Sunday, May 6, 2007

Adventure 1 Recap

"Midwife to a Stillborn Dream"
Adventure 1 Recap

Our three adventurers find themselves in the mountain city of Coventry, having never met one another.

Argon arrives as a garrison rotation in the Blood Legion, but as the frontier is quiet right now, he is at liberty to pursue his own interests.

Daltan also arrives at Coventry, posted there as a Rose Order representative. He will receive further instructions in time.

Reneth has been in the city for a few days, having decided it would be worth spending time in this unusual human habitation.

The three go to a wedding for some high status nobles; Daltan as a formal guest (his own high status made him a valuable addition to the guest list), Reneth as part of the multicultural entertainment troupe, and Argon as a simple gatecrasher.

At the reception, a Yow-Lao joydancer (also there as part of the multicultural entertainment) shocked the crowd with her desperate request for asylum among the humans. Her two slavemaster escorts attempted to restrain her, but their attempts were thwarted by Daltan and Argon. Reneth found the affair curious, but disagreed with the concept of slavery enough to attempt to convince the slavers to let the woman go.

The local law arrived soon after, and Daltan explained that she was under his protection from the slavers, as slavery was contrary to Imperial Law. The leader of the local law contingent listened to Daltan's speech, then asked Daltan if he would be willing to protect a murderess.

(To be continued...)

Sunday, April 29, 2007

Templates: Lance of the Blood Legion

Lance of the Blood Legion
Soldier: 45-22=23 points for package
Officer 65-22=43 points for package

The Blood Legion is what remains of the human standing army after the Wasn’t War. After the war was narrowly averted, the various city-states of Circumia felt it prudent to keep and maintain a standing army of professionals. These elite warriors will be supplemented by peasant levies in case of a major conflict.

Combat Reflexes [15]
High Pain Threshold [10]
Rank (military) 1: [5]
[3] Signature Gear: Lorica Segmentata, Studded leather skirt, Legionaire helmet, Boots, Javelin, large shield, knife, cheap broadsword

Skills:
[2] Tactics (IQ/A)
[10] points in at least three of: Broadsword, Knife, Shortsword, Two-handed sword, Axe/Mace, Two-handed Axe/Mace, Polearm, Spear, Shield

Officer
[2] Strategy: Land (IQ/H)
Rank 3 or more: [+10]
[2] Riding
[14] Signature Gear : Cavalry Horse, Steel Corselet, Scale arms/legs, Legionary Helm, Boots, Thrusting broadsword, knife, spear, large shield

Duty: Blood Legion (extremely hazardous) (quite rarely, 6-) [-7]
Fanaticism: Human race (not counting Favored)/Army [-15]

Friday, April 20, 2007

Religion: Slethenee Belief Systems

Slethenee Belief Systems

Ancestor Worship/Totemism

Very few Slethenee have converted to Oneism, but have instead maintained a deeply personal anscestor worshipping philosophy. Deep within the Slethenee belief system is the idea that although their race may have been created 240 years ago, their spirit ancestors existed for many centuries prior.

All Slethenee believe they have a real connection to their ancestors, and many believe that they have a “spirit guide” for a tribe or clan (a totem). Some Slethenee believe that the totems are not clan or tribe-based, but are instead racial.

Slethenee holy men are those who are able to connect to the spirit world and Slethenee ancestors on a more reliable and deeper level.

Game Effects: See Spirit Child

Religion: Grrorg'n Belief Systems

Grrorg’n Belief Systems

Oneism

The ancient Grrorg’n religion is a misnomer in many ways: as the race is roughly 250 years old, even the oldest Grrorg’n beliefs are younger than human ones. Still, the Grrorg’n developed a basic belief system independent of the human one.

When the Great Barrier came down, a significant number of Grrorg’n converted to Oneism (more by far than any other race) and more are converting all the time. In fact, even among the Grrorg’n, the old beliefs are considered somewhat barbaric (though there are those who feel the conversion to Oneism is race betrayal. There are very few adherents to this belief).

Among those Grrorg’n who have converted, there is nevertheless an emphasis on Gor, the dog-spirit. Although Oneism teaches that all the characters in the Book are in fact one, the Grrorg’n generally tend to admire the “Gorish” element of One.

