The Forge Reference Project

 

Topic: The Riddle of the Dark Sun
Started by: prophet118
Started on: 9/18/2003
Board: The Riddle of Steel


On 9/18/2003 at 4:13am, prophet118 wrote:
The Riddle of the Dark Sun

ok guys, dont shoot me, i know i said id get them sooner, but i just finally got finished moving into my new house, and finally got to the point where i could open my DS campaign setting, alng with my TROS book

these stats arent as accurate as TSR intended im sure, but they are reasonable enough stats to allow in a game.. i had scale to think of, plus that dreaded b word (no, not that one, "balance")


races:
Aarakocra (vulture people): -1 Str, +2 Ag, -1 To
Dwarf: +1 Str, -1 AG, +1 To, +1 Ht, -1 Soc
Elf (these elves are over 6 feet tall): +2 Ag, -2 To, +1 MA, -1 Soc
Half Elf:+1`Ag, -1 To
Half Giant: +3 Str, +1 To, +1 Ht, +1 En, -2 Ma, -1 Soc
Halfling: -2 Str, +2 Ag, -1 To, +2 Wt, -1 Soc
Human: no change (or +1 Str, depends on priority)
Mul(e) (dwarf/human crossbreed):+2 Str, +1 En, -1 Ma -2 Soc *(+1 Will)
Pterran (lizard like humanoids): +1 str, -1 Ag, +1 Wt, -1 Soc
Thri-Kreen (mantis creatures): +2 Ag, -1 Ma, +1 Wt, -2 Soc


Priorities

A: Thri Kreen, Half Giant
B: Magic Using Human, Half elf, Elf, Aarakocra
C: Elf, Half Elf Aarakocra
D: Halfling, Mul, Dwarf, Pterran
E: Human (stat)
F: Human (no stat)

* i felt as though this may be appropriate, but who knows


Preserving/Defiling Rules

To Preserve: add no more than half of your draw score to your sorcery pool, rolls to resist aging are done at -1 diff

to Defile: add entire Draw score to all spells, drawbacks, areas you are in die, you do no roll to resist aging, everything around begins to wither..

drawing mana from another living creature, and there is a contested will power roll, similiar to resisting spells...

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On 9/18/2003 at 2:41pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

i havent decided exactly how i want to approach pscionics just yet...

heh

and soon i'll get the weapons done

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On 9/19/2003 at 7:19pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

well, theres definately some interest... as of this point in time (2:18 friday afternoon, 9-19-03) 44 page views..lol

i am still at a loss for how to cover pscionics, though i am thinking about doing it ALOT like the current sorcery rules, just changing the source..

i'll probably do some psci derived stats for it as well

since the others dont quite work

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On 9/19/2003 at 9:57pm, Brian Leybourne wrote:
RE: The Riddle of the Dark Sun

How were you planning to handle the 4-armed Thri-Kreen in combat? :-)

Brian.

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On 9/19/2003 at 10:04pm, MonkeyWrench wrote:
RE: The Riddle of the Dark Sun

prophet118 wrote: i havent decided exactly how i want to approach pscionics just yet...


I would handle it like sorcery. Conquer, Movement, Sculpture, and Vision don't need any tweaking, but the others especially the Spirit Vagaries could use some reworking.

What could you replace Aging with? Perhaps instead of aging the psychics slowly go insane with power. Every time they use a power it offers them a glimpse into a world that should not be and over time they grow insane. The powers of the mind are dangerous.

Instead of rituals you have periods of deep meditation. In those times psychics can use their powers in relative safety. If one or more are present then they might form a gestalt (sp?) mind and pool their power.

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On 9/19/2003 at 10:18pm, Brian Leybourne wrote:
Re: The Riddle of the Dark Sun

prophet118 wrote: Preserving/Defiling Rules


Why not just work aging into there instead of making it more complex than it needs to be.

You cast a spell, and you make your resist "aging" roll as usual. However, each left over point, instead of aging you defiles the land around you - ten metres per point or something like that. Preservers are merely people who are very very careful about absorbing all of that defiling energy and so they always roll lots of dice to resist (and maybe you can make up a new "preserver" gift that helps them out there, like a familiar gives an automatic anti-aging success etc).

Just thoughts.

Brian.

