SPECIAL NOTICE
Malicious code was found on the site, which has been removed, but would have been able to access files and the database, revealing email addresses, posts, and encoded passwords (which would need to be decoded). However, there is no direct evidence that any such activity occurred. REGARDLESS, BE SURE TO CHANGE YOUR PASSWORDS. And as is good practice, remember to never use the same password on more than one site. While performing housekeeping, we also decided to upgrade the forums.
This is a site for discussing roleplaying games. Have fun doing so, but there is one major rule: do not discuss political issues that aren't directly and uniquely related to the subject of the thread and about gaming. While this site is dedicated to free speech, the following will not be tolerated: devolving a thread into unrelated political discussion, sockpuppeting (using multiple and/or bogus accounts), disrupting topics without contributing to them, and posting images that could get someone fired in the workplace (an external link is OK, but clearly mark it as Not Safe For Work, or NSFW). If you receive a warning, please take it seriously and either move on to another topic or steer the discussion back to its original RPG-related theme.

[Empire of the Petal Throne] Any interest?

Started by Ian Absentia, November 21, 2007, 12:43:24 PM

Previous topic - Next topic

Ian Absentia

As an upshot from this WTF thread, I thought there might be sufficient interest hereabouts to strike up a game of Empire of the Petal Throne, ideally to show how accessible the setting really can be.  Toward that end, I'd like to attract a handful of interested newbies, but just about anyone is welcome.

The ruleset I'd like to use is the original TSR/Different Worlds reprint, which is dead simple and very OD&D/Arduin-like in mechanics and character.  A copy of the reprint is available here, for the truly intrigued, but the basics for just rolling up a character are generously and conveniently offered here by Greentongue.

In terms of setting, I'd like to start with the classic jumping-off point of a group of outsiders starting out in the Foreign Quarter of Jakálla, a very ancient, urbane, and centrally-located city in the empire of Tsolyánu.  Players might consider playing distant clan-cousins visiting from the far-flung Chákas or Chaigári, frontier provinces at either end of the empire.  Have a quick look at this description of Tsolyánu at Tekumel.com, which gives a nice, concise overview of the (very) general political situation.  It's also a good springboard for exploring more detailed facts about the world of Tékumel -- interesting, but far from necessary.

For the sake of simplicity, characters should be human.  Things will be exotic enough without playing a 7-foot tall lizard or a six-limbed beachball.

Let me know what you think, and let's make this happen.

!i!

Werekoala

Oh sure, why not? That way if I get the urge to screw you over in Traveller, you can return the favor here. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

James J Skach

Dare I try yet another foreign game?

You guys are going to get me in trouble with my wife...

Would you have me?
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Greentongue

I'm interested, in case you hadn't guessed.

What rolling convention are you using for character generation?
1) Roll for each attribute and keep it as is
2) Roll for each attribute and rearrange as desired.
3) Roll 2D10 and pick which is 10's and which is 1's afterward.
4) as 3 above plus rearange.
5) other

Also what die roller?  (I play on RPoL which has its own.)
=

Ian Absentia

Quote from: GreentongueWhat rolling convention are you using for character generation?

...snip...

5) other
5) Other.

You must roll your own physical dice.  And those dice must be 2d20, not d10s -- I insist on true regular solids.  Roll each stat separately, declaring the high die and low die before rolling, then arrange all stats to suit your personal ideal of efficiency, ethics, and aesthetics.  In short, out of the chaotic fall of the dice, make a character that will be fun for you to play.  Maybe that involves optimising the placement of key stat rolls, maybe that involves a strict adherence to the order in which the rolls were made.

Please note:  Conspicuously high rolls in many or al stats will draw the attention of the gods.  The gods of Tékumel are real in this imaginary construct, occasionally meddlesome, and notoriously fickle.  It's advisable to keep your head low where they're concerned.

I jest only in part.

!i!

(P.S. Yes, Jim.  You've been had.  Feel free to roll up a character according to this web page Greentongue provided.  For an additional character option, here's the Adventurer class. It breaks a number of hidebound conventions of the Truist's Tékumel, but that's not necessarily a bad thing.)

(P.P.S.  I've just attached a scan of a character sheet I drew up for the game years ago.  Witness the fantastic power of the typewriter and press-on letters!)

