1d6
AC 13
Mov 9"

Cannot take Mentalist, unlimited in other classes.

Abilities
Spatial Sense: Can detect changes in subtle body position and location, detects sloping passages, teleports, nexus point travel.

Four Legs


Tinaliya

STR -2, DEX +1, INT +1, PSY +2
HD 1d6-1
AC 12
Mov 9"

Limited to 6th level Fighting Man, unlimited in other classes.

Abilities
Small Stature
Four Legs

Urunen

CON -1, INT +1
HD 1
AC 10

Unlimited in all classes.

Abilities
No Binocular Vision

Unliving 


Yeleth

DEX +1, CON +1, PSY +1, CHA +1, STR -1, SOC: -5, max 8
AC  14
HD 3
Mov 9"

Abilities
Hypno-Ray: range 100', d6 targets with 30 feet diameter, Mentalism save or puppet/paralysis, permanent until psychic or magical healing or death of Yeleth. Usable (level) times a day.

Not Living: Immune to poison and disease, extremes of heat and cold.

Android Healing: Androids can heal by resting after combat, as normal, but cannot heal from daily rest without parts from another Yeleth, Ru'un, or other similar construct. A Scientist can cure their level in hit points of a Yeleth once per day. Each android body can supply 1d6 dice of healing.

Limited to 6th level in Scientist class, unlimited in other classes

Elevated


Renyu

DEX +2, INT -2
AC 12
HD 1
Mov 15"
Excellent Sense of Smell
Darkvision
Fangs (1d6 damage from bite)
Loyal
Sense Hidden (secret doors, ambushes, and traps) on d6/1-3, 30' range
Limited to 6th level in all classes


Languages

Old Standard is the language of the Humanspace Empire before the Time of Darkness.

Standard is Old Standard after a thousand years of linguistic drift. In later eras of Tékumel, this language is called Sunúz


Equipment Table

The following items are different in a Latter Times game:

Hand torch, irradiumIlluminator
Lamp, irradiumLarge Illuminator
Lighter, flint and steelIgniter
Pistol, irradiumBolter
Rifle, irradiumBlaster
An Illuminator is an Eye of Illuminating Glory from Empire of the Petal Throne (EPT) or other Tekumel game. This device creates a soft light around the user and reaches 30 feet, much like a torch. Surprise is not eliminated with this device. Each charge lasts 10 turns. 

A Large Illuminator is a larger ball about 3 inches across with a thick ridge on one end to let it stand on a flat surface without rolling. This will fill a room with bright light. Surprise is eliminated with this device. A charge lasts 12 hours. 

An Igniter is an eye that shoots a short intense flame from the aperture for igniting flammable items. The flame lasts for one round.

A Bolter is an eye that shoots an electrical charge up to 30', which does 1d8 damage. This is the less powerful version of the Terrible Eye of Raging Power from EPT.

A Blast Eye is a Terrible Eye of Raging Power from EPT. The range is 100' and it does 1d12 damage to up to d6 creatures.

Friday, April 24, 2015

Another Historical Era for Tekumel Adventuring

So I've decided on what I'm going to run at U-Con in November and Con of the North in February. Here's my crazy idea. I'm going to use Warriors of the Red Planet to run a Tékumel adventure in The Latter Times. This would work pretty much as is. 

Warriors of the Red Planet, one of my favorite rules systems, is a BX clone reskinned for sword and planet adventures -- Fighting Men, Scoundrels, Mentalists, and Scientists having adventures on the alien landscapes with Barsoom, Venus, or Skaith.

With the Latter Times being just a few thousand years after the Time of Darkness, plenty of the technology of the Humanspace empire still exists. With both Mentalists and Scientists, I figure I can set it late enough that psychic abilities have developed, but soon enough after the the Time of Darkness that Scientists still know to make technological devices.

Now to design the adventure.

Friday, April 17, 2015

Con of the North Tékumel Track, Part I

(I apologize for the lateness of this report. I really had to getmy dad's taxes for two years finished, as well as my own.)

The Tékumel Track I organized at Con of the North in February went off in grand style. We had 40 hours of games over the weekend, including adventures run by Don Kaiser, Stephen Vossler, and myself, a wizard duel miniatures game of my own design inspired by War of Wizards, Tékumel Trivia (I didn't know all the answers) and a Hirilákte gladiators card game from Stephen, and a palanquin street race (with scavenger hunt) miniatures game from Howard Hendrickson. One of the Referees that was scheduled to run games was unable to attend at the last minute, so Stephen and I covered his time slots.

Before I arrived on Friday morning, Stephen Vossler from South Dakota and his players decorated the room with 40 years of Tékumel art.






Then the Referees added their own floor plans and maps.

My Broken Reed clan house floor plan
plus Stephen's Penóm area map
Don Kaiser's Trireme floor plan



Friday started off with a meet and greet for track participants and referees. Jeff Berry told tales of playing Phil's campaign. Don Kaiser displayed 40 years of Tékumel game products, with some help from me (he didn't have Bethorm). About a dozen folks showed up, besides the referees.


Next up was a session of my Wizard Duel board game. Two non-Tékumel folks came to play, plus a couple of Track-folk. I redrew the arena from a two-wizard arena to a four-wizard arena. The players had fun. One player chased the others with a Wall of Serpents, one of the others summoned a demon right off the bat, and then proceeded to blow the rest of his spell rolls during the game. He ended up being the winner by shooting the last opponent with his trusty bow and arrow after all his spells were exhausted. The mechanics for the Wall seemed to work nicely.

Next was Stephen Vossler's Tékumel Trivia, designed sort of like Trivial Pursuit on a pyramid. We had fun, there were several questions I didn't know the answer to, but I won in the end.

Next came Don Kaiser's Intercalary Intrigue, a little murder mystery during the intercalary days at the end of each year. 

I played a Tinaliya, surprise, surprise (my personal favorite nonhuman race).

Then came the late night 10pm to 2am game slot, where I ran Heroic Age of Tékumel in a modified version of Dyson's Delve. I called it The Broken Tower of Gilraya Forest. If you're not familiar with Dyson Logos, he's one of the top OSR mapmakers, and due to his Patreon campaign, he pays his rent making maps for us to use. He releases his maps with a free non-commercial license, and at least 2 maps a month are released with a free commercial license (starting this month). I love his style and attention to detail. 

A small group of Pygmy Folk was discovered, making furniture to sell in the Rǘ marketplace. Also a bunch of undead were discovered. Tombs were looted.

And that's just Friday!

End of Part I

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)
d8
Spouses
1-4
Not married
5-6
1
7
2 (+1 on Child roll)
8
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
Clanhouse
Rural
Urban
Small
d4
d6+2
Medium
d6
d8+2
Large
d8
d12+2
Huge
d12
d12+4

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.