I've never been happy with the term "Biomancer" to describe the wizard who specializes in creating mutagenic potions or breeding/creating bizarre chimeraic beasts.
My problem with biomancer is two-fold:
1. bio- is just too scientific
2. -mancer refers to diviners, not workers of practical "magic".
I posted the question to RPG.net recently and got some great suggestions. My favorites were "teraturge" and "marlane".
"Teraturge" appeals to me for the same reason I chose "terat" to mean "mutant monster". It comes from the Greek word for monster and has the added benefit of being the same word: a teraturge is someone who makes terats.
I then extrapolated to also get the more benign "mutaturge", someone who makes mutants. It removes the inherent negative implication of creating "monsters" because not all mutants created by mutagenic potions are horrible, and the members of the Society of Twin Serpents are trying to change the public perception of all "teraturges" as "mad scientists". So maybe the general term is "teraturge" but the forward thinking members of the Society are trying to push the term "mutaturge" instead.
I also really like "merlane", which apparenlty comes from an issue of Dragon Magazine. It is appropriately archaic sounding, the kind of work Jack Vance would have used. I can't find any etymology for it and I would prefer to know I'm using an actual archaic work and not one coined by the author of that article to refer to a specific type of wizard.
Anyway, work proceeds apace on "The Blade of Takshaka". I'm deep into the Roshu Warrens now, which shouldn't take long. Then I'll tackle the Temple of Anaka.
Monday, March 25, 2013
Thursday, March 21, 2013
Attack of the Jelly-Blob
Flooded Boiler Room (8)
The large freight doors open onto a freight lift elevated 5m above the floor of this 20m by 12m chamber. There is initially no illumination but the switch for the overhead fixtures can be located easily and activated, producing a weak yellow light. Four large cylindrical tanks stand vertically along the east and west walls, two on each wall. Pipes, pumps, and valves cover nearly every inch of wall space. A staircase on the opposite wall climbs two meters to a landing and an open door. A dark corridor lies beyond the doorway.
This chamber is another boiler room. It is warm and humid. The two tanks on the west wall radiate heat and emit a constant noise of thrumming. The two tanks on the east wall have ruptured, gaping holes blowing metal shards outward from the sides of the steel tanks. The room is flooded with warm water. The water is dark. It appears to be at least a meter deep.
The freight lift is currently elevated. Lowering it takes 24 seconds (2 rounds) resulting in the player characters standing in waist-deep water (neck-deep for jinxes and deru player characters).
(1 square = 2m)
Giant Jelly-Blob
Lurking under the surface of the water is a giant jelly-blob. It will attack anyone that enters the water.A Jelly-blob is an amorphous gelatinous creature the size of an elephant. It is colorless and transparent, rendering it invisible in darkness or under water. Light tends to diffuse and refract through their bodies, making them visible when back-lit. In addition, their slimy membranes are reflective like the surface of a gelatin. Jelly-blobs ooze over any terrain and can squeeze through tiny cracks and fissures, but cannot otherwise change their mass or density. They may also form pseudopods to strike enemies or manipulate simple objects. The gelatin of a jelly-blob is highly acidic, and anyone or anything enveloped by a jelly-blob will take acid damage in addition to asphyxiation damage. Jelly-blobs are not very intelligent, acting purely on stimulus and response.
This jelly-blob was lured into the room by the warm water of the ruptured boiler, under which it rests, hoping to eat any prey that tries to cross through the room. As soon as any player character steps into the water, they immediately feel as if they just stepped into wet sucking mud. They have stepped into the jelly-blob. As a result, the jelly-blob attempts to rise up around the player character and pulls them down onto the floor and towards the center of the room, all the while enveloping, smothering, and dissolving the player character in acidic gelatin until they either die or escape.
