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Author Topic: Bethorm: Plane of Tekumel RPG Progress Reports
jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 18, 2014, 10:57

I got a fair way into the current task yesterday, but then I got sidetracked on putting together a package of text and visual references for Alyssa Faden for her upcoming map of the city of Katalal. Part of this triggered a realization that she'll need an idea of what's going on in the surrounding countryside... so I went ahead and finished the map portion of the City of Katalál Map & Gazetteer stretch goal. Big progress was made, just not precisely what I'd planned for that day. Now, back to inputting my notes!

-Jeff Dee
UNIgames

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 19, 2014, 09:50

PROGRESS REPORT:

I completed the process of typing in my handwritten notes yesterday, and moved on to the next major task: a pass through the spell list, combining extraneous spell levels.

-Jeff Dee
UNIgames

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 20, 2014, 12:10

Making good progress. Tsolyani spells are grouped into 3 broad categories; 'Universal' spells which any sorcerer can learn, 'Generic' spells which are shared among a handful of temples, and 'Temple' spells which are unique to specific temples. I'd already completed the updates to the 'Universal' spells; yesterday I got halfway through the 'Generic' spells. I also realized that I needed to update the stats for several spell and artifact related 'creatures' (summoned demons, phantoms created by a certain 'Eye', etc) which I'd overlooked when I updated the 'standard' creatures in the creature section. Those are all done now, too.

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 21, 2014, 09:39

I finished the 'Generic' spell pass yesterday, and made a good start on the drawing of the Atlun (the Spider). If you wonder what I'm doing with the spells, here's an example from the Temple spell section:

Before (this is a straight conversion from Prof. Barker's 'Swords & Glory' and 'Gardasiyal' to the Pocket Universe system):
78. The Breath of the Goddess (R)
T1; Cost: 6; NRG: 11; self only; touch; duration: 10 minutes
The "exhalation" form of this spell provides a bubble of breathable air around the caster. This can be used to travel underwater, survive in a sealed chamber, or move through an area filled with poison gas. It also repels hostile sea creatures unless they make a successful WILL check.

T2; Cost: 8; NRG: 13; 0”rng; 1”area; duration: 15 minutes
As above, but with the possibility of including more targets and with a longer duration.

T4; Cost: 12; NRG: 17; 1”rng; 3”area; duration: 20 minutes
As above, except that its range and duration are still greater.

T7; Cost: 20; NRG: 26; attack; 10”rng; 1”area; save
The "inhalation" of the goddess creates a bubble of vacuum within its circle of effect. Each living being within who fails his/her magic saving roll throws a d10: 1-3=he/she dies; 4-7=he/she manages to escape from the vacuum but loses 6/9/12 hit points; 8-10 = the target emerges from the circle of effect unharmed but cannot fight, run, cast spells, or perform other strenuous activities for 2 minutes.

T8; Cost: 23; NRG: 30; attack; 20”rng; 3”area; save
As for the T7 variant, but with the possibility of more victims and a greater range.

T10; Cost: 30; NRG: 36; 2”rng; 3”area; duration: 1 hour
As for the T4 variant, but with greater duration. The chances of repelling hostile sea creatures are better with this form of the spell; the creature flees unless it makes a WILL check at -4. This spell is used for underwater exploration. It cannot be cast underwater, however, forcing the mage and/or party to return to the surface upon its expiration in order that it be applied again. It also cannot be cast while swimming (requiring certain delicate gestures and bodily postures); it must therefore be cast while standing on the shore or upon the deck of a ship.

After:
78. The Breath of the Goddess (R)
78A. Air Bubble (Ritual)
Cost: 26; NRG: 17; 1”rng; 3”area; duration: 20 minutes
The "exhalation" form of this spell provides a bubble of breathable air around the caster. This can be used to travel underwater, survive in a sealed chamber, or move through an area filled with poison gas. It also repels hostile sea creatures unless they make a successful WILL check.