Idolatry

The ancient Grrorg’n religion was firmly steeped in idolatry, and then, not to a particular single image. The Grrorg’n had dozens and dozens of idols, and piety was generally connected to the amount and, to a lesser degree, quality of idols in one’s possession. Even among those Grrorg’n who have converted, a strong tendency towards idolatry still exists.

Game Effects: religious Grrorg’n may take Discipline of Faith (Idolatry): You believe that your connection with the divine is maintained through items and idols. You will not willingly part with your idols, and if you are separated, you will make every effort to retrieve them. -5 points

Religion: Human Belief Systems

Human Belief Systems

Church of the One

The vast majority of human beings believe in the precepts of and are members of the Church of the One: a generally peaceful ritualistic religion that parallels early Judeo-Christian faiths in some ways.

The mythology of the church (detailed in the Book of the One, supposedly written some four hundred years ago) can be outlined as follows:

At the beginning of time, there was a woman (whose name is generally not mentioned, but who is most often called “Mana” when she is called anything) who was alone in a small hut or cabin with nothing but her canvas and her painting supplies. She decided to paint the world (or universe, in some versions, though this does not square with later events). At first, she painted only the land.

Outside her hut (theology has speculated without success where her hut was located, since the world had not been created) a threatening presence known as the tiger lurked. The tiger broke into the hut and slashed the world-painting to pieces before leaving.

Mana repaired the painting using her only remaining color: blue. She used thin blue lines to repair the small tears, thus making rivers, but had to use bigger areas of blue for larger tears (seas and oceans).

After the tiger’s attack, Mana realized she was in danger. She began to paint a hunter, Vochek, to protect her. She was almost done with the painting when the tiger attacked again. She had to release her creation before she was finished—his eyes were all that remained. He managed to beat back the tiger with a titanic struggle. Mana could not paint him eyes, so she painted him a companion: Gor, the hunting dog.

Mana and Vochek were lovers only once, and afterward, Vochek told Mana he could not be her companion, as he was her creation. So Mana gave the fruit of her womb to the earth, breaking it into hundreds of pieces that made all life (the Book of the One is unclear on exactly how this happened).

Mana was sad, so she painted a monkey, Ooleon, to amuse her. He proved to be a nuisance, so she locked him in a golden cage, knowing full well he could open the cage at will.

She still wanted children of her own, so she painted two of them: One, a boy with flowing gold hair, and a girl with a silver countenance. She gave them each a brush and told them to paint what they wished. At first, they painted glorious mountains and deep gorges, verdant meadows and expansive deserts. But they soon grew evious of one another, and tried to show their mother that each one was superior. The boy collected all the gold and yellow paint he could to make a grand circle of blazing light, while the girl collected all the silver and while paint she could to create a ball of enigmatic mystery.

When Mana saw what they were doing, she saw they would always fight with one another, and that fighting would affect the world-painting. With a heavy heart, then, she took their brushes from them and took their creations. She used the boy’s as the sun and the girl’s as the moon.

Mana also painted two portraits: two lovers, and she stored them far apart. The Lovers could only gaze at one another until Gor and Ooleon waited until Mana and Vochek were asleep and dragged them towards each other. The paintings met and fell to the ground, the man on top of the woman, and their colors blended. When Mana awoke, she did not try to separate them, claiming that even her skill could not separate those joined in love.

The people on the world-painting learned from the painting of the lovers and began to multiply. Mana saw that this would result in an overrunning of the world, so she had to create death. She painted a golden kingdom and a king to rule it. From time to time she selected a creature from the world-painting and moved it to the kingdom of death. But the humans tried to leave the kingdom, so she walled off the kingdom and gave the keys to King Kelvon. He is charged with keeping the dead in his kingdom.

That’s the story of the Book of One. The modern human church has chosen to interpret the events in the Book as symbolic to a significant level. Their core belief is that all the characters save the Tiger are really just facets of the One. The seeming pantheon of gods is merely a literary device—all comes from One god/goddess (even gender is in question). The religion has developed to the point that while worship of the various manifestations of the One is tolerated and even sometimes seen as a quaint throwback to an earlier time, it is by no means seen as a sophisticated or correct belief pattern.