Characteristic Roll Average
STR 4D6+6 20
CON 3D6 10-11
SIZ 8D6+40 68
INT 1 1
POW 2D6 7
DEX 1D6 3-4
Move: 2 Hit Points: 44 Damage Bonus: +2D6
Armor: None (see Acid Gelatin below)
Attacks: Pseudopod 50%, 1D6 + db (crushing)
Envelop (see below)
Envelop (see below)
Skills: Hide 85%, Sense Vibration 90%, Stealth 80%
Envelop: Enveloping a target requires the jelly-blob to allocate SIZ points to each intended target. A jelly-blob can attempt to envelop as many targets in a single round as it wants so long as it has SIZ to allocate towards the target. To envelop a target, the jelly-blob must succeed at an opposed check using the jelly-blob’s allocated SIZ vs. the target’s STR, SIZ, or DEX (target’s choice). If the jelly-blob wins, the target is completely enveloped. If the jelly-blob loses, the target is still free and can act normally. It is possible to move through a jelly-blob, but all such movement is halved. An enveloped target is immobilized and all their equipment will take 1D3 damage from the jelly-blob’s digestive acid until dead. In addition, the target is deprived of air and are subject to the rules on Choking, Drowning, and Asphyxiation (BRP page 128). An enveloped victim is normally unable to act. They may struggle to break free each additional combat round by attempting a resistance roll using STR vs the jelly-blob’s allocated SIZ. If an enveloped victim forgoes an escape attempt for a combat round, they may instead attempt a Luck roll. Success allows the victim two options: to have an arm free of the blob such that a friend could grab the victim to try to pull them out the following round; or to have an arm or hand free in order to perform an action. If they choose to have an arm free and a friend tries to help, substitute the friend’s STR for the victim’s STR on the resistance roll to escape. However, if they choose to perform an action, they may attack or use a piece of equipment such as throwing a rope or activating an electric field.
Acid Gelatin: The jelly-blob is composed entirely of a gelatinous acid. Divide the damage from all physical attacks made against it by half. Energy weapons do normal damage.
Immunities: Jelly-blobs are immune to all psychic powers. Jelly-blobs are immune to the following psychic powers—Aura Detection, Emotion Control, Empathy, Mind Blast, Mind Control, Sensitivity, Telepathy, or any other power or effect that affects the mind. Jelly-blobs are immune to the following Ta’oudh powers—Blind, Blinding Bolt, Calm, Disfigure, Disfiguring Bolt, Disrupt, Disrupting Bolt, Enrage, Healing Touch, Hypnotic Gaze, Immobilize, Immobilizing Bolt, Restore, Sense Presence, Stun, Stunning Bolt, or any other power that affects the mind or nervous system of a target.
Tuesday, March 19, 2013
The Loracz (a lost illustration)
No, not the Dr. Seuss character. The Loracz is a race of humanoid carnivorous insects that dwell in caves under the Loka Loka mountains in Markania. They are primitive and like to eat people and are generally not very hospitable. They are known to range down from the mountains at night to steal human children for food.
The Loracz are detailed in the Swords of Cydoria book, but I had to cut the illustration out for space.
I based the Loracz on the Ovians from the original Battlestar Galactica series.
Monday, March 18, 2013
Norukar, City of the Gods
Norukar, "City of the Gods", also known as Tel-Norukar
The city-state of Norukar lies just off the coast of Targa on the small cluster of islands known as Mnatta. The city is incredibly ancient, believed to predate even the Sdara Vatra. The islands appear to be several steep hills rising from the water like tapered cones. Strange spires, some hundreds of meters tall, sprout from the tops and sides of the hills like giant leafless artificial trees. They are the remnants of an ancient city, though their original purpose is unknown. The hills are terraced and entirely covered by buildings right down to the water-line.
Norukar contains a harbor, walled in and protected by several defensive towers. The buildings of the old quarter are built of stone with large, wide bases and tapering towers reaching sixty to one hundred meters in height, the tallest in pre-contact Cydoria. The newer buildings, constructed in the last twenty years using Rhakadian engineering and technology, are built of lighter concrete and are supported by skeletons of steel. Norukarian towers resemble step pyramids or ziggurats stretched tall and thin and supported by flying buttresses. Some rise as high as two hundred meters into the air. The upper stories of the buildings are connected by sky-bridges so that members of the upper classes can travel from building to building without ever descending to ground level. Small aero-skiffs transport occupants between the upper and lower stories of the towers.
The city skyline is dominated by the aero-ship terminal, a large octagonal stepped tower. It is the tallest structure in Norukar at over three hundred meters tall.
Even before contact with aliens, the technology and design of Norukar, overseen by the secretive Octavium, outshined that of all the other Cydorian city-states. Pre-contact Norukar boasted technological amenities roughly equivalent to those of late nineteenth century North America or Europe with spring-driven elevators, bondrus-drawn street-cars, steel-frame construction, and indoor plumbing.
The hills beneath Norukar are, in actuality, artificial structures built of stone, concrete, steel, and stranger unknown materials. The hills are the remains of a holy city of the Sdara Vatra. Each hill, in its day, was a single giant building in its own right. Over time the outer layers of the buildings weathered, corroded, and decayed. Today, most of the levels have collapsed. The deeper levels hide great domed and vaulted chambers and unexplored passages. This region is known as the “Under-City”. The under-city is inhabited by a race of large semi-aquatic rodents called roshu. There are several access points from the surface to the under-city and many intrepid explorers have braved the journey seeking the lost treasures of the ancients.
