Archive _10

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Death, as a creative process¶
(I love that title)

At the bottom of this post is a new spell that I wanted to add to the upcoming supplement called [i:055bf677aa]Death: the Pale Horse[/i:055bf677aa]. Initially, I wanted to descriptively name the "spell" [b:055bf677aa]Disrupt Spellcasting[/b:055bf677aa], but then thought that it would be funnier to name it [b:055bf677aa]Dispel Magic[/b:055bf677aa] as more people would see that name, think that it worked the same way as in *D&D, and thus appreciate the joke once they read the description. Cardinal Kinslayer wasn't so sure. That spell name falls into a class of items that he doesn't want to be included in Midian, at least not the "official canon."

I want to know what everyone else thinks...

~~~

Dispel Magic

Mystic

Basic

less than 1 hour

Requires: at least one accompanying ability

This is the use of very unsubtle methods to disrupt a spellcaster in the act of casting a spell. The most common, and possibly most effective, is the standard kick in the crotch. Yes, this method works against the ladies as well. If the target is armoured with a spiked codpiece, you would rather utilise a variant, or you just lack any good kicks,then you may resort to alternate methods such as pissing on them or showing some skin. Magic is a tricky thing in Midian; if your attempts succeed, then the spellcasting attempt is ruined. Imagine this little bit of sorcery: "Clatuu, Barata, Nik--oh fuck, my balls!" ‘

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Welcome to the humor forum.d This is for posting the funny things that happen at the gaming table or while LARPing. So post away.
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QuotesCHere are a few random quotes from our gaming table that have caused a laugh or two.

"With great power comes great responsibility, or a childish attitude." --Ceekay

"I am not a surfer dwarf!" --Fosil Knuckles the 9th

"Do any of the female werewolves give me any booty since I brought my daughter home?" --Drackonius )

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For those not "in the know," this refers to the titles of the 4 [i:600bd593d5]Books of the Apocalypse[/i:600bd593d5] series of Midian supplements, and is an additional White Wolf joke (then again, so is the colon in the [i:600bd593d5]Death: the Pale Horse[/i:600bd593d5] title).
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Jaethon

I thank you for your concern of my well being. Let me know what you find out about the town to the north and also anything you can dig up on Skirje. If this ogre beast is coming this direction I want to get the jump on things and start building defenses. I'm going to start looking into importing more of the ore's needed for my weaponsmithing so that I can put my skills to use and start making a name for myself. My personal mark will be inscribed on the hilt of each weapon I make and the mark is axe head sitting atop a hobgoblin skull surrounded by sparks of kinetic energy. I am also having a book written about the making and usage of mud bricks and spreading the word south about my ability to make these bricks and spreading word that I am willing to sell my methods for a price.

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Improvement

Jaethon has given me some insight on how to improve my methods of making mud bricks to make the harder and stronger. We will be building a furnace specifically for this experiment. I have touched base with my friend Aaron (C level contact - specialized in the buying and selling of different alchemical substances) to get the materials needed for the experiment. We will need a rather large quantity of cadmia also called tuttia and lime. Paying the extra hacksilver for a few more guards for the caravan carrying our goods.
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c7e072693a Pieces . . . pieces . . . pieces% How are my spiked cod pieces selling?
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6e42405718 ÌWhile [i:6e42405718]Disrupt Spellcasting[/i:6e42405718] is the more accurate description of the spell, it's just fucking funny to have [i:6e42405718]Dispell Magic[/i:6e42405718] being a swift kick in the nuts. It doesn't seem like it would be a usefull "spell" for a starting character (skill points being too valuable), but it works good as a joke. Besides, the Death book could probably use a little dark humor--that was mostly absent from the Famine book.

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"Feel my bovine wrath!" --Ug Li the 5th, choking someone with his Troll's cow tail

"But I don't want to be a Dwarf!" --Ug Li the 12th, rolling small-size... after rolling up (and losing) 11 previous giant-sized trolls

"Suck my metal cock." --Anna, stabbing a rude barfly in the mouth with Fifi, her prized dagger

Try and keep up, little-legs." --Lethorn (Elf), to Durn (Dwarf) who, ironically, could run faster than him
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af03a5b3a6 J Absolutely right, I [i:af03a5b3a6]was[/i:af03a5b3a6] thinking of SOB & TB.

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Dr. Absinth, have you tried asking Kinslayer or nameless to put you into contact with Carlos Ramos, the guy who created the phantom class?
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c60b1b2932%Miniatures (with help from Kinslayer).
[b:c60b1b2932]Miniatures[/b:c60b1b2932]

Some gaming groups prefer them, some do not. Some cannot play without them, some find them so distracting that they cannot play. Some groups only break out the miniatures during big battles, or when it's easier to show position than explain it. Ultimately, the decision to use miniatures is up to each gaming group. Midian rules do not specify that miniatures are needed--indeed most rules do not require exact distances or positions.

For those that do decide to use miniatures, to whatever extent, here are a few guidelines. First decide what scales to use; there are actually two scales involved: ground distance and miniature sizes. While there is little difference between 23mm and 25mm figures, it just doesn't look right when someone wants to use their Spawn™ toy as their character when everyone else is using 23mm pewter. The scale for ground size is based on how much room you have available, and whether you use buildings & terrain. For example, you could choose "one inch equals one foot" if you are using a kung-fu rooftop battle. This ground scale allows more detail in the terrain, and helps determine how close someone is for certain maneuvers, but takes up a great deal of space--an average Human will cover five feet (kitchen floor distance) in one round when running. Another alternate scale is "one centimeter equals one yard." This doesn't allow as exacting a distance if an attack is measured in feet or inches, but does allow you to play on a smaller space. This way your little pewter figures aren't running all over the house--a normal Human only covers two feet of coffe table distance in one round of sprinting.

The scale used isn't that important, as long as everyone is aware of it. It is even possible to use different scales at different times. That is, you could have 25mm minis at 1cm per yard for most occasions, but use action figures at 1 inch per foot for hand-to-hand fights.

The second thing to determine is how accurately you want to use the scales. If you only use miniatures for big battles, you may want precision in how far someone can move, or how far an arrow may strike. If you use minis for non-player character interaction scenes, approximate distances may be more comfortable for play, rather than break out the ruler every round just to see if you can walk up to the barstool. Again, the important thing is that everyone know the degree of accuracy used.

The third factor is terain. Some prefer detailed 3-D topographical maps with realistic grass, trees, and buildings for their minis. Some draw terrain as needed on a dry-erase battle-map. Some groups use whatever is at hand--coke cans for towers, books to show hills, etc. Crafting elaborate model scenes can be great fun--it's something the whole group can participate in making, but it's hardly essential. The key thing to remember here is, once again, that everyone is "on the same page," that is, is the remote just sitting here, or does it represent a boat on the pier.

Exactly how far can your mini move? The simple answer is equal to your Speed attribute. For example, let's say that we are using a "1cm=1yd" rule, then a Dwarf with a Speed of 7 would travel 7 centimeters (or 7 yards) and her Human companion with a 14 Speed would travel twice as far. Remember that doing nothing else but running for a round doubles your effective speed. If the scale here was "1in=1ft," then the miniatures would travel 21 inches and 42 inches, respectively. Sometimes you need to travel just that tiny bit more--to rush in to an attacker, to catch up to a fleeing fugitive, to hit the water to avoid the angry bees, etc. In these cases, I suggest allowing a Speed check. If the player rolls her Speed or less on 2D20, then add one more unit (of whatever ground scale). If that succeeds, and she still needs more, then roll again with a -1 penalty for repeat actions for an additional unit. Continue until the distance is fully traversed, or a check fails. As long as this is applied fairly, it doesn't matter if each Speed check gives on yard or one inch distance.

[b:c60b1b2932]What if my group doesn't use miniatures? [/b:c60b1b2932]

Midian uses very simple rules for positioning. Either you are in close enough to get hurt, or you are not; either you are attacking from where someone cannot defend, or not. In my experience, it is not difficult to mentally keep track of whether someone is attacking from behind. After the first shot, the victim can spin around to defend himself--of course that leaves his back exposed to the guy he was fighting earlier. Positioning is important for strategy, but does not require an excess of rules. Unless someone is running away, it doesn't matter if you are running about, or in a small space--all combatants will be jockying for position at all times: jump in to thrust, step aside to avoid a swing, turn aournd to put the sun at your back, etc. This is something that some find easier to imagine [i:c60b1b2932]without[/i:c60b1b2932] miniatures. Thus Midian has no rules for movement affecting melee combat, the only guidelines are for movement affecting ranged attacks. This is usually a matter of whether an enemy archer can see you, as most characters cannot outrun an arrow, or be out of range in only a round or two. The best that one can usually hope for is to find cover. If you are trying to move and shoot, your Speed subtracts from your attack roll. If you are trying to hit a moving target, divide their Speed by 5 to determine how much to subtract. Bear in mind that in both cases, you might not be moving at your full Speed attribute--you might be trying to hit a target slowed by wounds &/or armour, or you might be walking along slowly while shooting. Only modify the attack roll by the actual Speed being used, not the full attribute rating--yes this means that a running target can possibly be moving at twice the Speed rating.

To determine if you can catch up to someone--or escape from someone chasing you, there are a several options. The first and simplest is to compare Speeds. Whomever moves the fastest catches or excapes as appropriate. The second method is to simply factor in the lead distance. That is, two people running that have Speed scores that are only one apart, the space between them will either increase or decrease by one yard per round (two if running). The third method is also quite somple--both sides roll for a Speed challenge. Whomever rolls highest without rolling over their own Speed scores, wins. The fourth method involves a series of Speed challenges. I use an abstract method of "far away," "close," and "right on top of you," with each challenge won or lost moving along this chain. Four challenges won or lost in a row move off of this chain to either getting away or getting caught, as appropriate. The final way is the most complicated method, uses all of the others, and is great for adding drama to chase scenes. First assume that each person will move their effective Speed rating each round, then factor in the distance, finally use a series of Speed challenges to affect that distance. You can use either actual or approximate distance as in the previous method; that is, you can either use each Speed check to mean one yard (or ten feet, or some other distance, just be fair), or you can use "far away," "close," etc.

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Just an FYI Liam. Same guy. He has been absent from Midian a long time and now that he is back he is letting Kinslayer handle the phantoms.

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5bdb5dcf25 þ Very well actually. The tale sof Arlen the ball ripper have spread throughout the lands and people are buying them like crazy.

(OOC: Sorry this forum has been dead, but life has been very hectic. I have much more time now and can move on as planned.) Y

f65dde4147 G "I'm gonna go try to find wood" Zeh(pronouced Z-ae) - the elven warrior
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"Candy candy I put it in my mouth." <laughter ensues from the table> "Candy you perverts!!." ---The nameless child played by Aerlyn singing about candy

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Arena Gamesb
This is for those times when you just want to see who can beat whose ass. Arena games can be great fun, especially for games with as well-wrought a combat engine as Midian. The idea is that you and one other player character square off against one another. There can be limitations or conditins set beforehand, such as a limited size arena, no weapons, no magic, terrain (sand, hills, urban, etc.), or victory conditions. Generally speaking, this does not require a Game Master, and takes place outside of the campaign setting. That is, ammo expended, hit points lost, etc. do not affect game play; it happens only in the "arena." Consequently, characters that otherwise would never fight, due to their relationship, ethics, or the fact that they would never even meet, could still slug it out to the death in an arean.

A legalese-sounding post follows...
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Arbitrating Disputes{
Arena games: arbitrating disputes

If at any time two competing players cannot agree on the effects of a manoeuvre, there must be an impartial moderation of the issue.

If more than one player disputes the manoeuvre, then one among them shall be the representative of the group, and speak on their behalf.

The moderator will be as impartial a judge as possible. He or she must take into consideration only the relevant factors, such as game mechanics, character competence, and the laws of physics. The moderator shall have the authority of a Game Master to impose his or her ruling, and if needed, may impose additional requirements, restrictions, bonuses, penalties, and punishments upon either or both parties.