78B. Vacuum Bubble (Ritual)
Cost: 43; NRG: 30; attack; 20”rng; 3”area; save
The "inhalation" of the goddess creates a bubble of vacuum within its circle of effect. Each living being within who fails his/her magic saving roll throws a d10: 1-3=he/she dies; 4-7=he/she manages to escape from the vacuum but loses 6/9/12 hit points; 8-10 = the target emerges from the circle of effect unharmed but cannot fight, run, cast spells, or perform other strenuous activities for 2 minutes.

78C. Sea Shell (Ritual)
Cost: 30; NRG: 36; 2”rng; 3”area; duration: 1 hour
As for the T4 variant, but with greater duration. The chances of repelling hostile sea creatures are better with this form of the spell; the creature flees unless it makes a WILL check at -4. This spell is used for underwater exploration. It cannot be cast underwater, however, forcing the mage and/or party to return to the surface upon its expiration in order that it be applied again. It also cannot be cast while swimming (requiring certain delicate gestures and bodily postures); it must therefore be cast while standing on the shore or upon the deck of a ship.

---

As you can see, I'm combining spell levels that have very similar effects into a smaller number of more powerful (and more expensive) abilities. I'm also giving each spell 'level' its own descriptive name. This is in response to feedback from playtesters who complained that 1) the low-level spells were too weak, and 2) they had difficulty locating the spell effect they wanted, because there were so many different levels - some of which had completely different effects, and the names for entire groups of spells were often not very instructive.

-Jeff

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 21, 2014, 23:34

The new drawing of the Atlún (the Spider) is now on DeviantArt: http://fav.me/d7fhovv

-Jeff Dee

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 23, 2014, 08:53

Still working my way through the Temple spells. I'm going to try to get them all done by the end of this week.

-Jeff Dee

Darren-
King
Nakomé (Clanless)
Posts: 3
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 24, 2014, 07:46

Having worked on an attempt to rework the Tekumel magic system for RuneQuest 6, I can say that nobody will appreciate just how big a job re-writing all those spells is until they've attempted it themselves. I got to about 80% of the way through the Generic spells before I got sidetracked by RL issues and the adaption languishes to this day...

Good to hear that Jeff is making far better progress with spell conversion than I did.

Arkat
Nakomé (Clanless)
Posts: 1
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 24, 2014, 09:26

Quote from Darren King on April 24, 2014, 07:46
Having worked on an attempt to rework the Tekumel magic system for RuneQuest 6, I can say that nobody will appreciate just how big a job re-writing all those spells is until they've attempted it themselves. I got to about 80% of the way through the Generic spells before I got sidetracked by RL issues and the adaption languishes to this day...

Good to hear that Jeff is making far better progress with spell conversion than I did.

I had a similar experience with RQ6, although I gave up far earlier than you did. Can't wait to see Jeff's finished product and finally get my group into Tekumel's glory.

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 24, 2014, 09:29

Thanks, Darren 🙂

Solid progress yesterday. I've completed a first pass on all of the spells of the temples of the Gods, and the first of the temples of the Cohorts (Chegarra, the Hero-King). This first pass consists of working out the new spell levels and their names in pencil on a hardcopy of the manuscript. And that's the hard part. The second pass will consist of typing those hand-written notes into the .doc file, which is tedious but relatively quick. I'm tentatively confident that at this point I'm a day or two ahead of schedule.

Believe it or not, I work best sitting sideways on my sofa with a clipboard on my knees, while something's playing on the TV. That's how I do my artwork as well. Far from being a distraction, it actually keeps me sitting there and working. It doesn't work so well with subtitled shows though - that IS too distracting! In my limited free time, I'm watching episodes of a French TV show on Netflix called Les Revenants (The Returned), which I think is pretty awesome.

-Jeff

jeffdee
Administrator
Posts: 427
Post Re: Bethorm: Plane of Tekumel RPG Progress Reports
on: April 25, 2014, 14:08

I finished the spell level/name pass last night... took me 'til 3 am, but I did it 🙂

Today I'm typing the changes into the document.

-Jeff

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