Norukar as it appeared during the Age of the Sdara Vatra, followed by Norukar as it appears today, with a cutaway of one of the ancient mountain-ruins.
A view of the skyline of the New Quarter, featuring the new Aero-ship terminal building.
Sunday, March 17, 2013
Update on the "The Blade of Takshaka", aka "The Norukar Adventure"
I just wanted to give an update on the adventure I'm working on, "The Blade of Takshaka". I got a LOT written this weekend! I'm currently working on the Act II dungeon crawl into the bowels of the Undercity of Norukar. After that I'll tackle the Act III masquerade party at a nobleman's penthouse.
Then I'll clean it up and fill in some gaps - special chase rules, NPC stats, random tables, etc.
Here's a preview of the basic plot.
Chapter 1: The Messenger
The player characters are in the city of Norukar and are in a position where they could use some temporary work. Perhaps they are actively seeking employment, calling upon contacts or simply spreading the word that they’re available. Perhaps they are relaxing in between regular jobs, relying on their reputation alone to bring work their way. In any case, their strategy pays off. A messenger seeks out the player characters with an offer of employment.
The messenger, dressed in the livery of a noble house, informs the player characters that they have been summoned to a private meeting with Duke Karn Rylar, Chancellor of the Exchequer of the City of Norukar.
The Duke wishes to hire the player characters to investigate a theft, and is offering a substantial remuneration of 350 golden crowns (+25 wealth) each for the return of the stolen object. An aero-coach limousine is waiting outside to transport them to the duke’s penthouse apartment for additional details. The aero-coach is a luxury model and is richly appointed and fully stocked with the finest libations.
The Office of the Exchequer is responsible for the collection and management of the city’s taxes, tariffs, and duties. The office controls the finances and treasury of the Kingdom of Norukar and is considered one of the most powerful offices within the kingdom. The chancellor is the head of the office and answers directly to Queen Chador. The position of chancellor is equivalent to that of treasurer. Since the chancellor controls the purse-strings of the kingdom, his favor is considered extremely valuable, making him one of the most politically powerful individuals in Norukar.
The Duke wishes to hire the player characters to investigate a theft, and is offering a substantial remuneration of 350 golden crowns (+25 wealth) each for the return of the stolen object. An aero-coach limousine is waiting outside to transport them to the duke’s penthouse apartment for additional details. The aero-coach is a luxury model and is richly appointed and fully stocked with the finest libations.
Assuming the player characters board the limousine, they will be whisked upwards through the soaring towers and buzzing aero-traffic of Norukar. The journey takes only a few minutes as the craft passes through the upper-levels of the stepped-towers, like impossibly-tall ziggurats stretched into the sky, before landing on a platform outside the penthouse apartment atop Tower Kolinor, one of the city’s more opulent towers. Another smaller aero-coach coupe is parked nearby.
The player characters are met at the landing by a well-dressed Jinx, a domestic slave and butler. They are escorted through an ornate entrance manned by two house guards wearing the livery of the duke. They are seated in a sumptuous office filled with curios and relics of bygone civilizations. The butler offers refreshment to anyone wishing one and attends to the needs of the player characters while they wait.
(side-bar table for generating curios)
The Duke Makes an Offer
After a few moments, a man dressed like a noble enters the room and dismisses the slave. The man is in his mid-fifties with a few wrinkles and salt-and-pepper hair. He is wearing a long jacket over a fine silk doublet. He is accompanied by a house guard, an officer with the rank of Major. The major is in his thirties, an obvious military veteran.
“Thank you for coming. My name is Duke Karn Rylar. I am Chancellor of the Exchequer of the City of Norukar. This is Major Nord, my head of household security. As you may have guessed, I am a collector of rare antiquities. Last night, one or more intruders entered into my penthouse and purloined an object from my collection, a sacrificial dagger that once belonged to Takshaka, the First Raga of the Kingdom of Ragana, who ruled southwest Markania five millennia ago. In its place, they left this forgery.” The duke presents an exotic knife of the finest quality with two thin blades like the fangs of a serpent. The knife’s hilt is encrusted with what appear to be jewels and precious stones. Strange curved forms are carved into the blades. The pommel resembles a snake’s rattle. The duke allows any player character who so wishes to inspect the knife closely. “It may look authentic, but to the trained eye, it is an obvious forgery.”
