Bit-Stream of Consciousness
News, tech, distractions, and randomness that's flowing through at the moment.
Thursday, May 9, 2013
Tune of the Moment
I'm in hard-core beat-the-deadline mode at work, with most of the day spent coding at top speed. This may or may not have been running in the background of my brain all day...
Tuesday, May 7, 2013
Seeing the Wisdom of a Turkey
On the highway home this afternoon, a couple hundred yards out from the overhead sign proclaiming my imminent relief from high speed traffic, there in the grass between the edge of the road and the treeline, stood a wild turkey. She was still and calm, reminding me for all the world of any other southerner on a spring afternoon, out on the front porch watching the cars roll by quickly and the storm clouds roll by slowly. I must admit that for a moment I was a little envious, not having so much serenity in my life these days. But you know, them storm clouds move how they will, and all the worrying and fretting in the world don't change when they pass by. But they always do eventually, and the colors of the world are never brighter than in that first ray of sun after a rain.
Saturday, April 27, 2013
Quote of the Moment
"I stumble, but still I carry on, 'cause it doesn't have to mean that I'm wrong."
–Moriah Poppy, "Doesn't Have to Mean I'm Wrong"
–Moriah Poppy, "Doesn't Have to Mean I'm Wrong"
Sunday, April 21, 2013
The Beginning of a New World
Several years ago, I started working on some ideas for a basic, pulpy fantasy setting using the Savage Worlds rules. Life, circumstances, and the members of my gaming group, myself included, have all moved on and the campaign never materialized. What little I made for it has been languishing in a google doc since that time. Since my schedule continues to allow a dearth of actual content, I decided to throw the material up here.
The mechanics below will be of little use without referencing Savage Worlds Deluxe (see the link above), which if nothing else is a great bargain ($10).
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.
The mechanics below will be of little use without referencing Savage Worlds Deluxe (see the link above), which if nothing else is a great bargain ($10).
Savage Worlds and all associated logos and trademarks are copyrights of Pinnacle Entertainment Group.
Etherweb: A Savage Worlds Swords and Sorcery Setting
Intro
The
old empires are long fallen. Their remains dot the landscape, ominous
reminders of past mistakes to some, a vision of attainable glory to
others. Civilization is on the rise once again, scattered city-states
joining together for protection or conquest. Explorers probe the wilds
seeking lost lands, lost treasures, and lost secrets, but dangers abound
for those unwary or unprepared. Bandits and scavengers prowl the
shadows, crime festers in the cities, beasts and worse stalk through the
wilds, and everywhere embers of conflict glow brightly, ready to burst
into the flames of war. Through it all flows the etherweb, a shimmering
network of magical power springing from ethereal vortices, each in turn
connected to at least two others by flowing rivers of ethereal energy
called ley lines. As with all sources of power, the etherweb can be
both boon and doom to those that seek to tap its energies.
Character Races
When
creating your character, choose one of the following five races.
Characters using these races start with only 4 attribute points to
distribute instead of five.
Human
The
tall, strong Humans dominate the chief powers of the known
world. While many nomadic, barbaric tribes still exist, city-states and
self-styled kingdoms have begun to carve up the land for civilizing.
Humans stand 5-6 feet tall with hair color varying from pale blonde to
black and eye color typically hazel, brown, or blue. Humans inherent
strength makes them well suited to the rigors of combat or exploration.
Starting characteristics:
- Strength attribute starts at d6 instead of d4.
- Choose one of these edges: Brawny, Fast Healer, or Fleet Footed. (The character must meet the requirements for the chosen edge.)
Goblin
The
highly social Goblins are short but nimble. They enjoy luxury, though
individual tastes drive exactly how the desire manifests. In their own
communities and often as part of the larger Human society, Goblins are
valued as traders, cooks, weavers, and in any other trade that places a
value on a skilled hand or tongue. Of course, their natural abilities
are just as suited to becoming a huckster or thief. Goblins stand 3-4
feet tall, with ruddy, light green, or bluish skin tones and matching
eyes.
Starting characteristics:
- Agility attribute starts at d6 instead of d4.
- Choose one of these edges: Acrobat, Charismatic, or Healer. (The character must meet the requirements for the chosen edge.)
- Alertness edge.
- Small hindrance.
Dwarv
Fueled
by their competitive nature, the stout Dwarv once created vast empires.
Those days are long past, but even as their race dwindles they retain a
zeal for altering the physical world to fit their own image of
perfection. Those that remain are raised on legends of epic
craftsmanship, lost caverns, vast riches, and the hubris and horrors
that lead to their fall. Their desire to make a permanent mark on the
world leads them to favor stone and metals for accoutrement and building
materials. Being descendants of ancient lines of survivors, Dwarv
often demonstrate an uncanny ability to react to sudden danger. They
stand 4-5 feet tall with grey to brown skin tones, brightly colored
eyes, and stout builds.
Starting characteristics:
- Vigor starts at d6 instead of d4.
- Brawler, Danger Sense, or Elan. (The character must meet the requirements for the chosen edge.)
- Sensitive eyes ignore attack penalties from dim and dark lighting.
- Pace of 5 instead of 6.
Eld-kin
The
mysterious Eld, like the Dwarv, once held sway over large parts of the
known world. Tales say the full power of the ether was theirs to
command, though the storytellers have little to say about what became of
them. As the past age progressed they quietly vanished from the world,
but they left behind more than just hidden ruins and mysterious
artifacts, for a strain of their blood runs among the Humans. These
souls are given away by their exotic, androgynous looks, vibrant,
unusual hair color, and totally black eyes.
Starting characteristics:
- Spirit starts at d6 instead of d4.
