Showing posts with label Warriors of the Red Planet. Show all posts
Showing posts with label Warriors of the Red Planet. Show all posts

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. 

Monday, September 21, 2015

Gamer ADD

I have a lot of projects going on, but for some strange reason, I don't feel fractured or grinding my gears. Here's what I working on currently:

  • Heroic Age of Tekumel: my own sequel to Empire of the Petal Throne. Almost finished with the quickstart rules. I've also prepared a Fresh Off the Boat scenario for U-Con and Con of the North. This will let me test out the tribe rules. 
  • I ran an old school solo hexcrawl using the Outdoor Survival map and Delving Deeper. The rules worked nice and could easily be tweaked to give custom responses. I so liked the idea of running myself through solos that I want to do it for other games. 
  • Warriors of the Lost Planet: my house rules for running adventures on Tekumel during the Latter Times, only a few thousand years after the Time of Darkness, using Warriors of the Red Planet rules. House rules, races, equipment, etc. First draft done. I've prepared a scenario called Princess Zira and the Jungle Ruins for U-Con and Con of the North. I've made a small 50x50 mile sandbox (vinebox? since it's mostly jungle?) that I want to run through solo to familiarize myself with the rules in play.
  • I'm creating a Greek-themed saltbox of island-hopping adventure. This has a working title of Ancient Adventures, but that's not final. Priest class: first draft done. Enchanter class: first draft in progress. Three sets of D12 subclasses: first drafts in progress. I've been collecting thoughts on a bestiary (simply pull the classic Greek ones out) and encounter tables, an elemental spell lists for nature spirits, and spell lists divided by Olympian deity. This would be suitable for solo play.
  • Rabbits & Ronin: This is a campaign inspired by Stan Sakai's Usagi Yojimbo comic and the RPG from Gold Rush Games in the 1990s. I'm basing this off of Ruins & Ronin with anthropomorphic animals as races. I discovered Mad Monks of Khantoom, a fantastic oriental campaign generator where exploring the 1001 Padogas is the goal. 
  • I also have plans to run Isle of the Unknown as a solo adventure, just to get familiar with LotFP.
  • Dyson's Sandbox: I'm ruminating on all the wonderful adventures written by +Dyson Logos, and have started on making a sandbox to explore them. 
  • Narcosan Stashbox: I'm doing the thinking part of developing a sandbox for Narcosa. I really want to test out my Drug Trance magic users from that august book. #narcosa

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 31, 2015

Hexcrawl/Sandbox for Warriors of the Red Planet

I'm way deep into Warriors of the Red Planet, the Sword and Planet D&D clone. I wanted to do some solo hexcrawling to get used to the system. Well, the first thing I needed for that was a map.

I recently used Delving Deeper to do this same thing for a generic solo hexcrawl, though I had a map already, the Outdoor Survival map. So, I thought tweaking DD's mapping and hexcrawl methods would work well.

First I generated the map. I used DD's Table 2.12: Random Wilderness Terrain to generate the terrain, but I changed each Woods result into Jungle. After rolling the first column of the map, I used the two adjacent hexes together to create the second columns hex. I made one die roll and checked both columns of the terrain table. If the result was mutually exclusive, I rolled a die to decide or simply picked one I wanted. If the results were compatible with each other, like Mountain and Jungle, I used both.

Using Hexographer from Inkwell Ideas, I started building the map. The terrains I used in the map were Light Jungle, Heavy Jungle, Savannah (clear), Mountain, Jungle Mountain, Grassland, Jungle Hills, Jungle Wetlands (from combining Jungle and Swamp), Jungle Mountains, Hills, Mountains, Swamp, Dunes, and Sandy Desert.

Next, I used DD's Table 2.13 Random Wilderness Features table to place villages, towns, lairs, bridges, rivers, trails, fords, and ruins. Any Stronghold result on this table became a ruin from WotRP's Random Ruin Generation tables.

For this map, if I rolled a River result, I then rolled a d20. On a 20, I replaced the river with a Canal, then using a coin flip to see if it is North-South or East-West. After that or if the d20 is not 20, a River result is just a river. In other words, if you get a Canal, you can't get another canal on the same map.

The canals were a feature of a jungle world I had been thinking about for a couple months or so, and this map was a way to test it out. The canal on the left of the map is a mile wide and carved with precision orbital fusion lasers thousands of years ago. They run straight north/south or east/west 500 miles apart. Vast high tech bridges cross every 100 miles. These canals circle the planet. The zero-180 degree meridian canal, the 90-270 degree meridian canal, and the equator canal are all 5 miles wide.

Then I used the WotRP Random Name Generator for village and town names, and the Random Wilderness Encounter tables for lairs.

HexDescription
0000Village: Ghoji-Yif (pop. 400)
0007Lair: Bubrille
0010Village: Gormix (pop. 500)
0201Lair: 2d10 Mukup
0204Lair: 3d4 Arcris
0308Ruins, obscured by clouds and fog, walls of a ruined fortress overgrown with stinking fungal growth.
0404Lair: 2d4 Banthe
0503Village: Ur-Drim (pop. 400)
0703Lair: 8+4d10 Black Pirates, large cruiser airship
0801Lair: 5d12 Sassam
0802Town: Hubyl Bhalhyth (pop. 2000)
0808Lair: 4d10 Armae
0904Lair: d3 Turl
1003Town: Zilzim-Dar (pop. 5000)
1005Ruined city: Quijag
1009Village: Kjilford, ford (pop. 200)

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.

Sunday, August 9, 2015

Character sheet and DM screen for Warriors of the Red Planet

I've modified my Heroic Age of Tekumel character sheet for Warriors of the Red Planet. It's purely a technical design and not at all pretty, but I'm not an artist. You can find it HERE.

I've also got a first cut at a DM screen. Currently three portrait sheets. You can find it HERE.

If you have suggestions, or want the source to make your own fiddlings, post here or send me email.

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.