As an upshot from this WTF thread (http://www.therpgsite.com/forums/showthread.php?t=2388), 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 (http://www.tekumel.com/tita/ept.html), for the truly intrigued, but the basics for just rolling up a character are generously and conveniently offered here by Greentongue (http://home.earthlink.net/~djackson24/Delbert6c.htm).
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 (http://tekumel.com/world_lands01.html) 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!
Oh sure, why not? That way if I get the urge to screw you over in Traveller, you can return the favor here. :)
Dare I try yet another foreign game?
You guys are going to get me in trouble with my wife...
Would you have me?
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.)
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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 (http://home.earthlink.net/~djackson24/EPT_Character.htm) Greentongue provided. For an additional character option, here's
the Adventurer class (http://home.earthlink.net/~djackson24/DragonMagazine31.pdf). 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!)
Press-on letters...it's like Mirror Jim. I think I still have some around here somewhere...
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 (http://tekumel.com/gaming_toolsTN.html) if anyone likes.
!i!
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
96 Comeliness?
"You got a purty mouth." :eek:
Nice choice of skills, though. I've long planned a Tékumelani "Odyssey".
!i!
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?
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!
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. :)
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
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.
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.
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The characters are looking nice, guys. So far there's four in the game -- I can take one, maybe two more interested parties, and then have to pull in the reins.
I'll be away visiting family for the next two days, so I'll only check in sporadically, if at all. If anyone gets itchy during that time, take the opportunity to roll up characters, develop a little detail, take a little tour through Tekumel.com, whatever.
Cheers,
!i!
Jugar hiSakkar Follower of: Chegárra
Rank:1, Changadésha(Soldier) +2/+0 Hit Points: 9
=========================================================
Strength: Strong (65) +1/0 Experience: 0
Intelligence: Average (52) 0/0 EP Bonus: -none-
Constitution: Robust (96) (+3 hits)
90% chance of being revivified;
+1 to effect of Healing Spell or EYE.
Psychic Ability: Non-Psychic (05)
+1 to Roll for Saving against Spells and Eyes.
Dexterity: Clever (64) +1/0
Guile: Average (54) 0/0
Comeliness: Average (29)
---------------------------------------------------------
Original Skills (89)
Group I Group II Group III
Bootmaker Mountaineer Alchemist
Tanner Hunter
Professional Skills (58) AC w/S:
Warrior: AC o/S:
Spearman Head:
Axeman Body:
Swordsman Primary Weapon:
Slinger Secondary Weapon:
Hits: (5)+1+3 = 9
Saving Throws:
Profession Poison Spells Para/Hypn Eyes
W 1 - 3 12 16 13 15
Quote from: Ian AbsentiaThe characters are looking nice, guys. So far there's four in the game -- I can take one, maybe two more interested parties, and then have to pull in the reins.
I'll be away visiting family for the next two days, so I'll only check in sporadically, if at all. If anyone gets itchy during that time, take the opportunity to roll up characters, develop a little detail, take a little tour through Tekumel.com, whatever.
Cheers,
!i!
I'll get you something tonight if I can - I have Thanksgiving, and then a gaming convention on Friday....
Quote from: WerekoalaNote - 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.
Only (the varient)
Constitution gives a plus to Hit Points. The other Basic Talents give bonuses to Hitting an opponent and damaging them.
The original rules gave bonuses to hitting and damage for
Constitution for some reason.
Guile is not available in the original rules.
With that Comeliness I have a feeling we will be busy "rescuing" you from suitors/cultists that can't take NO for an answer.
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Updated:
Lazhato, Adventurer
Level 1 HP: 3+1 (Con) = 4
Str: 85 +1 to 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
How do we know what gear we start with? Do we start with 100 kaitars and spend it on any gear we want?
It's certainly not my call but, traditionally you get 1D100 plus whatever you could sell your small boat for (5D20 with 20's adding, up to 150k max).
You would then need to buy equipment from whichever shopkeeper would deal with foreigners with little or no status.
The Equipment and Encumbrance (http://home.earthlink.net/~djackson24/EPT_equip.htm) list.
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Doruka hiChu'
OK, guys - need help.
I noticed we have an Adventurer, Warrior, and Sorcerer, so I figured I'd round it out and go Priest (and I've played Clerics pretty frequently, so...).
OK, so here are my rolls in descending order:
90
83
80
74
64
51
40
A 62 for original skills, and I was thinking Carpenter (G1), Smith-Armorer (G2), Engineer-Architect (G3). Seems I'm looking for some intelligence - a thinker/maker.
A 58 for professional skills, and I'm looking at Can Produce Light, Cure Light Wounds, 2 Modern Languages, 2 Ancient Languages (I'm looking for advice here, too - what languages would make sense for where we're coming from, etc.).
so I'm looking for help with Age, Alignment, Diety, Title, Languages, and how to arrange the scores for a Priest who is into figuring things out/making things as a representation of The Creator (as it were)
Help?