If the two parties involved in the dispute cannot agree upon a suitable moderator, then a tribunal shall be formed. This shall consist of one moderator chosen by each party, and a third person chosen by the two other two moderators. The moderators need not be familiar with the rules and guidelines of the game. In this document, whenever the term "moderator" is used, it also implies that a tribunal may instead be convened.

Each party may select one or more persons to act as an expert in the game's rules and guidelines. The moderator may also select one or more persons to act in the same capacity. This person is empowered to interject another's statements, but only on matters pertaining to the game's rules. If the use of this power becomes disruptive to the proceedings, then the moderator shall have the authority to dismiss that person's interjective ability. This rules expert may also instruct his or her adjoined party in matters of the rules and guidelines of the game. If desired, he or she may do so privately, by whispering, passing written notes, or taking that person aside. If this person, or any other including either or both parties, is continually disruptive, then the moderator may ask that person to leave the area in the interests of accurate, speedy, and impartial proceedings.

The person attempting the disputed manoeuvre has two minutes to state his or her case, followed by the party making the dispute. If desired by the moderator, a timing device may be used such as a clock, stopwatch, or hourglass. Neither party shall be interrupted during this opening statement until the time has elapsed. Other than the time limit, there are no limitations on the nature of this opening speech. This statement may be an impassioned plea, a logical statement of facts, or other expression of free speech.

Following the initial statments, are the debates of specific points. If there is more than one factor in dispute, each party must determine what, and in what order to address these specific issues. It is highly recommended that these points be listed and written down. The person attempting the disputed manoeuvre makes an initial statement on the first point, which is then rebutted by the disputing person. The attempting party then addresses the second point, if any, which is also rebutted. This process continues until the attempting party has exhausted his or her list of specific points. At this time, the disputing person may address any points that have not yet been addressed, one at a time, which are then rebutted in turn by the person who was attempting the disputed manoeuvre. After the initial topic has been rebutted, then a second and successive point may be made in the same manner, until the disputing person has exhausted his or her list.

After all points have been made and rebutted, the moderator must make his or her decision. If desired, the moderator may adjourn to review game material, contemplate the points made, review any notes taken by the moderator, and/or discuss the issues with any chosen rules experts as council. This discussion may include the moderator's own council, or those chosen rules experts of either or both parties. The decision does need to be made in a timely fashion, but attention must be given to accuracy and fairness in addition to speed. Once the moderator returns, if adjourned, and renders his or her decision, that decision shall stand as valid and inviolate.

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I envision this work to be a little bit of quick start (including a little bit of pregen), and a little bit of what nameless calls "fluff" and Uncle Bear calls the "crunchy bits." In other words, if you have any ideas for rules clarifications, examples, or more detail, this is the place to post it to share with the world... or at least our little corner of it. There are good guidelines in here, some of which were created long ago, but would have only cluttered the main book.

43eee70fe5 m Assuming average attributes, what is the greatest number of contacts that a character may have at generation?
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a10c8d6d88&Spam mail that's unintentionally funnynThis is from some spam I got today. Emphasis is theirs: [quote:a10c8d6d88]Stimulates collagen & hyaluronic moisture in your lip's resulting in BIGGER, LUSCIOUS, more SENSUOUS Lip's[/quote:a10c8d6d88]Just look at my avatar pic to see why this is so fucking funny. Why they sent this to a guy's email is odd enough, to spam a BLACK man with this shit is hilarious.

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Midian needs countries

This is as much a friendly reminder for Game Masters and kingdom-builders as anything else. Part of a dynamic "living" game world is having many different nations with their accompanying politics and problems. The atlas is a long-term project (for those anxiously awaiting the rest of the Books of the Apocalypse), so you have time to work on ideas.

These new nations will set in the south and east of the Byzant Empire. Most of them can fit in as part of the Byzant Empire--as long as the taxes are paid, the Emperor could care less how a given province is run. Setting your idea in the Empire reduces your work load as things like currency, language, and defense are already accounted for. If you have an idea that doesn't fit in the Empire, there's plenty of room south and east of Byzant. These are tentatively known collectively as the Elder Nations.

Everything from cities to full countries are welcomed. This is your world too, help make it more your own.

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Speaking of old ideas...¥
Something that was envisioned for the main book, but was never completed once the page count hit the 200 mark, was background knowledge and stereotypical attitudes. A sampling of this was left in the Goths' section as satire of a certain other gothic-type game with a colon in the title.

This would be good to include in the Midian Companion. For example, what does the average Formourian peasant know? What does he know about the world? How does he feel about different cultures? How do they feel about him? This would be more than "Trolls are teh suck," but would include common skills & typical areas of expertise, as well as a chance to play up some stereotypes.

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But they would know that all werewolfs think they are playing Live Action rifts. Peasent: "Why do those werewolves keep saying "Static Challenge" and want to play a game with us called "Rock-Paper-Scissors?""
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Dark horse book.Œ Kinslayer had an idea for the dark horse book. Chapter 1 should be:

[b:edcfb62d76][i:edcfb62d76][size=18:edcfb62d76]Correct use of Shovel[/size:edcfb62d76][/i:edcfb62d76][/b:edcfb62d76]

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PC load letter?.
Many of the recent problems are now hopefully a thing of the past. The disappearing files--especially the big (and important) ones like the Skills chapter, maximum download descriptions, and rules-files being scattered all over the place, shouldn't happen anymore... at least I hope so, or at least not as frequently.

We are now hosting the site ourselves. Ceekay still hosts the forums. Andrew still takes care of hosting for several sections: classifieds, updates, rumours, both mailing lists, the GM's section, and the Cardinal's rants. We still use freefind for both searches, everyone.net for mail, and htmlgear for some of the interactive stuff. Some of these outsourced pages may find their way home, others will probably always stay where they are. If you have any problems, just let me know...
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08ff78b4b1 * The forums are mine bitch, deal with it!!! Ñ

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Why aren't there big conflicts? O great and wise loremasters of Midian, why aren't there more big conflicts? I don't mean "man vs. nature," but instead why aren't countries at war more often?
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Wemdingo

Wemdingo-

A new religion has been discovered amongst the orck tribes of Osterre. It is called Wemdingo. Followers of this religion are known cannibals. They believe that eating the different body parts of their victim give them different powers. Unfortunatly not much more is known about this religion, for everytime a researcher gets close enough to observe it he is eaten. These are all the notes we have.

Game mechanics: (If your GM will allow it.) I came up with some interesting game mechanics for this religion. I know Kinslayer will hate them but tough shit my continent my religion. The game mechanics only work when the opponents body part you eat has a higher statistic than yourself. Example: Billy bob's Orck has a 14 knowledge. He kills and eats the brain of an NPC with 25 knowledge. Therefore Billy bob gets 1 skill point. GM's feel free to tailor this mechanic to your suiting just make sure to tell your players of the change whether beneficial or not. [b:6a9a5ff973]You may only eat 1 body part per game session or however often your GM allows. Or else your GM may kill you outright with a aving throw. Save vs Munchkin at a 500!! And yes you must be a follower of the religion to get the benefits you dumb fuck!![/b:6a9a5ff973]

Body parts eatoen of stronger enemies benefits:

Brain: 1 skill point

Eye: Heightened Sense of Sight either permanent or for however long the GM decides

Nose: Heightened Sense of Smell (See sight for duration.)

Tongue: Heightened Sense of Taste (See sight for duration.)

Arm: Gain +1 to dmg

Leg: +1 to speed

Genitalia: I only put this here to amuse sick fucks. Eating this renders you impotent forever.

Clean Liver: Resistance to alcohol

Diseased Liver: +1 save vs disease, if you make a saving throw of 17 vs. Disease

Heart: Heal 2hp

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Orck Sports--Deathblade•

Ceekay and I conjured this little diversion for the Orcks. The working name of the sport is [b:7e921ff96b]Deathblade[/b:7e921ff96b]

[list:7e921ff96b][*:7e921ff96b]11 players on the field at a time, out of a total team of 30.

[*:7e921ff96b]One player has the shortsword.

[*:7e921ff96b]None of the players wear armour.

[*:7e921ff96b]Six points are awarded for getting the sword across the opponent's goal line.

[*:7e921ff96b]The field is 100 yards by 30 yards, with an additional 10 yards beyond each goal line.

[*:7e921ff96b]The game starts with both teams lined up five yards apart in the center fo the field. Play begins when the swordsman on the advancing team shouts "Heik!" which is Gobbley for "run" or "go."

[*:7e921ff96b]The sword may be handed to another player, but if it is lost, or the swordsman falls, play ends. Play begins again when the teams again realign at the point where the sword or swordsman dropped.

[*:7e921ff96b]The advancing team retains posession of the sword until they either score, or fail to score for four plays. At that point, the opposing team gains posession and now becomes the advancing team. The sword can be taken by the opposing team, which then becomes the advancing team, if they gain posession of the sword before it touches the ground.

[*:7e921ff96b]There are three referees who have the authority to halt the game when they see fit. A referee calls "halt" and all movement or hostilities must cease. The interrupted play is then redone once the referees allow. The referees can impose pentalties on the teams, such as a loss of yardage, or ejecting a player from the team. The referees may be armed and armoured as they see fit. If the team's Captain or another referee disagrees with the call, a trial by combat may take place during the half-time intermediate period or at the end of the game. If the referee loses the trial by combat, the disputed call is undone, but not the secondary results of that call. If the referee wins against the Captian, he gets to select a player of his choice from the disputing team as his slave, effective immediately. Referees who dispute another referee's call do not win any additional reward. Slain referees and Captains are traditionally eaten by the winning team.

[*:7e921ff96b]An hourglass is used to determine how long the game lasts. Once the initial hour lapses, there is an intermediate period to allow both teams to rest, patch wounds, and substitute players. After the intermediate period--which lasts from about 10 to 20 minutes, as determined by the referees--the second half of the game is played, again for an hour. The hourglass is only stopped when the sand runs out at half-time or the end of the game. Anything that delays the game still counts toward that time.

[/list:u:7e921ff96b]

Beyond this, nearly anything goes. The referees only enforce the few rules, and generally let the teams slaughter each other.
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3b83d1e25b"Now I'm feeling. . . Zombified!!!6A tip of the hat (or brainpan) to all my undead associates. I realize I haven't chimed in for a while, but when I last checked, the whereabouts of the zombie formerly known as Vrid were known to myself and my compatriots. Of course, one might nose him as one goes up the stairs into the lobby. . .

-Nargox
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b55d380489 & Lobby, ostuary, what's the difference?

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Gobbley»
Just some random thoughts...

Gobley has no written form, and thus is not rigidly kept to a static set of gramatical rules. It is instead very morphologically fluid.

There are few enhancing words, such as greater, more or much, but there are multiple levels of diminutives: lesser, miniscule, patheticly small, etc. Gobbley makes up for the lack of enhancing words with repetition. That is, instead of saying that something is "really big," you would say that it was "big big."

Gobley also uses these multiple levels of diminutives to great social effect. That is, there are litterally hundreds of ways to say "you have a little dick."

Gobley does not have formal or polite words as such. Grudging acknowledgement that someone can beat you is the closest Gobbley gets to politeness. You would refer to the Scourge of the Orcks in the same terms you would your older brother. There are however, myriad ways to denote one's lessers.

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While I'm thinking about languages...

Bizzannite is based on word-symbols. That is, there is a single character for "dog," another for "house," and a third for "sale." This makes it a useful language to keep that large nation united, or as an international trade language. Most languages of Midian are ciphers or phonetically-based, in other words, a given letter makes a certain sound.