The religion stresses the concept of creation, mainly biological, but also in most any human endeavor. Priests and priestesses of the One are pledged to wed only other ordained priests and priestesses, and frequently go unmarried. Extramarital sex is frowned upon, as the belief is that only through marriage will the One bless a child with a soul. Children born out of wedlock are not considered true people in the most severe circles of church orthodoxy.

Ritual plays a major role in Oneness, as adherents believe that procedure is a way of becoming closer to the One and his/her own purpose. The symbolic belief is that there is a right and a wrong way to do things, and rituals help remind us of the differences.

Major Figures in Oneism:

Mana
The Tiger
Vochek
Gor
Ooleon
Son of Mana
Daughter of Mana
King Kelvon

Game Effects: religious humans (or other converts to Oneism) may take Discipline of Faith: Ritualism (see page 132) -5 points

Templates: Grrorg'n Invictus Warrior

Grrorg’n Invictus Warrior
38-25=13 points for package

Invictus Warriors are respected and feared among the Grrorg’n (and among those humans who have faced them) for their bravery and willingness, almost eagerness, to die in battle serving their race and clan. While not actively suicidal, the Invictus care nothing for their own lives when they see something worth defending.

Fearless +4 [8]
Higher Purpose: Defend clan [5]
High Pain Threshold [10]
Combat Reflexes [15]

Berserk [-10]
Extreme Fanaticism: clan/race [-15]

Templates: Yow-Lao Joy Dancer

Yow-Lao Joy dancer
(Females Only)
35-10=25 points for package

Joydancers are female Yow-Lao trained as harem dancers and concubines. They have honed their art to such a level as to be almost able to control minds of men with their sensual dancing.

Flexibility (pg. 56) [5]

Beautiful (pg. 21) [12]

Skills: Required [18]

4 pts. Dancing (DX/A)
4 pts. Erotic Art (DX/A)
2 pts. Sex Appeal (HT/A)
4 pts. Enthrallment (Will/H) *based on Dancing, only vs. males
2 pts. Persuade (Will/H)
2 pts. Sway Emotions (Will/H)

Social Stigma: Valuable property (pg. 156) [-10]

Saturday, April 14, 2007

Templates: Slethenee Spirit Child

Slethenee Spirit Child
40-20=20 points for package

The tribal shamans of the Slethenee tradition are known as "Spirit Children" and are rumored to have a much more direct connection to the common Slethenee past.

Upgrade Racial Memory to Active [+25]

Spirit Empathy [10]

Social Regard+2 (awe), only from other Slethenee (-50%) [5]

Flashbacks (uncontrolled spirit visions); Severe [-10]

Discipline of Faith: Mysticism [-10]

Templates: Priest of the One

Priest of the One
31-20=11 points for package
+ variable amount for Rank, Power Investiture

The Church of the One (described later) has ordained agents, called priests, circulating throughout the world. Oneism believes in strict adherence to ritual, and priests of the One are well versed in the various ceremonies.

Patron: Church of the One [13]
(powerful organization) 15, fairly often 9-, Pact Limitation: Obsession: Convert all to One (-10%))

Pacifism: Cannot Kill [-15]

Discipline of Faith: Ritualism [-5]

Clerical Investment [5]
+1 from co-religionists and respecters of the faith

Clerical Rank 0 [0]

Tenure [5]

Power Investiture [variable/10 per level]

Skills: Required

4 pts Theology: The One (IQ/H)
2 pts Religious Ritual: The One (IQ/H)
2 pts Savior-Faire: Church (IQ/A)

Skills: Recommended

Meditation (Will/H)
Philosophy (IQ/H)
Public Speaking (IQ/A)

Templates: Knight of the Rose Order

Knight of the Rose Order
50-30=20 points for package
+ var. amounts for Rank

The Rose order is a military force dedicated to upholding the old Imperial Human precepts of law, laid down when the Great Barrier was first conceived. These laws have not been faithfully followed for over 200 years, so the Rose Order operates as their own group, hoping to convince the rest of the continent, through example and sometimes through force, to adopt the old ways.