He takes a drink of tea before continuing, “This theft comes at an inopportune time for me. I am in the middle of delicate negotiations with the ambassador of the Kingdom of Ragana, and I planned to present this dagger as a gift to the ambassador.”
“Normally, I would put my own agents on this case, or contact the local constables. However, my own men are occupied on another, more pressing matter, and the local constabulary is under the control of the brother of my chief political rival, Count Garanni. I dare say they would offer me little real assistance on such a trivial matter, especially after the recent budgetary cutbacks, for which they largely hold me accountable.”
“Therefore, I have sought the assistance of, shall we say, independent investigators, off the official records, who can be more discrete. Your services came highly recommended.”
“I need you to recover the stolen artifact before the conclusion of negotiations in a week’s time. If you succeed, you will each be paid 350 golden crowns (+25 Wealth). If you fail, you will each be compensated 10 golden crowns (+5 Wealth) for your time.”
He puts his tea down, opens a drawer in his desk, and removes some papers, “During your investigation, you will carry my personal warrant. This will grant you the temporary authority to temporarily detain individuals for questioning, carry and use restricted weapons and equipment, and access normally forbidden locations. You will be operating under my authority and responsibility.”
“Now that you’ve heard my offer, will accept this mission?”
Allow the player characters to discuss and/or negotiate if they wish.
If they decline the mission, the duke sighs, “That’s too bad. I was hoping I’d be able to employ your services, but I understand. I’ll have Greb transport you wherever you’d like to go. Here is a golden crown each for your trouble (+0 Wealth). I trust you’ll show discretion regarding our meeting. But before you go, can you recommend anyone else who might be up to the task?”
If they accept the mission, the duke slaps his desk in excitement, “Excellent! Major Nord will be able to brief you on the details of the theft and answer any questions.”
Friday, March 15, 2013
New PC Race and Culture: Malusians
Rhakadian (Culture)
Aliens from the planet Malus, they support the Vrildarian League in exchange for access to Uruta's natural resources
Five hundred years ago, the Rhakadians had exhausted their supplies of torium found on the Malusian surface. They had reached the extent energy generation capability, yet still wanted more. They built a space fleet to explore and conquer the cosmos. Sources of torium were found on several moons and asteroids, enough to fuel expansion for thousands of years. However, the Malusians came into competition with the Phanosians. The two interplanetary rivals have been in alternating states of cold and hot war ever since.
Ruler: The Rhakadian Empire is a military dictatorship ruled by the High General Darand and administered by the Red Circle, the highest ranking generals each controlling a different aspect of Rhakadian life. Rhakadian military uniforms are black with red trim. Soldiers wear body armor or fatigues and carry plasma rifles while officers are identified by their uniform tunic and beam pistol side-arm. It is the Rhakadian tradition for all members of the military, male and female, to maintain a cleanly shaven head at all times.
Race(s): Malusian.
Appearance: Rhakadians are tall, almost half again as tall as an average Cydorian, and thin. Their skin is pale white. Both sexes remove all body hair with depilatory creams. Small short antennae are implanted in the skull. Away from the ouhdic field, these antennae allow the Rhakadians to control their technology by thought alone. These control signals are disrupted within the ouhdic field.
Dress: Rhakadians wear goggles and long thick rubbery black robes over muscle-assisting exoskeletons when visiting the brighter heavier-gravity world of Uruta.
Language(s): Rhakadians speak their native language of the same name.
Professions: Most Rhakadians on Uruta are soldiers, merchants, politicians, and scientists.
Religions: Rhakadians worship no gods but often speak or High General Darand with a sense of reverence often associated with cult leaders.
Favored Weapons: Rhakadian soldiers are armed with plasma pistols and rifles.
Favored Armor: All Rhakadian visitors on Uruta must wear a strength-enhancing exo-skeleton to support their weight in the world’s heavier gravity.
Cultural Skills: Rhakadians value science and technology along with a strong commanding presence. Command +20%; choose one of the following: Science (any) +20%, Technical Skill (any) +20%.
Items: Rhakadians often carry a small round hand-held electronic computer pad.
Common Male Names: Darand, Ahan
Common Female Names: Karash, Darpash
Malusian (Race)
Malusians are a human race from the planet Malus, descendants of the original ancient Sdara Vatra who colonized the world. Malus is a cold dark world with less water, air, and gravity than Uruta. Over tens of thousands of years, Malusians have adapted to live there. As a result, they find it difficult to operate on Uruta without mechanical assistance.