Symbolic languages have an advantage in that the same edict may be posted in every province, regardless of the languages actually spoken. While someone from the southern Lakelands area may not be able to understand what a north-coaster is saying, they can both read the same text with equal ease. Cyphers have an advantage in that the way a word is pronounced is built into the way it is written. This is especially useful for things like names, which are much more difficult to replicate in cyphers.

Names in Bizzannite are either rough translations or sound-alikes, to the writer at least. This is followed by a phonetic script, usually Killian or Elven. A recent grass-roots movement to use Dwarven Runes as the official phonetic script is slowly growing, but the movement stalls often.

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GM secrets

Players, learn one of the secrets of being a GM: world-building is fun.

This can be via your character. Take over the evil overlord's castle & make it your own home. Reinforce the roads. Mount patrols to reduce the bandit problem. Found your own company. Create & use your own slang terms.

This can also be done outside of the game. Ideas for settings, such as towns or countries, are usally always welcome. Create NPC's, taverns, & convenience stores. Make the game world more your own by helping build it.
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Humanity, an essayU
Humanity is by far the most numerous of all the sentient species of Midian. Humans have a faster rate of growth than most, but if the number of pups was the only factor, we would all be up to our necks in Orcks by now. Humans are also clever and capable of many tasks, but ther aer many areas of expertise where another type of folk is simply more suited to the job. Humans are an incredibly adaptive people, but Trolls are even moreso. However, Trolls do not form much in the way of a proper society, instead hanging on the fringes of others--usually Humans.

The main reason for Humanity's success is their socialisation. Humans are more willing to share innovations and adaptations with one another. Elves may become quite skilled in their chosen craft after centuries of practice, but a lone Elf is usually content to simply continue to refine his skills. A Human sharing that occupation is more likely to try different means--out of laziness as much as industriousness--and far more likely to want to brag to his associates about his accomplishments and discoveries. Dwarves are at least as adept at discovering more efficient methods, especially as much of the "old ways" wer elost during the reign of the Olde Empire. However, a Dwarf is likely to keep his discoveries a jealosly guarded secret, perhaps even from her own apprentices and family.

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Financial Mechanics'
This is just a half-conceived idea, at best. It probably works better in a modern or sci-fi setting than in fantasy. I'm just curious as to what you think about it.

Rather than deal in the acutal amount of cash on hand, as in most fantasy games, or having a single numeric wealth rating, as in certain modern games, how about treating wealth levels in bands. That is, your wealth would be something like "Middle Class +2" if you are doing all-right for yourself, or "Upper Class -3" if you are trying to live beyond your means.

This gives a simple, verbal description of the wealth level, without resorting to the actual dollar amount in your bank account. There would be transitional comparisons, for example, if someone wanted to progress from Middle Class +5 to Upper Class -5. I'm also thinking about a simple, perhaps logrithmic, dollars-to-ratings method, so that someone could more easily compare a certain windfall or expenditure. With a pure-rating system, new cars are Wealth 7 instead of $50,000, and winning the lottery is a +3 instead of a $14 million jackpot. The alternative, pure-cash, doesn't include such intangibles as credit, loans, tax shelters, or expense accounts.

Of course, to fully flesh this idea out, I would also need to include guidelines for time lost at work due to adventuring.
‘

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Toybox/Midian Conversiong
Both Midian and Imagination's Toybox are fairly open systems. Both offer a great deal of room for growth, and both allow the players and Game Masters room to interpret the exact result of a given situation.

The following are guidelines to convert characters from the Midian Dark Fantasy Roleplaying Game into Imagination's Toybox.

Midian characters are Heroic scale, although many of them may act more like villains. This means that they don't approach the power level of the Super scale, and that the Midian system of character generation is "player friendly" enough to reduce the level of Normal scale player characters to close to zero.

Your character class (or classes) equates directly to an Area of Expertise, as does any skill suites. These are at the same rating as your experience or skill level. For example, a 6th level syndic in Midian is listed as a Toybox character as Syndic/6. Apprenticeship type skill suites translate as follows: Apprentice=AoE/2, Journeyman=AoE/5, Master=AoE=8. Noteworthy class abilities gained from level advancement--for example the Phantom-Agent's disappear ability--become Special Effects.

Apprentice skills are translated using the same progression as Areas of Expertise for skill suites. Proficiencies are converted one-for-one, up to a maximum of 10. Basic skills are all rated at 5.

Attributes of note can be considered Areas of Expertise as well. Every 4 full points above 10 adds one to an applicable AoE base of five, dropping the remainder. For example, a Killian with an Awareness of 19 would have an Area of Expertise of Awareness/7. It is not necessary to convert all of the attributes in this manner. Sub-par attributes can be converted into Caveats, with every 4 full points below 10 in an attribute adding one to the caveat rating. Low levels in social attributes, or Common Sense can be converted into Hot Buttons instead, especially if paired with an attribute-modifying trait.

Traits and backgrounds will generally convert fairly simply into Perks, Powers, Caveats, Effects, and Buttons. Of particular note are backgrounds and traits that grant retests, forced retests, and interrupts. Imagination's toybox does not use the required system mechanics for these events, and these character features are lost in the translation. If the Game Master allows, each of these could instead be converted into additional starting experience points, for use in Deus Ex Machina effects. Other elements, for example the background 'accustomed to cold' would reduce the effects of cold by one. Backgrounds that offer some type of windfall or financial benefit become Perks. Traits and backgrounds that offer numeric modifiers are converted at a rate of four-to-one, with a minimum of one. Berserker becomes a button equal to your character level. I.P.B.S. translates into three Healing Points banked up in advance. Having any psionic traits (or skills) grants you the Power 'Psychic' with the appropriate abilities as Special Effects, in particular, Aura Sight, Mental Push, Sense Supernatural Evil, and the skill of Telekinesis. If the background or trait grants additional hit points or life points, then they are converted into extra wound points at the standard four-to-one ratio. Likewise Toughness or other damage reduction and resistances can be converted into the appropriate levels of Damage Resistance in Toybox.

Equipment shouldn't be a major hassle to convert, as both Midian and Toybox use nearly identical systems for determining starting equipment.

Experience points themselves do not translate directly between the two systems.

Contacts are considered a special type of Power. The rating for the 'Contacts' Power is equal to the Midian reputation score, with a maximum of 10. Each person you know is something of a Special Effect. Associate contacts are rated at 2, Buddies are at 5, and Companion level contacts are rated at an 8.

Your morals or ethical code can be used as a Hot Button, as can your disposition.

Some statuses can make good Hot Buttons, but otherwise that game mechanic is lost in translation, as are any others not specifically mentioned.
(

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614d4029b6 Kinslayer

check your PM

a91c306728*Oh great and wise Loremasters of Midian...
... I have a few questions.

1) Why are there so much to the skills rules?

2) Why didn't you use OGL?

3) Are there other worlds that use the Midian system besides the default?

4) Are there any conversion rules?

5) About how many people play?

7) What books are there?

8) How do you get into this?

I think that this all looks neat, and I want to learn more. I'm sorry if these are st00p n00b questions...

Yrth
B

dabdd32ec5 0 Ha ha, that's the funniest thing I read all day!

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Oops, I forgot a couple of questions.

9) What do you say to people who think games are bad?

10) What makes Midian different, anyway?

,

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"I love halflings, they taste like chicken." --troll

"I love trolls, they're like a never-ending buffet." --Vulgar the halfling, in response

"Kiss my wrath!" --Anna (my little sister) at her first game

After the GM describes a scene in the dark with something shining in the back of the room, "What's that?" --Agony the elf bitch, squinting & leaning forward

"You'll have to light torches & move forward to see." --GM

"No, what's that on your shirt?" --Agony

"Don't touch my dice; they're poisonous." --Jimmy the Geek

+

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1. The skill system of Midian is really the heart of the game. Nearly anything that a character can do is represented as a skill. Instead of having several different game systems: class abilities, spells, feats, proficiencies, and talents, lores, and skills, we chose to have only skills. There is a degree of logic to this, for example if you know how to do something in real life you are far more likely to say you are skilled in that task than saying it is a class bonus or feat. When contrasted to all of the separate game mechanics in other systems that are blanket-covered as skills, Midian isn't nearly so complex.

2. I think you mean the d20 SRD. This isn't D&D. We have no intention of trying to become D&D. Midian works much better as a stand-alone game system than a series of additions clumsily grafted onto d20. Besides, there are enough publishers wanting to jump on the d20 bandwagon already.

If you are referring to our lack of an actual license, it works this way: Midian uses a Copywrong. That means that you are free to print out the rules for your own use. You can also even try and sell those copies. It is also possible for you to make your own derivative works based off of the Midian game. The only fundamental difference between Copywrong and Public Domain is that we (Lost Souls Publishing and the contributors) still retain our rights as the originators. We have contemplated using an Attributive License from Open Commons, but we're going to see how the copywrong works.

3. Nope. It would actually kind of defeat the purpose of a combined game world. The idea is that each gaming group has their own little corner of a much bigger world. Each group's actions can have far reaching effects, including affecting other gaming groups. There is still GM sovereignty, that is, no one can force their actions on your group, but instead they are free to accept those changes as factual or ignore them as rumours.

4. Currently there are rules for converting Midian into Toybox Lite, which is the free teaser for Imagination's Toybox by Berin Kinsman of [url]Unclebear.com[/url]. Toybox can itself be used as a central conversion for other systems. There are also rumours of someone creating a d20 conversion, but no one here at LSP have seen anything concrete. My personal view is that any d20 conversion would be inherently "bass-ackward" and would serve no real purpose than to try and play some munchkin monstrosity such as a multiclass Psion/Phantom-Assassin/Jedi (whose race is either Gaijin or Drow... or both).

5. No one knows really. When creating Midian I was well aware of the possibility that the only people who would [i:e1e0725a7c]ever[/i:e1e0725a7c] play would be my friends, and even then I might not even get one short-lived campaign out of them. There are at least a few dozen people that have listed Midian as one of their games of choice in various "find-a-player" sites. There are also at least three websites devoted to in-game Guilds. When you consider that the game is available for free on the internet, there could be any number of people playing. Our best guess is around a hundred people play on at least a semi-regular basis, but that could well be wildly off count.

7. There is the main Midian DFRPG book: in html, pdf, and print. There is also the first of the Books of the Apocalypse in html, the Black Horse, Famine--Wild Wastes. There's also a supplement for the eastern continent, Osterre, also in html. I don't think that this counts, but there's a large (6-page) character sheet in pdf format.

As of this writing there are at least two books in production, the second Book of the Apocalypse, Death: the Pale Horse, and a fan-created work that is being created on these forums. Upcoming works include the remaining two Books of the Apocalypse--covering War and Conquest--an atlas, a gazetteer, and adventures.

8. The best way is to find a gaming group, or find friends to create one, and convince them to play Midian. If this cannot be done, there is a place on these forums for play-by-post games. Additionally, if you can convince enough people to do this, you can use OpenRPG for internet gaming. There currently aren't any scripts set for this, but I will create the needed scripts if there's enough demand.

9. Cthulu F'tagn! Ia! Ia! Ctulu Ft'agn Ryleh Nythalamp!

Seriously though, the correct answer would be, "as little as possible." Anyone who sitll lives in the 70's or 80's and still believes all of that Patricia Pulling B.A.D.D. crap is pretty far from being anyone's definition of "well-adjusted." Those few die-hard Pulling believers are too far dug into their little hole in the world for me to waste the effort to reach them. If they bother to come out of their little hole to shout nasty things at me for playing a [b:e1e0725a7c]game[/b:e1e0725a7c], then I simply leave them alone, and hope that they don't see their shadows--or we all get 6 more weeks of winter.

1. Midian is a dark mirror of our modern world. It's a chance to exorcise your fears, live out your fantasies, and explore a hidden side to yourself. The world is dynamic, being created and changed by the players. You have the chance to make it truly your own. The game engine is highly socially based, with player-to-player and player-to-npc interactions being more complex than the decision of "sword or fireball." The combat system features graphic descriptive actions. The entire game system focuses on freedom of player choices, and offers you a valuable tool--your character--in helping you shape the world.

