Do you need a new poison for your game? I've got you covered!
Just open your meds cabinet / drawer / vault / tabernacle and pick up a random brochure. Read the side effects and combine them all. Voila, your new exotic poison is now ready!
Do you need a new poison for your game? I've got you covered!
Just open your meds cabinet / drawer / vault / tabernacle and pick up a random brochure. Read the side effects and combine them all. Voila, your new exotic poison is now ready!
Meanwhile, here are three principles of the game/setting/whatever it will become. Enjoy more gibberish nonsense.
Artwork by me.
Everything is Weird
Even though the basic elements of the setting may look familiar, many aspects of them - from background to details - aren’t typical. Additionally, logic isn’t extremely important - some things are weird just for the sake of being weird. Ortix isn’t Earth - and will never be. It’s safe to assume that some fundamental laws of physics are different from those affecting our world.
Nothing is Certain
There are many contradictions here. Things that make no sense and ideas that cancel each other (or even themselves). This shouldn’t worry you - although it’s your duty as a GM to interpret things, no matter how coherent or gibberish they are, there is no right or wrong way of using the contents of this book. You should utilize them in a way that will fit into your playstyle and bring fun to your table.
Scientific Mysticism
The World of Ortix is a mix of advanced technology, myths and legends. Both aspects of the world’s description are intertwined on multiple levels - there can be subatomic nanotech devices granting the gods their divine powers and reality-altering machines of a size of a mountain, operated by rituals and human sacrifice. It’s an important part of the setting - in fact, it comprises the very outline of the in-game reality.
Okay, I must admit that the title is abit clickbaity. I do not dislike the classic six D&D stats. They are only tools. And - in my opinion - some of them may be replaced and others repurposed to make (my) games more interesting and make all their mechanical aspects easier to resolve.
Constitution (CON) - this stat devours and incorporates the Strength and becomes the general description of one's physical strength and toughness.
Dexterity (DEX) - nothing to see here, move along. Or rather, in some games, DEX was used to determine the ranged attacks, while STR was used to hit an opponent in melee. I find it, well, stupid. So, in my games (non-OSR games, as within the Old School I always stuck to 0e) DEX always was used for melee (and dodge, and of course som other non-combat actions). This brings us to the next stat.
Perception (PER) - I always thought that lack of ability that clearly described one's senses was the biggest flaw of D&D (and WFRP as well, but that's another story). Thus, behold the Perception! Easy to use in ranged combat, easy to use for well, spotting things, hearing things and, uhh, tasting things? Okay, that may be a little too far.
Willpower (WLP) - you may view the Willpower just as the classical Wisdom. I just changed the name to make it more fitting its purpose.
And... that's all! Or maybe not, as I like stats. And I like stat-based games and resolution systems. That's why the second edition of Terminal Space will be based on Knave. To make it even faster and easier to use. So, here are some additional ideas for the statistics:
Tech Level - I used it in both Terminal Space and Bandits and Battlecruisers. Randomly determining one's technological prowess always led to some hilarious results. Also, it fitted the genre really well.
Charisma - extremely useful in most games and/or settings. So, you may ask, why I omitted it? Because in some settings. worlds and circumstances, it becomes quite obsolete. For example, robots aren't very sociable, so in settings devoid of humans (and elves, dwarves and so on) CHA isn't very helpful. That's why I got rid of it in Pain.
Faith - can be used to describe the character's closeness to a god (or gods). Perilous Ages had some other minor mechanical benefits relatable to Faith's level but in more magical settings I would use it to affect one's ability to cast clerical spells.
Sync - very open idea, created for use in Pain to outline one's attunement to the mystical powers of the City. Here (page 3) I've added some additional ideas how to use this stat in your games. Fueled by Pain is percentile ruleset but hey, it doesn't really matter in the matter of the character abilities.
Oh, and the last thing - you may ask - WHERE THE FUCK IS INTELLIGENCE? Well, nowhere. I dumped it. INT is absolutely and utterly pointless, maybe except the situations when you roll it really low, which forces you to roleplay an idiot. But aside of that, it doesn't have many good uses (at least in my opinion). Extracting some information from the GM isn't one of them. If you're stupid and your character isn't, it won't end up well. And I ran games for some, let's say, not very bright individuals (and - to be perfectly honest with you - I like both them and the memories of our games) so it's way easier to remove the PCs intelligence score, thus balancing it with the one of the player.
Sheesh, I think this post is quite gibberish. I sat down and wrote it on the fly, without any previous notes and similar stuff. So, if something is totally unreadable or unclear - let me know!
I will come back to this game - I put way too much heart into Pain to give up. But I need another break.
Meanwhile, I present you the full game mechanics of Pain RPG. It's a very simple, percentile ruleset, based on my Perilous Ages game. You should be able to post comments in the document, so feel free to ask questions and post your ideas and concerns.
Yup, entire ruleset on one page. Of course I expanded it in the Pain manuscript, which by the way is now over 110 pages long. Still, even though I slowly see the end on the horizon, it's still relatively far away.
And then I must make the artwork :)
| Click on the image to go to its DA page |
| Phoenix, one of the Dreadnoughts from the EVE Online |