Appearance
Physically, Malusians resemble extraordinarily tall, thin, willowy Urutan humans. The gravity of Malus is only one-third that of Uruta, which promotes such growth. They have long thin legs and arms, thin torsos, and slightly elongated heads. Their noses and ears are larger to accommodate the thinner Malusian atmosphere and their eyes are larger than an Urutan human, allowing them to see in the comparatively dim light of a Malusian day. Male Malusians apply depilatory creams to remove all the hair from their body; females likewise save for a long top-knot from the top of their otherwise bald heads. They have pale skin which damages easily in direct sunlight.
Behavior
Malusians are typically grim, laconic, and severe. They find Urutans to be annoying and weak and chafe under the limitations imposed upon them by the Vrildarian League. They make no secret of their contempt for humanity in general. Malusians would like nothing better than to conquer Uruta for its vast natural resources.
Malusian Player Characters
Malusians are not normally allowed as a choice for player characters. Ordinarily, they would be used as shadowy villains, political schemers, power brokers, and conspiratorial manipulators, antagonistic foils to the heroic player characters. However, as with any society, there are counter-cultural elements within Rhakadian society. Not all Malusians are evil, corrupt, or manipulative. Though Rhakadian mind-control techniques are better at eliminating them, some Malusians develop into sympathetic individuals with a strong moral compass.
Another impediment to Malusian player characters is that all Malusians present within the Oudh of Uruta must have the permission of Emperor Victor, thus limiting the total number of Malusians on Uruta at any given time to a mere handful. Most Malusians on Uruta are diplomats, merchants, or overseers. Diplomats spend their time in the Vrildar and the other city-states, negotiating arrangements with the Vrildarian leadership and arranging logistics with the bureaucracy. Merchants serve a similar duty, only substituting Urutan business interests. Overseers are assigned to ensure the success of Rhakadian operations in the field. They manage Rhakadian mining operations and ore smelting facilities. They arrange shipping and transport. They also ensure the productivity of the thousands of Urutan slaves purchased from the Vrildarian government.
Malusian player characters might be sympathetic to the Demetrian cause. They could be working to disrupt the Rhakadian agenda from within the Rhakadian diplomatic and mercantile forces on Uruta. Or perhaps a the Malusian has rebelled out-right, abandoning behind his Rhakadian brethren to join the resistance. They might also have simply suffered an existential crisis, questioning their role within the rigid Rhakadian society and choosing to abandon it for a life of adventure, self-expression, or personal growth. Such a Malusian would be classified as insane by Rhakadian standards and a warrant would be issued for their arrest. The punishment for such rebellion is psychic re-conditioning. Another impediment to Malusian player characters is that all Malusians present within the Oudh of Uruta must have the permission of Emperor Victor, thus limiting the total number of Malusians on Uruta at any given time to a mere handful. Most Malusians on Uruta are diplomats, merchants, or overseers. Diplomats spend their time in the Vrildar and the other city-states, negotiating arrangements with the Vrildarian leadership and arranging logistics with the bureaucracy. Merchants serve a similar duty, only substituting Urutan business interests. Overseers are assigned to ensure the success of Rhakadian operations in the field. They manage Rhakadian mining operations and ore smelting facilities. They arrange shipping and transport. They also ensure the productivity of the thousands of Urutan slaves purchased from the Vrildarian government.
Another alternative is to simply tell a Malusian-focused story. The players are loyal subjects of the Rhakadian League, working to advance the Rhakadian agenda of total dominance over all the worlds of the known universe. The player characters would plot and scheme to one day obtain a Gate Key to allow unrestricted access to Uruta. With such a key, the Rhakadians could invade and conquer this world!
Appropriate professions for a Malusian player character include: Assassin, Bureaucrat, Clerk, Computer Tech, Merchant, Physician, Psi-Mage, Scholar, Scientist, Soldier, or Spy.
Characteristic Roll Average
STR 2D6+3 10 (+6 from Exoskeleton)
CON 2D6+2 9
SIZ 2D6+6 13
INT 2D6+11 18
POW 2D6+11 18
DEX 2D6+9 16 (-6 in Exoskeleton)
APP 2D6 7
Move: 10 Hit Points: 11 Damage Bonus: None (+1D4 in Exoskeleton)
Redistribute up to 3 points between your characteristics. No characteristic may be higher than 27.
Powers
Night Vision: Malusians eyes are adapted to the low light of their home world. Treat as the Night Vision superpower (BRP page 165).
Reduced Daylight Vision: Treat as the Reduced Sense major mutation (BRP page 109) when exposed to full daylight without protective goggles. This drawback is nullified when wearing protective goggles.