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d4e5937f11 l
Actually it's the Pale Horse book. We already did the Black Horse. The others are Red (War), and White (Conquest).

Speaking of the Death Book, How do the Osterrean races handle their dead, Ceekay?

What I have as a place-holder is:

Firps using a sacred space in their swamp (Is the sacred space open to mutants, as one of the few common meeting places, or is that especially off-limits to them?),

Ogres using (usually umarked) graves, and

Orcks sending their dead down river--or burning them if they are important.

I know that Orcks are bastards, and are as likely to eat their fallen as bury them properly--with the bones tossed on the ground like a discarded candy wrapper. I also figured that the Firps wouldn't want to travel too far to deal with their dead. The areas that the Ogres inhabit aren't friendly to other means of corpse disposal. There wouldn't be enough burnable material for a pyre on the open plains, the forest-dwellers would be too conscious of the fire spreading to use that, and their bodies are simply too large for other methods, such as cloging the rivers in which they are dumped.

5f7f6b44a5
God if I build anymore I will go insane...really. I think I and our other players here in Orlando have done some great world building. I mean c'mon the Shadowed Skulls guild in 2 continents. Zoka's tower in Osterre. And whatever else we have come up with.

ec4d2342cb

Air burial for the Firps. It is easier since the live within the trees like Ewoks. Speaking of Ewoks if it doesn't make sense that a wookie lives on Endor you must aquit (sp?).

As for the other two you are correct. Ogres being the more shamanistic race hold great ceremonies for their dead.

As for mutant firps uhm well none have been seen dying. In fact they seem to be living forever....must be tha radiation side effects.

Also as a small preview look for mutant firp updates soon. They are evolving again.•

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These are all great. I am sure I have missed some. But recently playing a new bastard elf. Like Volgor wasn't bastardish enough to the elf race, I made an elf revenant. I had some good quotes. Can't remember them all but most had to do with insulting someone. One I do remember was after a stare down with the GM as an npc.

"I learned to stare down from the best...KINSLAYER!!!"y

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226cfbd8db gDruin your spiked cod-pieces are selling very very well. It seems that a lot have heard of Lady Arlen and wish to protect their family jewels.

Blackguard as for you. You are now in Osterre. The port city you landed in is abandoned. One outside the city it is barren as far as [i:226cfbd8db]you[/i:226cfbd8db] can see, but something pulls you eastward.

8

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e00be66f46 &
I don't think that air burial will work well for the Firps. To properly inter someone "in the sky" you need a large flat surface to throw the bits of flesh onto, and you need the birds. Either you try and get enough birds in the middle of Firp City (good luck), or you try and toss the pieces of frog-meat onto tree limbs further out--in which case they will likely just fall down into the swamp anyway.

Even without a limited lifespan, mutant Firps can die, and more frequently will die from their harsher lifestyle than their urban kinfolk.

bd3bd0973f0Heroes of the Realm: Guidelines & Roll-Call

It may be a bit difficult to determine exactly who is involved in the Heroes of the Realm game. Especially as those characters have other plotlines with which they are involved. Additionally, new players may be confused as to exactly what this scenario is all about.

The object of the Heroes of the Realm game is to defeat the other Participants by destroying or limiting their Spheres of Influence. HotR is a semi-friendly rivalry between the powerful and influential. The characters are aware that they are involved in the "game" of HotR, that is, if they are active Particpants, rather than pawns. The Participants may maintain cordial relationships with one another, even assisting each other, but the game ends when only one Participant still has his or her Sphere of Influence available. Direct attacks on the other participants are not impossible or "illegal" but are considered poor form.

The HotR game is all about powerful characters. This is in the sense that a King or wealthy merchant is powerful, rather than characters wearing capes & their underwear on the outside, or those that suddenly get big spikey blond hair & scream too much. There are no level limitations on HotR characters--a noble may be 1st level and participate, while a 30th level warrior might not fit. You need not even officially declare your involvement in the HotR game, but announcing that you want nothing to do with it will automatically put you in the "pawn" category for those who do choose to participate.

Each character has at least one Sphere of Influence, and at least one pawn. Pawns need not know that they are pawns--it's generally better if they do not find this out. Spheres of Influence are nebulous, and difficult to define in many cases, but are definately notable when exercised. Your Sphere can be your guild, noble lands, mercenary army, wealth, political office, pirate ships, undead minions, beggar children mob, summoned entities, or dominance of an industry. Pawns generally have a bit more personality than a randomly summoned Demon or animated zombie, but can be part of the larger Spere of Influence. Pawns are the living, sentient tools that Participants use to extend their will.

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In no particular order, here is a list of (at least most) of the Participants of the Heroes of the Realm game. [list:8fd7a7cf4d]

[*:8fd7a7cf4d][b:8fd7a7cf4d]Volgor[/b:8fd7a7cf4d]: Necromancer, Archmage, Judge, Professor, and Guildmaster. Volgor's pawns include his Undead minions, members of both the Byzant and Formourian brances of the Shadowed Skulls Guild, and a powerful Vampiric familiar. Volgor's Spheres of Influence include: his guild, school, mystic knowledge, and political pull in the United Darkmouth Emirates.

[*:8fd7a7cf4d][b:8fd7a7cf4d]Claxxon[/b:8fd7a7cf4d]: The power-behind-the-power, in more aspects of society than many would be comfortable with. Claxxon is very wealthy--his money is invested in many diverse interests rather than just lying in storage. This little grey Troll is arguably the best-connected syndic in Midian. He counts among his allies--and those whom owe him favours--nearly everyone else powerful in the known lands. Claxxon's pawns are his myriad contacts and trusted retainers, his Sphere of Influence is in finance, and in all the business dealings he has shoved his chubby little claws into.

[*:8fd7a7cf4d][b:8fd7a7cf4d]Duncan[/b:8fd7a7cf4d]: One of the more enigmatic Participants, this Master-of-Assassins may prove to be the most underhanded--and thus dangerous--or he may simply be someone else's overpowered pawn. Duncan's pawns are the many powerful assassins and psy-slayers in his guild. His influences are difficult to perceive, but the threat of sudden death, and the ability to ingratiate himself with prospecitve employers (including other Participants) cannot be dismissed.

[*:8fd7a7cf4d][b:8fd7a7cf4d]Leander[/b:8fd7a7cf4d]: Technomancer, Archmage, and Politico, Leander is the ruler of the United Darkmouth Emirates in the Byzant Empire. A new state, half of which is the former Vridtown. This Elf is not a very active Participant, but a crafty one. Leander's pawns are the city guards, and the currently non-operational NOH's. He is an officer of the Shadowed Skulls Guild, and a canny politician. His lands house the bases of operation for Volgor, Drackonius, & Duncan.

[*:8fd7a7cf4d][b:8fd7a7cf4d]Drackonius[/b:8fd7a7cf4d]: This Participant stands out in any crowd: an albino Gaijin Changing Folk. His personal power makes him an unlikely target for a direct attack, but the same thing was thought about Vrid. Drackonius has many scattered pawns in the form of an extended Changing Folk family. He is the Beta of his company of wolves (the Alpha being an extraplanar worshiped as a diety by some), and is also a member if the Shadowed Skulls Guild.

[*:8fd7a7cf4d][b:8fd7a7cf4d]BlackGuard[/b:8fd7a7cf4d]: This warlord is removed from the rest of the Participants by geography--he is currently assaulting the continent of Osterre. A brilliant tactitian and focused (many would say cruel) leader, BlackGuard does not let anything stand long in his way. He has many powerful warriors and loremasters in his personal military. He can field several armies, sail an entire armada, and ravage a dozen towns at once. In addition to his own fleet of ships and many troops, he has the political support of many national rulers.

[*:8fd7a7cf4d][b:8fd7a7cf4d]Skirj[/b:8fd7a7cf4d]: Last on the list, but certainly not least in the threat he poses, is The Scourge. He is seemingly doing the impossible--uniting all of the Orcks under his banner. The Scourge is also assaulting the nearby peoples of Osterre, and is raiding the seas as a pirate lord. His pawns include nearly every Orck who has not fled the continent to escape him--and even then many are not immune to his domination. He may well conquer the entire land of Osterre--perhaps beyond--and has Orck shocktroops, silver and emerald mines, and the entirety of a burdgeoning Orck Empire under his control.

[/list:u:8fd7a7cf4d]

Vrid was the first casualty of the HotR game. He was foully murdered by Vampires in his sleep. Vrid was Archmagus and ruler of Vridtown, Byzant Empire, and counted no one among his pawns. His death was largely due to no one being able to topple his powerbase. The reaction among the other Participants to Vrid's murder makes it unlikely that someone will attempt another direct and sneaky (but greatly successful) attack on another Participant. Not only is it poor form, but it isn't as challenging as defeating the Spheres of Influence.

Any additions, willing or otherwise to the HotR game, feel free to post a similar mini-bio with pawns & Spheres of Influence.

ô

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Grall blue booking

Yes I am doing my blue booking on the forum. Why not really? Ok so 5 stinkin months. Makin my rolls as I go.

Learning Arcane Symbols: Tested down 20 percent only. Brings it to 160 hours from 200.

Learning Epics: Tested down 10 percent to bring it to 270 hours.

Also learning detect gates: Tested up 50 percent heh. So that makes it 300 hours.

I am riding my horse daily and working all my scheduled shifts. I have Horsemanship:Knight at Journeyman and want to bump it to master once that is done in a month or so, I want to learn Horsemanship:Expert. Tested down 30 percent to bring it to 140 hours. I am goign to make scarecrow dummies and practice my archery and shoot from the hip skills. I will also be using my pole vaulting skills around town when I am bored. I will practice my melle skills daily even if it is only on a practie dummy. If the Marquis offers me a promotion I will take it, but still will not treat him any differently than anyone else. I will also write my master back in the Heldannic lands and let him know I am doing well and have joined a guild. I also will ask him to let me know if he hears of any Martial or Melle exhibitions that he hears of that I might participate in.

F

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Pulls/
Blackguard you are still being pulled eastward by some odd force. As for everyone else in Midian....time for fun.

Anyone running an Orck in a campaign is now under some sort of Berserker trance. All Orcks are going on some sort of blood rage. Not even their closest friends can stop them and talk them down, because they are usually killed within minutes. Orcks across the world are rioting. When they attack they are screaming in Gobley, "For the Old Ones!" Noone quite understands this, not even the followers of the old ones know what is going on.

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Onward to Osterrel
With the resources gained from the Empress, and what I was able to gather along the way--plus those that joined on their own accord--I make my way towards the northern islands of Osterre. From what my intelligence was able to gather, the northeasternmost island is uninhabited, and will be large enough for the initial land base. As there is no indication that The Scourge has any navies beyond lone pirate ships, there should not be any real resistance at this stage.

Once the Armada has reached what will now be known as StrikePoint Island, we will begin disembarking onto the beaches. We will need to build shelters, docks, and training grounds. The island is lightly forested, and timber was brought along, so building materials should not be a concern. Fresh water is of greater interest, however. Some of the flat bottomed and smaller boats can be used to help in building docks for the larger galleys of the Armada.

While the construction of our initial port and base of operations is underway, I do have a project for some of the knarrs and longboats. They will help keep our location secure by engaging in privatey ering and counter-piracy. No ship will be left unchecked. They will have standing orders to destroy any ship that tries to outrun or otherwise avoid them with firey catapult and ballistae shots. Better to have a potential scout sunk and possible booty lost than risk our location being known.

StrikePoint Island will be the final port-of-call for unarmed or unescorted ships into the combat zone. The risks of discovery, loss of supplies to piracy, and the adding of those supplies to Scourge's resources is too great to allow ships in that are not battle-worthy.