Patron: The Rose Order [20]
(powerful organization, begins at Fairly often, 9-; Equipment, worth starting wealth, +50%. Pact limitation: Vow: never refuse a request for aid, -15%)

Duty to Rose Order [-10]
(quite often 12-)

Status+2 [10]

Legal Enforcement Power [10]
(national jurisdiction over humans, not obligated to respect civil rights)

Police Rank 0 [0]

Honesty [-10]

Pacifism: Cannot Harm Innocents [-10]

Skills: Required
4 pts Law: Old Empire (IQ/H)
2 pts History (IQ/H)
2 pts Riding (DX/A)
2 pts Savior-Faire: Police (IQ/E)

Skills: Recommended
Criminology (IQ/A)
Interrogation (IQ/A)
Melee Weapon (DX/var)
Bow (DX/H)
Lance (DX/A)
Search (Per/A)

Races: The Favored

The Favored, also known as Outlanders, are another subspecies of human from beyond the Touchless Sea. Originally recruited to assist the humans in what was shaping up to be a multi-front war, the Favored arrived on the shores of the Splintered Lands only to find their military might was not needed after all. The Favored decided to open up relations with the humans and have integrated into their society.

Favored are just a little bit better than humans in the physical realm. Stronger, more graceful, healthier, longer lived…the name “Favored” is not lightly earned.

Favored are not well adapted to the magical energies in the world: their homeland is not particularly magical, but in the Shattered Lands, Favored find that they must “cleanse” themselves of magic regularly.

Despite this limitation, Favored are regarded with honor, reverence, and some fear by most humans.

Favored
(Outlander Human)
32 points for package

ST +1
DX +1
IQ +0
HT +1
Subtotal: +40

Social Regard +2 [+10]

Extended Lifespan x2 [+2]
Mature at age 36, aging at 100

Magic Susceptibility -5 [-15]

Maintenance [-5]
Must be “cleansed” of mana, caretaker must have Thaumaturgy skill in order to do this. Maintenance takes one hour and must be done weekly in a normal mana area. In a high-mana area, this increases to a daily ritual, while in a low-mana area, this decreases to a monthly ritual.

Races: The Slethenee

The Slethenee are a race of lizard-humanoids who populated the Eastern Desert before the barrier release turned the inhospitable lands into a relative paradise. The Slethenee have not made many changes to their original lands, but some souls have journeyed West to encounter the other races.

The Slethenee are known for their incredible strength and tough hides. They have been known to turn some knife blades with their leathery skin and to perform feats of brawn impossible to ordinary men. However, they are slow to react and their armored skin makes them less than graceful. Furthermore, generations of desert living have made them unable to cope easily to cold conditions: A Slethenee caught in a snowstorm will become quite sluggish and slow.

It is rumored that all Slethenee are mystically in tune to their entire race’s history, and if in a state of rapport with their ancestors, can commune with them for wisdom. This has its dark side, as well: some Slethenee seem to revert to a pre-civilized stage once in a while.

Most humans are rather suspicious of the Slethenee and their mystical ways.

Slethenee
(Lizard-Man)
15 points for package
ST +2
DX -1
IQ +0
HT +1
Subtotal: +10

Scales: [+10]
+2 DR

Racial Memory (passive): [15]

Cold-Blooded [-5]
You “stiffen up” at below 50 degrees. You get -1 to Basic Speed and DX per 10 degrees below 50 (when in it for 30 minutes or more). At temperatures below freezing, you must roll vs. HT or take 1 HP of damage.

Stress Atavism [-5] 15- Control Roll

Social Stigma: [-10]
Minority Group: -2 to all but other Slethenee.

Races: The Grrorg'n

The Grrorg’n are a race of canine humanoids who lived in the north and northeast wilderness outside the Great Circle. Since the barrier has come down, the Grrorg’n have expanded their lands drastically in all directions except the east, where a natural mountain range and their enemies the Yow-Lao prevent expansion.

The Grrorg’n come in many sizes and supspecies, but are generally human-sized. They are outstanding trackers, as their sense of smell is far more sensitive than a human being’s. Their thick pelts also offer them some protection against cold and minimal defense against attack. Grrorg’n are also sharp-eared and have proven to be difficult to kill.