Structural Weakness: Treat as the Structural Weakness major mutation (BRP page 110) when deprived of their high gravity exoskeleton.
Strength Enhancement: The Malusian powered exoskeleton provides the Malusian with +6 bonus to STR.
Dexterity Reduction: The Malusian powered exoskeleton afflicts the Malusian with -6 modifier to DEX.
Armor: The Malusian powered exoskeleton provides the Malusian with 4 AP of armor.
Wednesday, March 13, 2013
Healing Compounds
Healing potions
Cydorian apothecaries are able to dispense a variety of medicines and herbal remedies, as well as certain magical healing salves, cataplasms, and poultices collectively known as “healing compounds”. Healing compounds are a kind of living slime, the magical creation of ancient Nazarian wizards.
Apothecaries grow the healing compounds in tanks, feeding them food scraps and fertilizers. Different strains of healing compound have different specific effects so apothecaries cultivate many strains and mix them together using ancient recipes for use against various ailments. The correct application of the right mix of healing compounds can help a patient recover more quickly from illness and injury and may even regenerate lost limbs or organs.
If used incorrectly, which is unfortunately often the case given the poorly understood nature of the compounds, solutions may cause permanent scarring, failure of an organ or bodily system, cancerous tumors, or even death. Although healing compounds can reduce the degradations of age and prolong life, repeated use increases the chances of improper application and malignant or fatal side effects.
Creating Healing Compounds
Apothecaries must create custom healing compounds for each recipient. To create a healing compound, the apothecary must make a Knowledge (Biology) check while examining the intended repicipent. A separate check must be made for each compound created for that recipient, even multiple compounds of the same type.
FUMBLE: Creating a healing compound for that recipient will be a Difficult Action with a -10% modifier to the apothecary’s Craft (Healing Compound) skill.
FAILURE: Creating a healing compound for that recipient will impose a -10% modifier to the apothecary’s Craft (Healing Compound) skill.
SUCCESS: The apothecary may create the healing compound with no modifier.
SPECIAL: +10% to the apothecary’s Craft (Healing Compound) skill for that recipient.
CRITICAL: Creating a healing compound is an Easy task and +10% to the apothecary’s Craft (Healing Compound) skill for that recipient.
The creator’s Craft (Healing Compound) skill, modified by the results above, should be recorded with every compound created. The craft roll is then made by the gamemaster when the compound is used.
Purchasing Healing Compounds
Healing compounds may be purchased from any apothecary following the physical examination (see above). Each compound has a value based on the skill of its creator. The cost of the examination is included in the compound.
Apothecary
|
Skill
|
Value
|
Novice
|
0-05
|
Free
|
Neophyte
|
06-25
|
Cheap
|
Amateur
|
26-50
|
Inexpensive
|
Professional
|
51-75
|
Average
|
Expert
|
76-90
|
Expensive
|
Master
|
91-100
|
Priceless
|
Legend
|
101+
|
Restricted
|
Using Healing Compounds
All healing compounds must be either ingested or applied topically to a wound or affected area, depending on the compound.. Using a healing compound requires no skill check from the recipient, but the gamemaster must secretly roll a Craft (Healing Compound) check on behalf of the compound’s creator.
FUMBLE: The compound inflicts damage rather than heals. When consumed, the recipient must make an immediate END roll. A failure means the recipient is afflicted with a cancerous tumor and permanently loses 1D3 CON.
FAILURE: The healing compound won’t work, but doesn’t cause any harm or complication other than failure. The recipient expends one power point but the compound has no useful effect.
SUCCESS: The healing compound works as intended.
SPECIAL: The healing compound heals half again the intended amount.
CRITICAL: The healing compound heals twice the intended amount.
For example, you apply a basic healing compound created by a professional apothecary (Craft skill 75) to a minor wound. The gamemaster makes a secret roll (30, a Special Success). You have 14 power points so you may heal 1.5 hit point per minute for 14 minutes, at which point you collapse from exhaustion.
Healing Compounds
Basic Healing Poultice
A basic healing poultice is applied directly to an injury to promote rapid healing. The recipient heals one hit point of damage per minute but must spend one power point per minor wound hit point healed and three power points per major wound hit point healed. Severed limbs cannot be restored by basic healing poultices.. One poultice is required for each wound.
Poison Antidote
Reduces the POT of a poison by 2D6. The recipient spends 1 power point per POT reduced.
All-Purpose Disease Curative
A diseased character recovers one hit point or characteristic point lost to disease per hour. Each hit point or characteristic point regained costs the recipient one power point.