Once we have StrikePoint Base constructed, the final details of unit organization hammered out, and the last of the initial-readiness training finished, we will prepare for our assault of the mainland. The tentative plans that I and my advisors will create will include both the possibilities that we can make one swift push to the mainland (and that this may be a trap) as well as a slow campaign of island hopping that may be necessary. œ

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ef05d85fe5 « Blackguard,

I am going to let you run with this for a bit. I will intervene when I see fit. Do not forget a strange force is pulling you eastward. Play it out MOFO!

˜

8f6946a657

I ignore it.

I pay no heed to strange pullings. Instead, my priority is to establish a secure beach-head on the mainland. For this, I must head straight south.

The plan is to send a spearhead unit first. The main objective is to push forward to secure the beach-head on the mainland. Their secondary objective afterwards is to help secure the route.

This spearhead will have the fastest available ships as scouts and messengers. The scouts are not to engage any ships at all. Their sole duty is to report back to the spearhead with the intelligence as soon as possible. The spearhead commander will determine what steps are needed: either engage and destroy, or stop and secure an island. Two scout ships will be sent back as messengers to the main fleet regardless of which option is chosen.

If the primary and secondary objectives are met, the main fleet will follow. The main fleet will secure islands and passages only in passing. If possible, we will avoid island hopping. That is, troops will disengage from the main Armada only as we pass an island, and only what will be needed to rapidly check for the enemy. I want the beach-head secured promptly.

Once the beach-head and route are initially secured. Work on a second port will begin. The emphasis on this port is on security from the ground, rather than naval security as with StrikePoint Base. The syndic, Claxxon, will oversee the construction of the mainland port. I understand his financial interests lie in this port, but the success of this mission and the safety of my troops take precedence. I will not allow my authority to be overruled regarding security or the leadership of my troops.

Simultaneous with the construction of the port, the route from StrikePoint Base will be further secured. Claxxon's transport ships are not to travel from the base unescorted, and will not leave port at all (southward) until the route has been secured. This will be an ongoing process of recon, as the enemy can still try and send ships to attack the route. A reasonable degree of safety for escorted ships needs to be obtained as quickly as possible. Logistics is highly important to the mission's success, and the construction of the mainland port will require a great deal of support.

If the main and secondary objectives cannot be met, the response plan primarily involves adjusting the time tables. If an initial contact will stop the spearhead, they are to secure a nearby island, fix the enemy, and report back to the main fleet. A prepared response team will be sent to assist the spearhead. At this point, both the augmented spearhead unit and the main fleet will begin securing islands towards one another. A secured route to send troops and materiel will be needed if we must take one island after another. Once this slow push finally reaches the mainland, we will begin securing a beach-head and building the port. The secured route will have already been obtained en route.

As many ships as can be spared from these effors will be used to patrol the waters around StrikePoint Island, to ensure that it remains a free port safe from Scourge or other pirates.

[/list]

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First, the initial push

They will travel rapidly, with the fastest ships as scouts & messengers, to the beachhead

[img:24cde6e3ab]http://internettrash.com/users/lostsouls/Spearhead.png[/img:24cde6e3ab]

Next, the main fleet will advance towards the port site

Both the main fleet & the spearhead will send ships & troops to secure the islands & channels along the route

[img:24cde6e3ab]http://internettrash.com/users/lostsouls/Armada.png[/img:24cde6e3ab]

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026af47f4e
Our site search engines

In case you didn't know, we have two types of searches, plus the forums have their own. The first is a regular search engine (provided by Freefind); the second is an [i:026af47f4e]item specific search[/i:026af47f4e] traits, skills, combat, and social interaction chapters of the Midian game, and just returns the relevant paragraphs/sections rather than the whole page. Some of the things that people search for are rather odd, some tell us what we need to focus on more for the site and the game. Some people seem quite lost, and some of the search terms are [b:026af47f4e]very[/b:026af47f4e] disturbing.

The all-time most common search term is the Impaler. Hate to break your heart, guys, but she doesn't exist. Created for the example of the [i:026af47f4e]run through[/i:026af47f4e] skill, this NPC has since become Midian's most popular character.

People putting in names--their own or others--is also common, as what I can only guess to be random letters.

Many people seem to think that Midian is some other type of game entirely. For example, one search was for "sims no cd cracks" (we actually got this exact phrase several times on different days) and another was for "simwoman game." No, Midian isn't a cracked version of [i:026af47f4e]The Sims[/i:026af47f4e], nor is it "populous: undiscovered worlds." Oddly, many of the incorrect game-related searches were for football (soccer) or famous players. I don't get this at all.

Other searches just seemed completely lost. Terms like "biotech" and "Kansas City" made the list, although the latter could have been someone looking for a group to game with, or a place to purchase. And "satanic desktop backgrounds" makes me really wonder about the searcher.

The most disturbing for me was the run of two weeks where someone kept looking for "nameless nude" or "nameless naked." I can understand some guys like looking at pr0n (and we do get more than our fair share of searches along these lines). But think about it, there aren't [b:026af47f4e]any[/b:026af47f4e] pictures of me on the site, much less naked. I'm an A-cup, you aren't really missing much anyway.

Speaking of disturbing pornographic searches, some people must simply feel the need to look for their particualr "need" with every search box they encounter. I expect the occassional random "topples" [sic]--and I wonder now if the search for "leather" referred to armour, book covers, or smut--but searching for "small lolitas" is just sickening.

Some of the searches made sense: skills, map, vampires, downloads, etc. If any reasonable search wasn't productive for you--and you happened to stick around to read this--please let me know. I

­
58f1497cd4 7 YOU PROMISED ME LOLITA ACTION!!!!! hehhe That was fun.
W

9ef6a71632 E Not just any old type of "lolitas," but specifically "small lolitas."
w

¯
41cb3d8b1b e So is this like "put a town here on the map"

Or like "put a town here with hammer & nails"

Or both?
G

eb32ec5224

FIRP UPDATE* FIRP UPDATE

Oh yea, Firps are the shit!

±
496598a374 ÑThanks.

2. So I can make my own Midian stuff without a lawyer? I know that lots of people make fan sites for games, but when you look at their homepage, there's some nasty legalese saying no. My brother told me all about copyrights, so I know that it's illegal to make copies of stuff. So this means that I can print out a bunch of copies & give them away. What about selling?!?

9. Who's Patricia Pulling?

10. I like that, it sounds like a good ad.

/

²
fcab0598ac

Here's some more.. It's a fun little bit of exchange from last weeks D&D game.

Vulgar the halfling: "Hey baby, did you ever taste a halfling prick? Come on, it's like a lollypop!"

Agony the elf bitch (after hearing above): "I hate it when he says stuff like that. It makes me feel like the little perv is staring at my chest." (Extra funny because Agony's player is a "late bloomer")

Jimmy the Geek: "I don't think so... he's about crotch level..."

Later in the same game:

Anna: "I kick him and make him eat dirt!"

³
15723c41ab
[quote:15723c41ab="Ceekay"]Do not forget a strange force is pulling you eastward. Play it out MOFO![/quote:15723c41ab]

[color=white:15723c41ab][b:15723c41ab][i:15723c41ab]Tooooooot[/color:15723c41ab][/i:15723c41ab][/b:15723c41ab]

Get on board the plot train.

7305a0a1d8
Family lost, found, lost again

I, Gareth Strongbow, last of the Akbir, clan am a man once more without a home. I was kidnapped as a child while enroute back to the Feyzabad Emirate. My parents were slain, as was everyone else in our caravan, saving only myself as a ransom. My grandfather refused to pay what he thought was a bogus claim. My mother had hoped to surprise him, and had not yet told the news of my birth. Oh grandfather, if only we had met. I heard such things about you; we had so much in common.

As the highwaymen could not gain the reward they sought, I was sold to slavers in a distant part of the Empire. I knew naught of my heritage growing up.

After being sold from master to master, each more cruel than the last, I was sold to the Jaliq, an elite army of slaves. The Jaliq are owned by the army, and are the exclusive members. While the life of a young Jaliq is often harsh and painfully short, I had better opportunity to advance myself than in a mine or chained to an oar.

cont...
P

fe66a6d1fa > Wonder how many X-men referances I can fit in the firp update.


ea38c5b40b
I think as far as Kinslayer is concerned print whatever you want. As for the selling that I will leave to him. The only thing under copyright is Osterre. MUAHAHAHA!! That's only cause I worte it outside of the OGL. Which personally I don't give a fuck what you do with it. Just don't destroy my continent. or try to rewrite and change the material cause well it took lots of effort.

·
dc12246f15
Yeah for some reason I have to bash Blackguard with plot hooks just to have him ignore them. That's ok this one refuses to be ignored.
˜

787dcfbd67
I don't think anyone tops perverseness in a game like I do. If I make a comment and it is not pervers everyone checks me for a fever.

5a7c2b6798
Death to Tyrants!

Those who fear the free thoughts and actions of the common folk are not fit to hold any office. The rights of the people to live free outweigh the birthrights of a nobleborn ruler.

My comrades and I have liberated the former Feyzabad Emirate from it's tyranical ruling family. It was a long, bloody, and bitter fight, but at last the Feyzabad Emirate is no more! What stands in its place now, is the Free State of Liberata. Home of free men, free trade, and free speech.

Where once I served as a scout for the Kingdom of Formour, I now can use my talents, my drive, and my war skills, to making the world free and safe for all people. At least, I can make one corner of it free for the rule of the people...

º
e8477f6b38
Both

[

»
a34fc9c5b3 I
Life with the Jaliq is tough. I saw many young men cut down in their prime. Through many hardships, I struggled my way up through the ranks. Securing a commission, I finally had some measure of control over the direction of my life. I had learned that seeking control over one's destiny is foolish, but at least now I had some measure of authority.

While interrogating some prisoners captured from battle, an old Dwarf commented on how my appearance looked remarkably close to that of the ruling family of the Feyzabad Emirate. At the time, I did not pay close heed to the old man's comment. I had taken it to be an act of desperation, seeking my mercy with false praise. Later, what he had said wore sorely upon my mind. I began to have doubts. I began to sleep fitfully. I did not know my parents. Then again, most of the men in my command did not know theirs either. To find my inner peace again, I resolved to test the old Dwarf's theory. I must travel to the Feyzabad Emirate to find the truth.

One does not quit the Jaliq. You are a slave, no matter how much authority you have. Even the great generals are still legally the property of the organization. I could not simply buy my freedom. I could have easily taken enough spoils from my many successful campaigns. However, none of the Jaliq own their own property--his sword, his captured loot, his boots, and his very flesh, are all owned in by the organization. I could not escape, either. The Jaliq mark the flesh of even the freshest recruit. With each promotion, major victory, or award, further tatoos are added. The star on my forehead alone marked me as property of the Jaliq. I had to be much more clever, if I was ever to travel to the Feyzabad Emirate.

Upon ariving in that fair land, I noticed how people glanced at me oddly, turning from my path. This is not new to me. My status as an officer of a feared group of warriors, my tatoo-covered body, my warrior's stance, or simply because of my size, causes people to stare and avoid me. This was not the case.

My plan was to cause the Taliq to accept an offer to assist a nearby Governor to defend his lands from a bandit Warlord. As this was primarily garrison duty, I had some free time to spend in what would have been my home land. The people there were polite and friendly--in many States of the Empire, the people are not so well off--but they were recovering from a recent coup. Still, they treated me oddly, more so than any of my men.

One woman cried at my appearance. Running up to me, tears streaming down her face as she reached up and touched my hair. "You have his eyes, and his lost daughter's hair."

Alas, I was unable to arrange my visit while the old ruler was still alive. Another regime had taken the place of what I now know was my family. I must avenge them, no matter what the costs. I also learned that the bandit Warlord we were fighting was linked to those that overthrew my grandfather. It seems fate brought me here, although a bit too late. These people are my people; I must protect their way of life from these barbaric despoilers.