- Choose one of these edges: Attractive, Luck, or Quick. (The character must meet the requirements for the chosen edge.)
Saurian
The
Saurians can be considered "lizard men" only in the sense that Humans
are "monkey men." Until recently, most people in the "civilized" world
would have gone their entire life believing the Saurians were mere
legend. It is said that their society was already old when the Eld were
young, but their numbers remained small, their tribal groups scattered
and hidden deep in the deserts, jungles, and swamps they call home. Of
late, Saurians have begun appearing with increasing frequency in the
lands of the other races, bringing with them knowledge and trade, and
triggering more than a few tavern-room conspiracy theories. Saurians
stand 4-6 feet tall with rough, dry skin patterned in tans, greens, or
greys, and sharp claws and teeth.
Starting characteristics:
- Smarts starts at d6 instead of d4.
- Environmental adaptation: choose one of +4 to resist environmental effects of cold, +4 to resist environmental effects of heat, or semi-aquatic (gain Fatigue level every 15 minutes the character holds their breath; on reaching Incapacitated, must make Vigor roll every minute or drown; Fatigue recovers one level per 15 minutes back in air).
- Natural weapons Str+d4 (claw and bite).
- Outsider hindrance.
Skills
Characters may take any skill in the core rules except Piloting.
Hindrances
All hindrances from the core rules are available to characters except Doubting Thomas.
Edges
All
edges from the core rules are available to characters except Gadgeteer,
Mentalist, Mr. Fix It, and Rock and Roll!, but be sure to note the
setting specific Arcane Background and Power Points rules in the Arcane
Characters section below.
Arcane Characters
Magic
is the only Arcane Background available to characters in the Etherweb
setting. The mechanics work as described in the core rules, with a few
additions.
Characters
using Magic channel the power of the etherweb. Power points represent
the caster's ability to gather the ether to himself. In low ether areas
far from ley lines or underground, power points take longer to
regenerate. When on ley lines or near vortices, power can be gathered
faster, to a point. At ethereal vortices or during astronomical events
which cause the ether to flare, power can be drawn directly from the
ether, but doing so can be risky. In game terms, the following rules
apply to magic powers and power points.
- Time to recover power points is halved when on a ley line, and halved again when near an ethereal vortex. These modifications stack with the Rapid Recharge edges normally (always round up to the nearest minute).
- Time to recover power points is doubled in low ether areas, doubled again in very low ether areas, and impossible in areas without ether. In such environments characters can recover power points by drawing from specially enchanted gems called etherstones (if available) at their base rate, up to the capacity of the etherstone.
- To channel power directly from an external source, a character must make a Spirit test. Every power point over the first one that is channeled in a given round or casting adds a -1 penalty to the Spirit roll. Failing the test means no power is available and the spell can not be cast. A critical failure indicates the ether was channeled, but the caster couldn't control it to properly cast a spell and suffers a backlash.
- Characters with the magic arcane background can immediately evaluate the density of the ether in their immediate area, and players are encouraged to come up with trappings to describe the ability (wizard's sight, a background buzz in the ears, tingling pressure on the skin, etc.).
Optional Arcane Backgrounds
Magic
is not something that can be denied in the Etherweb setting, in most
places a character can literally go for a hike and find a river of it
swirling across the landscape. The physical presence of the ether is a
huge source of the setting’s flavor. Having only the Magic background
available both emphasizes that centrality and potentially shapes how
characters, player or otherwise, view arcane happenings in the setting.
That
said, some of the other Arcane Backgrounds provide opportunities for
the GM and players to tweak the flavor of the setting to their liking.
For example:
- Miracles allow an alternative to Magic that does not suffer the complications of being tied to the ether. Assuming characters using miracles do not draw their power from the ether (at least not directly), their power point recovery is unaffected by the environment. However, this means that characters using miracles can not use external sources of power such as etherstones. Players should devise the trappings for their religions, in consultation with the GM of course.
- Weird Science can create ether-powered devices. Taken as part of the default pulp fantasy setting, weird science could produce rare one-off oddities or be the first tentative steps toward a far-future ether-tech revolution.
- Super Powers may describe individuals with a unique relationship to the ether who have more innate magic abilities than “normal” spell casters.
Friday, April 19, 2013
A Note on Bioshock Inifinte
Spectacular use of music, great art and art direction, solid if unremarkable shooter gameplay (the skyhooks are nifty). I suspect Bioshock Inifinte will go down as one of the classic games.
The first Bioshock played with the meta-narrative and the idea of agency in video games. Infinite takes it all to another level. And there is a moment, a line, that even (intentionally or not) calls back to the fact that it's all just a computer program. There's a great deal of philosophy going on in there, a great deal to examine if you wish to. It's fun too. And perhaps, in the end, that's all that matters.
The first Bioshock played with the meta-narrative and the idea of agency in video games. Infinite takes it all to another level. And there is a moment, a line, that even (intentionally or not) calls back to the fact that it's all just a computer program. There's a great deal of philosophy going on in there, a great deal to examine if you wish to. It's fun too. And perhaps, in the end, that's all that matters.
Tuesday, April 16, 2013
Preserved Statuses
Thing seen on the highway: a Smart car plastered with Republican bumper stickers.
I love the smell of goose crap in the afternoon. Smells like leaving the office.
I love the smell of goose crap in the afternoon. Smells like leaving the office.
Thursday, April 11, 2013
Sunday, April 7, 2013
Quote of the Moment
"There have always been 'fools' in the imperial courts, but it's an interesting age when folks trust the court jesters more than the court itself"
–Shane Claiborne, Irresistible Revolution (Introduction)
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