Tuesday, March 12, 2013
A Cydorian Glossary
Arus: A desert territory in southwest Markania. The Empire exiles its prisoners to Arusian prison camps.
Awa: The plains of northern Markania, inhabited by nomadic barbarian that ride large deer known as geruk.
Aya: A disembodied entity of pure energy, often equated with ghosts, demons, and djinn by the people of Cydoria.
Baadria: The northeastern peninsula of the Markanian continent.
Bansya: A kingdom located northwest Markania, forged by the axe of a fearsome warlord.
Biomancer: A practitioner of the forbidden dark arts of Zorin, a master of bioengineering, transformation, and mutation.
Brotherhood of Lightning: A new guild formed by imperial edict that specializes in the alien sorcery of electricity and electronics.
Brux: A type of xoog bred for labor, exemplifying strength, endurance, and docility.
City-States of Cydoria: Ten (formerly eleven) prominent cities, each a unique kingdom with its own history and culture, located on the eastern coast of Markania. The City-States, with the exception of Nrolis, are currently ruled by the Vrildarian Empire. The City-States include Fornaxia, Kaidan, Guerna, Mancea, Norukar, Nrolis, Ramanam, Tyrannis, Vrildar, and Zinj.
Capridian: Goat-men of the northern plateau of Capridia reknowned for their philosophy and discourse.
Coalition of Timan: An alliance of city-states that opposed the imperial ambitions of the Vrildarian Empire during the War of Unification. The Coalition consisted of Demetria, Fornaxia, Ramanam, and Kaidan.
Cydoria: the southeastern peninsula of the continent of Markania.
Daka: Xenophobic reptilian humanoids from southwestern Markania.
Dazumi Sky-Pirates: a notorious band of sky-pirates that prey on aero-ships travelling across the Sea of Rakar. They are led by the mysterious masked pirate queen, the Shadowfox.
Demetria: The fertile country-side surrounding Talen, conquered and enslaved by the Vrildarian Empire. Many Demetrian refugees can be found across Cydoria and Markania.
Demetrian Resistance: A guerilla force created after the War of Unification to conduct sabotage and harass the occupation forces of the Vrildarian Empire.
Deru: subterranean mole-men who rule an underground kingdom in northeastern Markania.
Dadanians: Impossibly tall aliens from the planet Dadan with long thin spider-like limbs. They must wear anti-gravity harnesses and powered exo-armor when visiting Uruta.
Floating Mountains: Massive hovering stone monoliths, most floating mountains can be found trapped inside deep craters in the regions known as Magatama and Luzun.
Fornaxia: A wintry northern city-state known for its haughty maritime explorers.
Gatan: Fierce barbarian warrior-women of the savanna of south-central Markania.
Guardians of Adhara: An ancient order of warrior-monks who use the powers of Ta’oudh to fight injustice and defend the weak.
Guerna: A forbidding citadel ruled by a military government. Every citizen, from the highest general to the lowest farmer, is a member of the army in some capacity.
Hidden Hand, the: A secretive organization of criminals and assassins found throughout Cydoria.
Jinx: A type of xoog bred for intelligence and ingenuity.
Kaidan and Mancea: Sleepy tropical citiy-states located on islands off the southern tip of Cydoria, collectively referred to as “the Islands”.
Kallo: A remote exotic kingdom in the dense jungles of southern Markania, home to snake-worshipping religious fanatics who consider body mutilation and public torture as a form of art.
Katari, the: A secret order of stealthy assassins.
Knorr: Vicious man-eating quilled dog-men that hunt the plains and deserts of western Markania.
Korulans: A sea-faring barbarian tribe that inhabit the forests of southeast Cydoria.
Loracz: A race of man-eating cave-dwelling insectoids that inhabit the Loka Loka mountains.
Malusians: Aliens from the planet Malus. Malusians are tall and thin with pale skin. They are unused to the heavy gravity and bright light of Uruta and must wear exoskeletons when visiting that world. Malus is home to the Rhakadian League.
Markania: A continent on the world of Uruta.
Nazarians: An ancient civilization that fell to the master Zorin. Many Nazarian ruins can be found throughout Markania.
Norukar: A mechanized metropolis built on the remains of an ancient subterranean city, reknowned for its sophisticated technology and soaring towers, home to astounding feats of mechanical engineering and architecture created by the Octavium.
Nrolis: The undersea dome-city of the Quorians.
Octavium, the: A semi-religious secret society of monks, composed of eight original guilds plus the new Brotherhood of Lightning, that dominate Cydorian industry and construction.