Œ
c5d415db29
Skills Redux»
I was re-writing the intro to the Skills chapter, and decided to preempt a comment that I can already see coming: "Why don't you just use one type of skill system?" Meaning that we should use a half-assed d20 rip and make everything a proficiency.

Honestly, the game is actually much simpler with the three types of skills (basic, apprentice, proficiency). Since most skills don't need task resolution--i.e. rolling to see if you succeeded--there isn't a need to force a "simpler" system that would mandate such. Instead, many skills work much better if described in terms of absolutes (you know it or you don't--basic) or in broad degrees of competence (apprenticeships). Skills that are proficiencies are those that merited task resolution--weapon proficiencies, theiving skills, some sciences--or those that needed more than one or three differentiating levels, which usually put them in one or more of the above categories.

Think about things from a metagame level for a moment. How many people would ever put more than one point in literacy? What about spoken languages? The game would need additional rules to demonstrate competency--which means that the apprentice/journeyman/master bit would be forced on top of the proficiencies. Likewise, blacksmiths would either have one point, or the minimum to be a "master."

It may be harder to explain for the first time, but as you can (hopefully) now see, it is much simpler in actual game play.
N

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6d93136bb0 < I get it.

It makes more sense, when you put it that way.

ad1762d411
I'd hate to see this thread die, when some of you are [i:ad1762d411]so close[/i:ad1762d411] to each other. The would be winner is still short a few points...

There are unanswered questions still, but let me add one more:

Who is the most popular and sought-after "character" in the game. This is based on search requests on-site, and search engine hits from off-site. ("Character" can refer to player characters, NPC's, and real people.)
y

¿
2d039f57fc
Free State of Liberata: LawsJ
[b:2d039f57fc]Article I[/b:2d039f57fc]

The People of the Free State of Liberata are free. [list=a:2d039f57fc][*:2d039f57fc]All of the People shall have equal freedoms under the Law.

[*:2d039f57fc]Anyone caught hindering the legal freedoms of a citizen of the Free State of Liberata--as outlined in this Article--shall be guilty of a most heinous crime. They shall be punished as determined by the Magistrates.

[*:2d039f57fc]All citizens can speak without fear of reprisal. Speech can move men's hearts, but the hearts must move the bodies to cause harm to another. As such, speech itself shall never be restricted.

[*:2d039f57fc]The People shall determine who among them shall sit upon the Council and those who shall act as Magistrates. All citizens have the right to vote for these seats. Casting one's vote is sub-right of speaking freely, as set forth in I-c, above.

[*:2d039f57fc]No one person is above another in the eyes of the Law. All are to be treated equally, based upon their actions. No one shall be placed above another because of circumstance of birth.

[*:2d039f57fc]Slavery is illegal. Within the Free State of Liberata, no one shall be considered the property of another.

[*:2d039f57fc]No private person shall own real property. All land is owned in common by the People. Determining the use of that land is a function of the Council.

[*:2d039f57fc]All citizens shall have the right to earn a fair and honest living. [/list:o:2d039f57fc]

[b:2d039f57fc]Article II[/b:2d039f57fc]

The protection of the People is to be held as a common bond of the People. No longer shall private persons command their own troops. [list=a:2d039f57fc][*:2d039f57fc]As warriors have the right to earn a living as bodyguards, that right shall not be taken from them. Also, the tradition of having a strong and capable man to act as your proxy is a long and proud tradition of the Feyzarians--this shall not be denied them as an important part of their heritage. However, to prevent an aristocratic amassing of troops, no one shall have more than one such guard in his or her employ at any time. [*:2d039f57fc]Private companies may hire warriors to serve as caravan guards, night watchmen, bouncers, and similar honest professions. However, at no time may the number of such employees exceed the number of other employees involved in non-violent tasks.

[*:2d039f57fc]No one shall openly brandish weapons or armor while within the Free State of Liberata. The People must be made safe from such banditry. Those not of the official army who openly wear armour and brandish weapons shall be punished as determined by the Magistrates.

[*:2d039f57fc]As highwaymen and alley-robbers are a problem, no one may cary a concealed blade or blackjack or club or poison. Such violation of this Law is punishable as determined by the Magistrates.

[*:2d039f57fc]To protect the People from outside attacks, an army shall be formed. Comprised of the People, and for the People, and paid out of common taxes.[/list:o:2d039f57fc]

[b:2d039f57fc]Article III[/b:2d039f57fc]

Taxes are to be progressive. No longer will taxation be the prime burden of those least able to afford it. [list=a:2d039f57fc][*:2d039f57fc]The Council shall have the authority to levy taxes as necessary to meet the needs of the People.

[*:2d039f57fc]A primary tax shall be levied on all citizens of the Free State of Liberata. This shall be related to their earnings as follows: [list=1:2d039f57fc]

[*:2d039f57fc]Those who earn less than 10 bezants per year shall pay 10% of their wages as tax.

[*:2d039f57fc]Those who earn more than 10 bezants per year, but less than 50 bezants per year shall pay 15% of their wages as tax.

[*:2d039f57fc]Those who earn more than 50 bezants per year, but less than 100 bezants per year shall pay 20% of their wages as tax.

[*:2d039f57fc]Those who earn more than 100 bezants per year, but less than 500 bezants per year shall pay 25% of their wages as tax.

[*:2d039f57fc]Those who earn more than 500 bezants per year year shall pay 30% of their wages as tax.[/list:o:2d039f57fc]

[*:2d039f57fc]Any additional taxes and fees are in addition to the primary tax.

[*:2d039f57fc]All applicable taxes and fees shall be paid by the foreign visitor and traveller, just as the common man.[/list:o:2d039f57fc]

[b:2d039f57fc]Article IV[/b:2d039f57fc]

Laws shall be determined by the People, in the form of their representatives on the Council. [list=a:2d039f57fc][*:2d039f57fc]The Council shall consist of citizens who are voted in common assembly by the People.

[*:2d039f57fc]The Council shall consist of twenty-one people.

[*:2d039f57fc]The Council shall determine all Laws that need to be created, altered, or stricken. This shall be determined by discussion and vote among the Council.

[*:2d039f57fc]The Council shall have authority over the army.

[*:2d039f57fc]The term for a Council member shall be seven years. One-third of the Council shall be voted into office by the People every three years.

[*:2d039f57fc]The initial members of the Council shall consist of the liberating party. Additional members shall bevoted into office every three years, as noted in IV-e, above.

[*:2d039f57fc]In order to prevent the idle rich from being the only ones to run for Council, each member of the Council shall have his or her lodgings, clothing, food, and other base necessities provided by the State. To prevent career polititians from being the only ones to run for Council, no additional monies shall be earned by the Council as provided by the State.

[*:2d039f57fc]At no time shall the Laws of the Council violate this document without a corresponding vote of the People.[/list:o:2d039f57fc]

[b:2d039f57fc]Article V[/b:2d039f57fc]

The will of the People and the Laws of the Council shall be policed by the Magistrates.[list=a:2d039f57fc][*:2d039f57fc]The Magistrates shall be decided by a vote of the People at common assembly.

[*:2d039f57fc]The Magistrates are empowered to hire and command strong men to maintain the Law and enforce the will of the People, through their representatives on the Council and the Magistrates.

[*:2d039f57fc]The Magistrate's authority shall extend to these strong men only to the extent needed to perform their function. At no time shall they overstep their bounds and make determinations as a Magistrate.

[*:2d039f57fc]The Magistrates are responsible for determining punishment for violations of the Law.

[*:2d039f57fc]The Magistrates are responsible for determining the fair earnings of each citizen to maintain their rightful tax.

[*:2d039f57fc]There shall be five Magistrates in office. More offices may be added if and as needed by the Council.

[*:2d039f57fc]Each term for the Magistrates shall be ten years. They shall be voted upon at the same time by the People in common assembly at the end of each 10-year period.

[*:2d039f57fc]The initial offices of the Magistrates shall be filled by appointment of the Council.

[*:2d039f57fc]So that the Magistrates may be seen as being among the people, they shall not be housed with the Council, or similarly provided for their needs, but shall have their own homes.

[*:2d039f57fc]To prevent bribery, the Magistrates shall receive a stipend, as determined by the Council, to be a fair wage sufficient to fit their needs.[/list:o:2d039f57fc]All Laws shall apply to the Council, the Magistrates, their assistants, the army, visitors, and the People equally.
?

À
6513afab90 - I'm just glad that none of those were mine... %

a62b7de391
My guess....Impaler

0537fd1ce3
Hey I helped. I have my own city. Ok, ok, there isn't exactly a great deal of information posted, but fleshing-out Formour is important, too.

Dammit....

5a34e302b0#I can't believe no one responded...

For starters, one of the things that separates Dark Fantasy from High Fantasy, is that Dark F. focuses more on the individual, and on how fucked up the world is. High F. focuses on big quests and epic stories. Wars in High F. are grand events, fought for a worthy cause, filled with heroism & glory, and are over in time for dinner. In Dark F. wars are more typically the backdrop (it happens around the characters, instead of them being the heroes winning battles). Supplies are low and expensive, peasants are drafted, bodies choke the rivers, and soldiers terrorize the populace on both sides.

The world of Midian is one where large and powerful nations are rather deadlocked by their own size and inertia. There aren't many nations listed (yet), and those that are published/posted tend to be on the big side. Any of these nations being involved in conflict with another would turn the world to hell.

d137a826bb À The rules seem designed to keep everything from degenerating into total fucking chaos. However, the rules imply that this is the norm...

Which is it, mostly sport, or mostly open battle?
z

b06b3ca96b h G.

Would it be appropriate to include your [i:b06b3ca96b]"Proxies"[/i:b06b3ca96b] idea into the HotR?

f1b3a2b5d7
Not a problem.

I just use my "Orck-apult."

Seriously, Duncan will order his guild to use the carnage to hide certain mis-dealings, dump captured Orcks into certain areas for best effect (distraction, soften a guarded point, general carnage, etc.), and begin routinely disguising each hit as the work of rampaging Orcks.

I'm also considering hiring out as an anti-Orck defense unit...

`

46a30efbe9 N
You can make copies, sell them, whatever. There's a difference between copyright and trademark. Midian's "copywrong" means that YOU are part owner (subtly different than public domain). You can make your own fansites, add new material to the game, even use some of the rules for your own projects. Basically, the only thing that you can't do is claim that you wrote Midian. That is, you can print out the rulebook, make copies, and sell them, but you can't legally say that you are the one who created it.

This only applies to the main rulebook. Ceekay's Osterre stuff is his and his alone. He owns that copyright. Printing out copies and the like is illegal without his permission. This holds true for anything else that someone else (even you!) writes. That is, you don't need permission to make your own class, for example, for Midian, but YOU own the copyright to that. Other people can use that class in game, but can't make [b:46a30efbe9]copies[/b:46a30efbe9] without your permission.

Patricia Pulling was the mother of Bing Pulling, who committed suicide many years ago. Because Bing was a gamer, she blamed his death on RPG's. Patricia then founded BADD, Bothered About Dungeons & Dragons, which was essentially a hate-group disguised as public service. Check out Michael Stackpole's "Pulling Report" for the full details.

c1a7b3b19f
Absolutely.

I give experience points for worldbuilding, in addition to the "organization in-game" points. I give double if the [i:c1a7b3b19f]characters[/i:c1a7b3b19f] are the ones doing the work.
.

eb45b8fb5e
[b:eb45b8fb5e][i:eb45b8fb5e]36[/i:eb45b8fb5e][/b:eb45b8fb5e]

Since none of the other rolls for character creation were specified in the question (only average attributes were mentioned), I am assuming that any valid combination, no matter how rare, is at least [i:eb45b8fb5e]possible[/i:eb45b8fb5e].