James J Skach

Press-on letters...it's like Mirror Jim. I think I still have some around here somewhere...
The rules are my slave, not my master. - Old Geezer

The RPG Haven - Talking About RPGs

Ian Absentia

Quote from: James J SkachPress-on letters...it's like Mirror Jim.
Yes, but which of us is the one wearing the goatee?

For added flavor, here is a list of common names if anyone likes.

!i!

Werekoala

This look about right?


Lazhato, Adventurer

Level
: 1           HP: 3+2 (Con/Str) = 5

Str
:   85   +1 hit/ +1 Dmg
Int:   41
Con:   70   +1 Hits / 60% Revivication
Psy:   78   +5% Spells
Dex:   77   +1 to hit
Gui:   59
Com:   96   Grrrowowow!

Plebian:
Rope/Net Maker
Sailmaker

Skilled:
Sailor
Swimmer/Diver

Noble:
Astronomer/Navigator

Specific Profession:
Spearman
Astrologer
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Ian Absentia

96 Comeliness?

"You got a purty mouth." :eek:

Nice choice of skills, though.  I've long planned a Tékumelani "Odyssey".

!i!

Werekoala

Note - I assumed the "+1 hit" for strength was a HP bonus, not a to-hit bonus - if not, let me know and I'll adjust accordingly.

As to skills - no idea why he turned out to be a fisherman/sailor, but I can roll with that. Just felt right at the time. :)

Althought I do have to ask - since Tekumel exists in a pocket universe, how useful IS astronomy and how accurate/complex could astrology possibly be?
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Ian Absentia

Quote from: WerekoalaAlthought I do have to ask - since Tekumel exists in a pocket universe, how useful IS astronomy and how accurate/complex could astrology possibly be?
In the case of Tékumel, it is very specifically planetary astronomy and astrology.  Tékumel has two moons and four planets, in addition to its sun, to track, calculate, and base spurious predictions on.  Note that the cynicism of my last remark is complicated by the fact that the gods of Tékumel are very real, very imminent, and may very well take an interest in the movements of the heavenly bodies.

So, anyway, the notion of a sailor-astrologer is a pretty weird, wild, and cool one.  Very EPT-ish.  As I mentioned elsewhere, I had once rolled up a perfumer-alchemist -- I think he may have been a bird trainer, too.

!i!

Werekoala

Actually, I figured that since his livelihood depended at least in part on knowing the heavenly bodies to navigate ships, he would be a natural astrologer, especially considering the paucity of heavenly bodies to work with. :)
Lan Astaslem


"It's rpg.net The population there would call the Second Coming of Jesus Christ a hate crime." - thedungeondelver

Pseudoephedrine

I'm up for it if you'll have me. It sounds pretty interesting.

Edit: I know nothing about Tekumel. Am I given to understand that I roll 1d100 (2d10) 7 times and pick which one goes into which stat? I'll use invisiblecastle.com under that assumption.

http://invisiblecastle.com/find.py?id=1386528

skill rolls: http://invisiblecastle.com/find.py?id=1386533
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Pseudoephedrine

Tulkesh, Sorceror

Level 1 HP 4 (3+1)
To Hit / Damage +2 /+0

Str 26
Int 94 +40% to spot secret doors (Elf-style!)
Con 62
Psy 78 +5 to spells working
Dex 49
Gui 62
Com 15 - He's a fat dude!

Plebeian
Weaver

Skilled
Scribe-Accountant

Noble
Physician

Profession
Control of Self
Clairvoyant
Illusionist

Bonus Spells
None

Edited: Updated! Thanks Greentongue.
Running
The Pernicious Light, or The Wreckers of Sword Island;
A Goblin\'s Progress, or Of Cannons and Canons;
An Oration on the Dignity of Tash, or On the Elves and Their Lies
All for S&W Complete
Playing: Dark Heresy, WFRP 2e

"Elves don\'t want you cutting down trees but they sell wood items, they don\'t care about the forests, they\'\'re the fuckin\' wood mafia." -Anonymous

Greentongue

Quote from: PseudoephedrineTulkesh, Sorceror
Int 94 +1/+1 to something not explained in Greentongue's link. Also, 40% to spot secret doors (Elf-style!)
At the top of the column is the legend.
Bonus To Hit / Damage  
(I will update this to "To Hit / To Damage" if that makes it more clear.)

The idea is that you are smart enough to strike at better targets on the opponent. Better evading the defense and doing more damage when connecting.
If a justification is needed for the Spot Hidden, you are smart enough to suspect where Hidden Things are, so more likely to find them.
=