I like the sound of Ksarul as a god, and I think I might want my sorceror to worship him. As far as I can tell, he's the god of magic, secrets and the use of knowledge for self-aggrandising purposes.
As far as I can figure out with that alignment business, you pick either "Stability" or "Change" with the former being seen as traditionally "good" and the latter as somewhat dubious but not outright evil. I'm thinking of "Change" personally.
I don't know what title does, or which languages might be useful.
I think my sorceror is going to be greedy but otherwise easy-going.
Pseudo-E has the lay of the land right. In the original EPT they referred to Good vs. Evil, but it's more accurately (and reasonably) Stability vs. Change.
As far as a diety that promotes analysis, construction, figuring the order of things, that would be Thúmis, the grey cloaked Lord of Wisdom, Knower of Arts, Hidden Seeker of Eternal Knowledge, Sage of the Gods. What would make this choice interesting is if Pseudo-E did, in fact choose Ksárul as his character's patron god, as Thúmis and Ksárul are essentially direct counterparts to one another, Thúmis from the temples of Stability and Ksárul representing the temples of Change. Perhaps the two have been tasked to keep an eye on one another's activities.
Whatever the case, here's a quick over-view of the gods of Tékumel (http://www.tekumel.com/world_gods.html).
!i!
Quote from: James J SkachDoruka hiChu'
OK, guys - need help.
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Seems I'm looking for some intelligence - a thinker/maker.
My suggestion is
Keténgku, Cohort of Thúmis[/i].
"He" is a patron of what you describe and the skills you have selected.
Also, Cohorts are more likely to assist you if there is ever a desperate need.
(This selects Alignment and Diety)
QuoteA 58 for professional skills, and I'm looking at Can Produce Light, Cure Light Wounds, 2 Modern Languages, 2 Ancient Languages (I'm looking for advice here, too - what languages would make sense for where we're coming from, etc.).
For Modern languages I suggest Salarvyani and Livyani (or Tsolyani if it is decided that we are not fluent enough otherwise.)
For the Ancient Languages, usually it doesn't matter. The need is most often random.
As far as title, the Tsolyani version of "Foreign Scum" is most likely. ;)
On the other hand, your professional rank would be "Kengyél" (Acolyte).
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I gather Stone Horizons has replaced this in the "Gaming Time Slot"?
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Not necessarily. I've gotten busy at work coming off the holiday and hadn't had much time to put to EPT. The other game I was able to do very much off the cuff.
So, it looks like everyone has their basic character concept in mind now. We'll consider all of the characters to be clan cousins, meaning that you're all identifiably related to one another through birth, marriage, or long-standing social custom. The relationship may be close, or it may be distant, but you all recognise each other as "kin". The upshot of this social custom is that, at least on the surface, even if you don't like one another, you recognise and observe your obligation of duty and hospitality to one another. This also applies to your clan cousins in different cities, which will be a benefit to you all, as you'll all be visting from "out of town".
Another interesting upshot is that even though two of the characters (Jim's and Pseudo-E's) are functionaries from diametrically opposed temples, their clan allegiance takes precedence. The clan needs two clever seekers-after-knowledge on the job, so the two of you have been drafted for the greater good of the clan. Meanwhile, the two temples (Thúmis and Ksárul) may be trying to take advantage of the situation to spy on or obstruct one another. Wheels within wheels is the order of the day in Tékumel.
Everyone have a go at coming up with a clan name and identity (http://home.earthlink.net/~djackson24/ST_clannames.htm), then I'll firm up the introduction. It all rather makes sense for you to hail from wooded hills of Chákas in the west, particularly Pán Cháka, which has access to the open ocean for Werekoala's sailor character. It also provides you all with regional familiarity with the neighboring nations of Mu'ugalavyá (directly adjacent to the west, and frequently hostile to Tsolyánu) and Livyánu (across the sea to the southwest, an occasional ally and frequent trade partner to Tsolyánu).
!i!
A map of Tsolyánu (http://www.tekumel.com/world_lands01.html) showing where Pán Cháka is. (and other interesting bits.)
I can suggest a clan name like Carved Plinth, Hammer Raised High or Helmet of Vengeance.
Unless there is an issue, my lineage is Sakkar.
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Hm. How do "Stone Weaver" or "Carved Arrow" sound for clan names?
Quote from: PseudoephedrineHm. How do "Stone Weaver" or "Carved Arrow" sound for clan names?
As we look to be in a heavily forested area, possibly subject to Red Hat incursions, I favor "Carved Arrow".
I can imagine a kind of Celtic image of an arrow, sort of woven looking, for the clan symbol.
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So, what more do we need to do before we start play?
Adventure ho!
Quote from: PseudoephedrineHow do we know what gear we start with? Do we start with 100 kaitars and spend it on any gear we want?
An answer to this would be helpful I think.
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If there is interest, I have been coaxed into running an EPT game at Original D&D Discussion (http://odd74.proboards76.com/index.cgi).
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