A Troll has an average Knowledge of 8, and an average Personality of 7, but I can make such a humble beginning work. If the 7 attribute split is chosen... I mean [i:eb45b8fb5e]rolled[/i:eb45b8fb5e] 4 times, you can put those 28 points into Personality. For the species background, you get mixed blood, but roll Rock Troll twice. This gives you 4 more points in Personality, for a current total of 39. As for size, we're going with medium-sized.

Your backgrounds should be black x2, demonic blooded x3, and any combination of two: befriended--person, best friend, black (again), mentor, patron, and strong religious upbringing (with mentor).

Current total attributes: Appearance—18, Personality—50, Grace—17, Knowledge—10, Wits—12, Willpower—13, Strength—17, Agility—12, Stamina—15, Awareness—6, Speed—1, Common Sense—4.

For traits, you need chronic insomnia twice. This changes Knowledge to 12, and Grace to 15. We also need skilled, which grants us 2 more skill points. None of the other traits really matter, as long as they don't lower any attributes or prevent skill use needed for the Troll's classes.

On to classes. With a Knowledge of 12, our Troll has 18 skill points +1 apprenticeship. Our Troll has the minimum attributes for three classes: apprentice wizard, rogue, and syndic. The skill requirements for wizard and syndic are each met by the other (wizard requires literacy--which is a syndic class skill, and syndic requires math, which is a wiz skill).

[b:eb45b8fb5e]Total Contacts[/b:eb45b8fb5e]

Default, from Interaction chapter: 1 buddy & 2 associates is the largest number possible.

Personality of 50: 25 of any type of contact. This is the big jump, the rest are just comparatively grasping.

Backgrounds: 2 more, type depending on which backgrounds. This is in addition to the massive attribute modification.

Classes: mentor from wizard, 2 associates from rogue, and the really nasty final modifier... syndic doubles all of the above.

Grand total: 36!

1203e9190e
What's the maximum amount of money that a character can start with?

What's the maximum amount of damage that a starting character can do?

What is the one attribute that cannot be truly open-ended as it's upper end is restricted by physics?

·

Ë
4d91b901af!Initiative modifiers for packrats

Initiative modifiers for packrats

For an item not in your hands: [list:4d91b901af]

[*:4d91b901af]subtract 1D6 from initiative to fumble around ("random fumbling" factor),

[*:4d91b901af]subtract 1 to reach into a container/pouch/pocket, include sub-pockets (example: -2 if it's in a small pocket inside a big pocket, like a coin-pocket in jeans),

[*:4d91b901af]subtract 1 for a flap, 2 for a snap, 3 for a zipper, 4 for a tie, 5 for a buckle,

[*:4d91b901af]subtract 1 for every article of clothing that must be moved to get at it, (example: reach inside a jacket, slide a strap out of the way, tug your pants so your hand fits better, etc. apply to every article of clothing moved),

[*:4d91b901af]subtract 1 for every item inside that container, ("the dice you need are always on bottom" factor) {this is the big modifier for me, I use this one even if I don't enforce the other penalties},

[*:4d91b901af]subtract 2 or more if the container isn't ready at hand (example: in a backpack, on your horse, at home, crotched, etc.),

[*:4d91b901af]double penalties if the item isn't listed with a location on either the character sheets or the player's advantage sheet. [/list:u:4d91b901af]

This greatly prevents pack-rats, which pc's notoriously are. My players now have great visual images of their equipment--instead of just a big (and ever-growing) list on a sheet of paper--and now only carry the essentials that they need. This is also useful for very strong characters, who otherwise try and abuse their lack of encumbrance modifiers.

I can't really take full credit for this idea, as it is originally Kinslayer's, I just fleshed it out.

ï

Ì
ac3aa35a06

I like the Human/not-Human idea for archetypical characters. Here's my list of non-Human matches to classes:

Apprentice Wizard: Killian

Hunter: Troll

Martial Artist: Firp

Revenant: Ghoul

Rogue: Orck

Shadow Lord: Gaijin

Soldier, Formourian: Dwarf

Scout, Formourian: Elf

Syndic: Hobgoblin

Witchdoctor: Ogre

[i:ac3aa35a06]Alternately: [/i:ac3aa35a06]

Apprentice Wizard: Elf

Hunter: Orck

Martial Artist: Killian

Revenant: Ogre

Rogue: Ghoul

Shadow Lord: Hobgoblin

Soldier, Formourian: Troll

Scout, Formourian: Gaijin

Syndic: Dwarf

Witchdoctor: Firp

I tried to fit one species per class. Some of the species easily fit into multiple images & stereotypes, e.g. I can see an Elf as anything but Revenant and Witchdoctor. Some aren't so easy, like Orcks, who don't seem to fit anything really--even rogue and hunter are a bit off. Of course, the Osterrean races aren't likely to be in the Formourian military--that's another continent.

Lycanthropes were left out, as they are essentially Human shapeshifters, and I don't see them as being common, save for outbreaks, but that's local.

Alpha packmaster, dread warrior, and all three phantom classes were omitted as they are species-specific.

703b7f09ec
The sample characters should include short versions of the necessary rules--for example, an explanation of each skill.

The sample characters could be made as one-page or less using quickstart rules, and include a picture of the character, and [i:703b7f09ec]all[/i:703b7f09ec] of the rules needed for that game. It would be nice to have it one-sheet per character, with generic stuff like combat and skill use on the back of each, but if this is going to be pdf or txt then that's not really feasable.

Î
8665512994

Make the rules as short as possible--such as only one defence each. Like, the sample nimble elf rogue gets a dodge (still uses his/her action), the shadow lord blocks with a shield, and the martial artist gets a barehanded parry.

Try and make the samples/quickstarts with all the system math already built in. Like, the soldier just gets "plus whatever" to hit instead of all the different numbers (agility, skill, class bonuses, etc.). And the sword does "whatever total damage" instead of weapon + strength bonus.

"

Ï
6c5a2e6f69

How does this sound: each sample character has the rules modified for d6's. The skills can modify this either directly, or preemptively. For example, a successful attack is a three or better (d6), but the soldier & martial artist only need to roll a two. Or the direct approach would be for everyone to hit on a total three, but give those two classes a +1.

Then again, we can just decide on the minimum number of guidlines for a short quickstart game and not worry about having to reinvent systems. It is possible that non-compatible systems can prove confusing for a new player--which would be counter-productive to having a quickstart system.

So, the question is: what is the desired level of retardedness; how much should we dumb this down?

Debbie [img:6c5a2e6f69]http://internettrash.com/users/lostsouls/retard.jpg[/img:6c5a2e6f69] for minimal rules without really changing the system,

or Paris [img:6c5a2e6f69]http://www.dieseldonkey.com/archives/hilton/hilton05.jpg[/img:6c5a2e6f69] for a new simple ruleset.

J

a19f28d21f 8
To add to Liam's species/class list.

Alpha Packmaster: Gaijin.

They are a sub-species of human and the combination is very good. I see revenants more as humans and their sub-species than Ogres. I really don't see an ogre being a rev, maybe an orck. In my eyes Hunters: Dwarves and Elves. Firps yeah good set. And yes you can make a very very creepy ghoul rogue. Kinslayer will back that one up. I make cheese twinks. But that was one who was not really cheesy. He just had a great trait and background set and it made him rather twink in some aspects.
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Orck MarinesYThis is a quote from a Supermegatopia image: [quote:d3678062a5]"Join the orc marines,

see sights of the world,

meet new exotic races,

and kill them dead!"

And possibly eat them."[/quote:d3678062a5]

The pic was of an Orckess in modern military-type attire. She isn't pig-snouted, but is tusked, green-skinned... and very mammalian...

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Height advantagesì
As some of you are already aware, Kinslayer is a big history buff. He pointed out that a large number of famous people were tall. When graves are discovered in a more modern era, the skeleton's height is remarkable, even for the modern discoverers. Likewise, when you compare the average heights of upper management to middle, the taller person seems to rise higher (so to speak) in the company. As there is no reason for success to increase height, the reverse must be true.

Consider the following to be "sneak peak" guidelines for two different books, on similar lines.

We had already been working on rules for the War book for the advantages of height (from terrain, being mounted on horseback, or having a reach advantage from much longer arms). If there is a substantial difference in height--about three feet or so, from any source--then the higher attacker receives a +1 to strike. This can be from being on horseback, being 3-feet or more taller than your opponent, standing up on a table, having the hillside to your back, or any similar height advantage. If the difference in height becomes much greater than this, then neither combatant will be able to strike at each other easily without ranged weapons. For example, being on a rooftop doesn't lend itself easily to attacking someone on the ground with your sword. Note that this is in addition to the existing rule for ranged attacks with a height advantage: distance down doesn't count, but distance up still does.

If someone is taller than another, or litterally in a "position" of authority--such as a judge's bench--then they receive a +1 to social checks and challenges against them. The counter is the "short dog" guide; the shorter person doesn't suffer an additional penalty.

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ec87a6ccb1 V
Are you sure that this is wise? I know that Midian doesn't have a great deal of terrain/tactical rules, but this just seems like... I don't know, it doesn't really fit. Since there aren't any enforced rules for height, I predict a great deal of max-size characters. Trolls and Gaijin are munchkin friendly enough already, they don't need a special +1 just for being big, especially as this applies in both combat and social situations. I understand the desire to play "larger than life" characters, but I predict that almost no one will play Humans under 6'6" after this.

Just my thoughts.
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Blindfighting: Advanced

Also called Zen Blindfighting

Duncan has a few of these specialized assassins in his employ, most of which actually have quite good vision. Think of this skill as another form of null-psy.

Blindfighting: Advanced

Martial

Basic

400 hours

Requires: Master of Blingfighting, Non-detection

The masters of this specialized fighting style practice without sight, sound, or thought. By awaiting in ambush for their prey, they are able to overcome psionic or magical means to detect them. That is, one could be waiting to slice open your belly, but you will not be warned by [i:8e697da1fe]targeting sense[/i:8e697da1fe]. The advanced blindfighter steadies his mind, awaiting a target. By not actively seeking battle, the normal protective measures are overcome.

51912aa7cc ôAbsofuckinglutely.

The proxies of which Liam speaks is a type of pawn. Think of them as super-pawns, or one that has advanced all 8 ranks to the opponent's side. These are the primary vessels of their masters' wills. In matters of the HotR game, they can speak and act remotely for their lords. However, as proxies are still pawns, they are fair game for removal from the playing field.

Liam, your proxy idea of The Dark Devourer as Duncan's Lieutennant is litterally scary. I like it...

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My best bet for the others' proxies are:

[b:a61e609806]Volgor[/b:a61e609806] is between proxies currently, with the dismissal of his familiar. Preivously he used a vampire double (yes, I know he's an Elf) as a stand-in. One of Volgor's experimental projects (a Ghoul vatjob) may be acting as his his proxy in the future, but some recent body-art may limit his social effectiveness.

[b:a61e609806]Claxxon[/b:a61e609806] uses a number of local proxies. His agents are in several large cities acting on his behalf. While there isn't one primary proxy with which to invest the full power, this does give Claxxon a rapid turn-around time for any problems that arise.

[b:a61e609806]Duncan[/b:a61e609806] was discussed in the previous post.

[b:a61e609806]Leander[/b:a61e609806] currently has no proxy. It remains to be seen if the former Archmage Vrid Krieg will become his fully vested proxy. Another option is for Leander to reactivate the last remaining NOH--currently incomplete--using some of the technology gained from the Hephaestus Device.

[b:a61e609806]Drackonius[/b:a61e609806] and [b:a61e609806]BlackGuard[/b:a61e609806] are both hands-on individuals, and act as their own proxies. This is a very dangerous position for them. Drackonius's daughter, Lucinda, may be acting as his proxy soon as she is now grown, and has experience as a member of the Shadowed Skulls.