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On 9/19/2003 at 11:50pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

Brian Leybourne wrote: How were you planning to handle the 4-armed Thri-Kreen in combat? :-)

Brian.


having not read, or seen anything from OBAM, or TFOB im not really sure if anything has been handled..lol

however the idea i had was that a person (in my opinion) would havent to split their combat pool for two hands...so a kreen has two sets... possibly a way may be to have the player split the pool between the two sets...

its a tough call honestly..lol

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On 9/19/2003 at 11:51pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

MonkeyWrench wrote:
prophet118 wrote: i havent decided exactly how i want to approach pscionics just yet...


I would handle it like sorcery. Conquer, Movement, Sculpture, and Vision don't need any tweaking, but the others especially the Spirit Vagaries could use some reworking.

What could you replace Aging with? Perhaps instead of aging the psychics slowly go insane with power. Every time they use a power it offers them a glimpse into a world that should not be and over time they grow insane. The powers of the mind are dangerous.

Instead of rituals you have periods of deep meditation. In those times psychics can use their powers in relative safety. If one or more are present then they might form a gestalt (sp?) mind and pool their power.


i do like that approach, in a wheel of time kind of way.. heh..

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On 9/19/2003 at 11:52pm, prophet118 wrote:
RE: Re: The Riddle of the Dark Sun

Brian Leybourne wrote:
prophet118 wrote: Preserving/Defiling Rules


Why not just work aging into there instead of making it more complex than it needs to be.

You cast a spell, and you make your resist "aging" roll as usual. However, each left over point, instead of aging you defiles the land around you - ten metres per point or something like that. Preservers are merely people who are very very careful about absorbing all of that defiling energy and so they always roll lots of dice to resist (and maybe you can make up a new "preserver" gift that helps them out there, like a familiar gives an automatic anti-aging success etc).

Just thoughts.

Brian.


hey, all the thoughts you got.. they all help.. hehe..

i didnt want to by pass the aging, but i didnt want it to play as big of a part as it does in base rules...

hell it could be as simple as like you said, the preservers get ALOT of dice to resist, and the defilers, just put it off in the land

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On 9/19/2003 at 11:53pm, MonkeyWrench wrote:
RE: The Riddle of the Dark Sun

I have some rules for handling multiarmed creaures written up. If you want I can PM them to you. In addition not to long ago there was a thread discussing it, you might want to check the bottom of this page or the next one.

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On 9/19/2003 at 11:54pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

MonkeyWrench wrote: I have some rules for handling multiarmed creaures written up. If you want I can PM them to you. In addition not to long ago there was a thread discussing it, you might want to check the bottom of this page or the next one.


you can email them to me if you like, itd probably be quicker.. hehe

prophet@hiwaay.net

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On 9/20/2003 at 11:04am, prophet118 wrote:
RE: The Riddle of the Dark Sun

Pscionics

this is a major gift

this allows access to the more base Vageries (Movement, Growth, Sculpture, Conquer, Glamour Vision.) (nothing yet for the other 3)

psci follows the same rules as for aging, with these exceptions, it isnt called Aging, its called a sanity check, and must be done in every instance that an aging check would be made, however a knockout/down (cant remember which from book) isnt needed, however a test of MA and Will power, is, the difficulty is 4+ the number not canceled from aging..

there is also a minor version, that allows access to the same stuff, but only up to level 1 in each vagery... it follows the same rules as above.

this represents Wild Talents from the Dark Sun setting... neither of these gifts have any prerequirements, you may be of any race to get these, however do note that requirements from the priorities must still be met (heh)


Sorcery Derived Attributes only need to slightly be altered, and then its only in their definitions..(they are still figured out the same as before)

Kaa: raw energy the pscion has access to
Form: the adding of the ability to understand pscion (tada new skill)
Art: the ability to see pscionic powers for what they are, and how to nullify
Discipline: the ability to know when just the right about of sculpture will make something go *pop* (AKA knowing how much is just enough)
Draw: the rate in which pscion energy comes back to the pscion

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On 9/20/2003 at 11:05am, prophet118 wrote:
RE: The Riddle of the Dark Sun

new Skill: Pscionic Theory

this skill is rolled in the same kind of way that Magic Theory is.

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On 10/8/2003 at 5:18am, prophet118 wrote:
RE: The Riddle of the Dark Sun

sorry, just got back... was having major virus problems, and windows XP problems... is anyone still interested in me carrying this further?

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On 10/8/2003 at 6:15pm, Brian Leybourne wrote:
RE: The Riddle of the Dark Sun

Hey Prophet,

I, for one, am always interested in seeing what new TROS-based fan projects folk come up with.

Brian.

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On 10/8/2003 at 7:12pm, prophet118 wrote:
RE: The Riddle of the Dark Sun

ok, i'll keep working on it as much as i can then

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