Oculus, the: A cabal of mercenaries who practice the mystical art of Ta’oudh.
Orix: A type of xoog bred for war, known for their ferocity and prowess.
Ossia: Rocky, mountainous land on the western shore of the Sea of Rakar inhabited by bear-worshipping primitives.
Otar: A mountainous desert region in western Markania inhabited by mysterious barbarians known for their domestication of giant wasp mounts.
Oudh, the: An energy field that protects Uruta from alien invasion. The Guardians of Adhara, the Oculus, Katari assassins, and other groups channel and shape the power of the Oudh to perform super-human feats and abilities.
Phanosians: Aliens from the planet Phanos. Phanosians are identical to humans. Phanos is home to the Phanosian Alliance.
Phanosian Alliance, the: A benevolent government from the planet Phanos, enemies of the Rhakadian League. The Phanosian Alliance supplied advanced weapons to the Coalition of Timan during the War of Unification. Today, they smuggle weapons to the Demetrian Resistance and conduct a war of espionage and sabotage using spies and secret agents.
Psi-Mage: A practioner of the ancient occult art known as the psi-magic.
Psi-Magic: A school of magic that emphasizes the mastery of psychic abilities and communing with ancient Aya spirits.
Quorians: Amphibious intelligent cephalopoids that inhabit the oceans, rivers, and swamps of Uruta. The Quorians of Nrolis are technologically advanced.
Ragana: The Daka kingdom located on the banks of a fertile river plain in southwestern Markania.
Ramanam: A city-state built on giant stone pylons in the middle of a river on the edge of a dangerous jungle. The city is home to a large population of war refugees from Demetria.
Rhakadian League: An alien empire from the planet Malus, allies to the Vrildarian Empire. They supply the Empire with advanced weapons and technology in exchange for safe passage through the Oudh and access to Uruta’s mineral wealth.
Roatin: Giant intelligent birds that inhabit the floating mountains of northern Markania.
Roshu: A race of ntelligent rodents the size of large dogs that inhabit the ancient under-city of Norukar.
Samiria: A cold forest region of northern Markania populated by a tribe of barbarians known for their domestication of the giant wooly munglor.
Sdara Vatra: Ancient gods from space that created all life on Uruta. The Sdara Vatra were cast out of the heavens by their servants, the Aya, and became mortal, over time evolving into the ancestors of modern humanity.
Talen: Former capital of the kingdom of Demetria. Talen was once a center of education and culture rivaling Vrildar. The city was completely destroyed by a weapon of unimaginable power at the end of the War of Unification.
Ta’oudh: The mystical art of channeling the Oudh to perform superhuman feats.
Techno-Heretic: A renegade inventor, mechanic, and technician working outside the rules imposed by the semi-religious guilds of the Octavium.
Terax: monstrous abominations created in ancient times by the master Zorin.
Thorium: A radioactive element used to generate power. Thorium is in high demand by the Rhakadians.
Tyrannis: A dark, twisted city of decadence, mutation, slavery, and torture situated on a rocky promontory overlooking a fetid marsh inhabited by grotesque swamp-apes.
Vrildar: The greatest city in Cydoria, it prides itself as the center of art, culture, science, and learning, home to the University of Vrildar, and capital of the Vrildarian Empire.
Vrildarian Empire: The empire that rules the city-states of the Cydorian peninsula. The current soverign is King Viktor, son of Varinor.
War of Unification, the: The most recent major war, during which the Vrildarians defeated the Coalition of Timan and conquered all the City-States of Cydoria, excluding Nrolis, using advanced weaponry supplied by the Rhakadian League. The war ended twelve years ago.
Xoogs: The collective name for the three slave races created by the ancient Nazarian master Zorin—the bruxes, the jinxes, and the orixes.
Zephyrium: Also known as “sky-crystals”, are an exotic alien element with properties that defy gravity. Zephyrium is prized by the Rhakadian League and is used to provide lift in aero-ships.
Zinj: A city-state of thieves, assassins, and merchants and birth-place of the aero-ship. Any item can be purchased and any service rendered in this city of loose morals.
Tsirisians: Alien smugglers from the artificial planetoid Tsiris. Tsirisians resemble humans with pale skin and an allergy to bright light.
Zhuvians: Mysterious child-like humanoid aliens from the Zhuvian Halo, a string of artificial space-cities oribiting the planet Zhuvita. Zhuvians are remote and xenophobic and possess god-like powers and technology.
Zorin: The ancient Nazarian master of biomancy, the supreme master of bio-engineering, who created the Xoogs and eventually caused the downfall of the Nazarian civilization.
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