Their friendly nature can be quite overwhelming at times, and it is quite rare to see a Grrorg’n alone. They seek company, and often do so in an annoyingly aggressive way.

Grrorg’n society is communistic in nature, though there are leaders and followers as the time requires. Humans tend to see Grrorg’n as obnoxious, uncultured hicks.

Grrorg’n
(Dog-man)
13 points for package

ST +0
DX +0
IQ +0
HT +0
Subtotal: 0

Fur: [5]
+1 DR, Tough skin limitation (flexible, contact agents) (-40%)
2 points temperature tolerance (cold) (35-2xHT as lower limit)

Hard to Kill 2 [+4]

Acute Hearing +2 [4] (p. 35)

Discriminatory Smell [15]
You may recognize things by scent. You may memorize a scent by sniffing it for 1 minute and making an IQ roll. You get +4 smell, and get +4 to the Tracking skill)

Social Stigma: [-10]
Minority Group: -2 reaction to all but other Grrorg’n.

Chummy [-5]
You react well to others (+2) most of the time. When you are alone, you are unhappy and distracted, and suffer a -1 to IQ based skills.

Races: The Yow-Lao

The Yow-Lao are a race of feline humanoids who originally lived to the northeast of the Great Circle in the Veldtlands. They have since made slow, steady progress south and southwest, expanding their territory carefully.

Yow-Lao are somewhat smaller and more fragile than humans, but excel in physical grace. Aside from superior coordination, they are notorious for being able to survive falls from great heights by landing on their feet. Yow-Lao are also able to see in even the most minimal light.

The Yow-Lao are not known for their work ethic: to a creature, what they believe to be a hard day’s work would merely qualify as light exercise to a human. Yow-Lao also spend an inordinate amount of time asleep, though this time is often measured in short naps rather than long stretches.

The Yow-Lao are also known to revert to a state of semi-animal mindlessness when under stress.

The Yow-Lao native social hierarchy is a caste structure, with males outranking females. Slavery is common and widespread, as is polygamy. The Yow-Lao are proud and aloof, but are regarded by humans as arrogant, lazy barbarians.

Yow-Lao
(Cat-man)
20 points for package

ST -1
DX +2
IQ +0
HT -1
Subtotal: 20

Catfall [10] (p. 41)
The Yow-Lao are known for their ability to land on their feet. Subtract 5 yards from a fall automatically, and a successful DX roll halves any damage from a fall.

Perfect Balance [15] (p. 74)
You can always keep your footing, no matter how narrow the walking surface. If the surface is wet, slippery, etc. you get +6 on all rolls to keep your feet. In combat, you get +4 to keep your feet or avoid being knocked down.* +1 to Acrobatics & Climbing.

Combat Reflexes [15] (p. 43)
You get +1 to all active defense rolls, +1 to fast-draw skill, +2 to Fright Checks, +6 on all IQ rolls to wake up or recover from surprise or mental stun. You never “freeze” in a surprise situation.

Night Vision [5] (p. 71)
You may ignore up to 5 points of darkness penalty.

Extra Sleep: [-10]
In order to be considered “fully rested,” you must sleep 13 hours a night , not 8.

Low Pain Threshold [-10]
Double the shock from any injury. You are at -4 to resist knockdown,* stunning, and physical torture. When you take any injury over 1 HP, you must make a Will roll to avoid crying out.

Laziness [-10] (p. 142)
You must avoid work, especially hard work, at all costs.

Stress Atavism [-5] Self Control 15-

Social Stigma: [-10]
Minority Group: -2 reaction to all but other Yow-Lao.

Sunday, April 8, 2007

Welcome

Welcome to Sean's GURPS Campaign, "The Splintered Lands."

This Blog is designed to give some introductory information on setting up the campaign. I hope it will also serve to facilitate communication during the campaign.

Some introductory notes on the campaign, then:

As stated, the gaming system will be GURPS, 4th edition.

The flavor/type of the campaign will be "middle fantasy" to start, perhaps moving to "high fantasy" as characters grow. This is a departure from the last campaign which was more "low fantasy."

With that in mind, characters will be built on 150 points and be allowed 75 points of disadvantages, 5 points of which can be Quirks.

Future posts will detail racial options, occupational templates, and world history.

Again, welcome!