[b:a61e609806]Skirj[/b:a61e609806], and a few possible participants (still awaiting to see if they will interact other than just with each other) statuses are currently unknown.

Note that the Power-player/Proxy/Pawn relationships in the HotR do allow nesting. That is, you may have a Proxy of your own, but be someone else's pawn. For example, both Drackonius and Leander are members of the Shadowed Skulls Guild, of which Volgor is the Guildmaster.

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Volgor also has Grearic back in Byzzant at the school. He was the star pupil and rose to become the fill-in dean so to say. He just makes sure things look good and stay that way.

As for Scirje he has no proxies so to say, but allies that he needs very very much.
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4dc77d4417 >But also think of this. Some of the most easily hurt body parts that cause a lot of pain are low on the body. So that would give say a dwarf versus a gaijin, advantage to the dwarf. Now when I have tall characters I make sure they have shin guards and leg protectors. Short characters will have very dense helmets.

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One way to use BlackFog's idea, and give the player tactical options, is to treat positioning as a series of skills. Depending on the degree of sophistication and detail you want, you can have skills for subtlely manoeuvreing your opponent: force back, sun-in-eyes, obstacles/rough ground, et cetera, or for gaining favourable position for yourself: infight (past polearms), gain higher ground, move without opportunistic attacks, and so forth. Defensive skills to be used against these can be employed as well: hold ground (force back), counter-pivot (sun-in-eyes), steady step (rough ground), halt advance (infight), et cetera. The tactical options arise when you must chose which skill to use at a given point, which ones may be co-usable, and what defense your opponent may use. For example, while you are trying to put the sun at your back--and in his eyes--he is actually spining you around to a patch of loose soil. Players must decide whether to take an offensive or defensive manoeuvre skill, based on the environment, circumstances, guesess to their opponent's choice, and what they actually have in their bag of tricks. That last point, is an entirely different form of player skill: building the character.

If no one objects, I'd like to develop what I've outlined here further for my own system, and have no objections to someone else doing likewise. Now that I think about it, I like the idea of skill use more than the blanket game mechanics that I was developing. Plus it's more in the spirit of the Midian game anyway.

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Grrrr... yap! yap! yap!

Sounds like someone's suffering "height envy." Relax... I'm a short girl myself.

How does this revision sit? If the height difference is six inches to a foot for height/reach, or about three feet for height/positioning, then there's a +1 position advantage. This allows for both the tall exec and the knight on horseback to gain this bonus. If there's more than two feet of size difference then the "short dog" rule applies. This gives the smaller target the same +1 to hit the larger, as it is a nice big target. There is no corresponding rule for excess height for position.

Should there be a corresponding "short dog" rule for height/position as well? I can see the argument that a pikeman would get a bonus to hit a knight, because the mount/warrior combo is a fairly large target. Likewise, someone fighting on top of a table may be an easier target (at least for ranged weapons).

Then again, we can go the simple route. We can just call this a +1 position bonus, give a vague explanation about mounted knights, table top sparing, boardroom deals, and big Troll fists, let everyone else work it out for themselves. Let's face it, it won't be our first "path of least resistance" cop-out...
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42ae8eced1 lI figured Grearic as being more of a pawn than a proxy, despite his authority in the school. He's still just an administrator, rather than someone going out doing interesting things.

Scirje, and anyone else without a prime proxy is somewhat handicapped in the HotR game. (That's short for "Heroes of the Realm" if you were wondering about the HotR acronym.)
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984a35c818 e This one's just for you, Ceekay.

"Can I play now? Can I play [i:984a35c818]now?[/i:984a35c818]"

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Cop joke

A man speeds along the interstate. He catches up to the clustered pack of cars, still doing about 20 miles over the speed limit. He figures he'll get where he's going quick enough, and begins to focus more on the radio.

Just then he sees flashing lights in his rearview mirror. He gets pulled over by the patrolman. He's confused, and more than a bit pissed-off. He asks, "Why did you only pull me over? This isn't fair; everybody else was driving just as fast. Why didn't you pull all of them over?"

The patrolman replied, "Have you ever gone fishing?"

Puzzled by this inquiry, the driver slowly responds, "Yes... what does that have to do with this?"

The cop answered, "Did you ever catch [b:9254a71f2c]all[/b:9254a71f2c] of the fish?"
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nice skill

bump
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People get sick. It's a fact of life. This is especially true when you have people in tight quarters for long periods of time, on ships, and fighting in a war. Disease can spread like wildfire. Plagues easily cause more fatalities among a unit than enemy strikes. For these unfortunates, I have a solution. I am keeping BlackGuard supplied with special blankets that keep the disease in check. Keep the afflicted men wrapped in these, they will provide comfort and warmth, while keeping their ill vapours from spreading to the healthy troops. When they either get better, or die trying, then I have special sealed containers for the used blankets. These will ensure that the disease doesn't spread among the men, and is better than burning them (less handling risk, better tactical solution than smoke & fire).

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Dead servers

For those of you who acually know how to get to this page without going through the main page, congratulations. For everyone reading this only after everything is fixed, this may seem a bit dated.

For everyone, I'm sure you are now aware of the fact that the server is broken. Kinslayer is debating whether to repair or replace it. (Actually, he's debating whether to smash it with his fists, or just throw it out a window.) Either option is still going to be accompanied by much cursing and smoking.

The site will be altered, backwards in time, unless we can fix everything perfectly. That doesn't seem likely, since the server decided that suicide during a backup was a good plan. We still have the layout pages for the printed version, and old html pages from before we changed backup proceedures, but all the new changes were lost.

Yes, this does mean that both the new print run and the Death supplement are postponed even further... sorry folks. ‘

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When did you start playing EQ nameless? That is the opening line of Fippy the Gnoll when he spawns or attacks an unaware noob.
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c7d1d96fbd d Damn FFX and Xenosaga. At least Champions of Norrath isn't that bad. I hate fridays nothing on tv.
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4eaa6b85d5 0 That can't be from EQ...

It's not misspelled.
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19d045afc4 6 The internettrash sites still work found em on google.
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It's a bit of both, without being too much of either.

An additional rule for contested ref calls is that the dispute can only occur during half-time, or once during the second half, during which time still flows. At the end of the game, disputed calls cannot be reversed. Q

e9cdb8a79f ? Of course now that you are Emir, there isn't any voting needed.
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a2e0ba65ec 1 As an addendum, the blade has a reputation of 30. -

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I still vote daily for him.

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Screw the Harbinger Blade.

Volgor has issued some guild members still in Gnopolis to search for an old rusty blade thought buried there. Maybe somewhere on the slummy side of town. Volgor has heard of a blade of legend that does not open but hasd many powers.
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479c32b8dc E Maybe the "biotech" was really somebody looking for "biotch" instead?
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Yeah! It's back!

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2023d129e8 m What are the players like? Big & tough (football), small with lots of stamina (soccer), quick, strong, what?
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I don't get it...

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What?
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I think I understand now, thanks. Ceekay, can I print the Osterre stuff for game? Just one copy?

... So... it's partly mine... Cool!!

It's mean to make fun of someone's name, but what was she thinking in naming her son Bing Pulling? That's already a sucicide waiting to happen.
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2076a31285 8 It looks like there's a war brewing in Osterre, Questar.

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795c3da415 Number 3 is easy: Speed. The max is the speed of light. I don't get number 2, since you can keep rolling 1's, there's no top limit.

I thought that the most popular character would be Volgor. (I would say nameless, but she's not a character in game)

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It would be cool to have a Firp stab someone with his adamantium tongue. Or one with an ice slide, so he doesn't bump his ass when he lands.

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I think the sample characters should have the full rules, with everything explained right there. Like, AC 12 (this is the number someone has to roll to hit you). Also include "things to do in combat" like hit, dodge, & stuff.

I'm going to vote for Debbie (Dark Dungeons rules, Simple Life drools). I line all the parts to the game. If I wanted 3 rules I'd play a video game. The problem is that not everybody has all the dice, but 6ers are easy to get. The sample characters could have a page of "6 sided dice rules." I think that a separate page would be better than putting D6 rules next to everything else cause it would be confusing.
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4a9c5a5ed7 P It seems overly specialized. You have to force situations where you can use it.

42f0d7ddb2 ñ How about making an extra line in the combat rules for description. That way, you encourage something even more, without dumping an extra rule on everyone. You can also say that the descriptive combat rule can apply to other stuff as well. a

c7ef26ab8a O Muahahah welcome to the hell of Midian. Rumors rumors rumors it is all rumors.

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It is part of the living game world here in the Orlando campaign. Leander Darkmouth is now the mayor of Gnopolis. Also he is the emirate fo the Darkmouth emirates which so far include Gnopolis and Scientius. Both in Byzzant. ­

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However they come to play. Some teams are a good mix others are one or the other. Just depends where the team is from and what races the team is made of.
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LOL Kinslayer and I had a sit and discuss on this recently. They will not be to that extreme. But keep watching I have some interesting things planned.

47a452fd6d v War my ass. We are talking total uhm nm. Btw Liam e-mail me volgor@cfl.rr.com. We need to discuss a few things heh.

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No Volgor is highly unpopular lol. Plus if you stuck it in a search engine you would get lots of odd links I am sure. I use that name in every game I play. Plus for some reason Impaler just gets searched more than Volgor. q

97c51fda71 _ Yeah print it off all you want. That is the closest you will get to a printed copy of Osterre.
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14b30b512e N Sounds like someone's been listening to the Timex Social Club too much lately.

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Now that the bases are set, and the routes secured, further plans can begin.

Land travel will be in three large collumns. This will allow lateral movement of supplies as needed, and will confuse the enemy as to our line of march and main advance. Local scouts will accompany the professionals to reconnoiter the advance of the collumns--in a 1:2 ratio.

The naval assets of the Armada will advance along the coastline; simultaneous with the advance of the collumns. This will parallel the collumn advance. This will act as protection against a marine counterattack, and will aid in transporting supplies. A second naval contingent will swing widely north and east, circling around to the coastline of the Orckish lands. There they will blockade all ports possible, frustrating the Orcks' merchant and naval efforts. The reduction of imported and exported food, along with the severe limitation on privateering, will greatly hinder the Orckish tribes. Without loot for their warriors, or even food in their bellies, their army will be lessended in power. By limiting the possible means of warning, we can keep our numbers, movement, gear, and other essential items of intelligence better hidden.

The goal of the advance is one of liberation. Rather than prolong conflicts with subjective peoples, the focus will be on removing the Orckish oppression over them. Such freed people will be given such provisions as can be spared, and will be allowed reverse their position by entering into service under me. However, the strong possibility that spies and saboteurs are among their number cannot be overlooked. The degree of responsibility and information given will be kept to controlled levels.

[img:b2aab9a05e]http://lost-souls.servebeer.com/BGM-2.png[/img:b2aab9a05e]

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Very very nice. But after some time their food nor morale seems to lessen. You do notice less pirate traffic over time, but maybe it is being moved out elsewhere.

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This is to be expected to a great extent. Those lands supported the Orcks before all of this started. However, troops can no longer move as freely; they must now come by land through my army. Wealthy Orcks (including the Scourge) will be strongly affected by the lack of shipping. In particular, those who depended on those ill-gotten goods may suddenly find themselves penniless. Soldiers live for payday, whether that be a regular wage or the chance for spoils. This is now being denied to Scourge's tribal hordes. Even if he rules by total fear, an unpaid army isn't going to be as motivated or successful. Any sudden and drastic change like this to the economy will cause shockwaves throughout all of Orckish society. Even poor farmers & gatherers at the bottom rungs are affected as they become the only outlet for those who previously profitted from piracy or shipping.

The simple fact that their freedom is now restricted is a horrible blow to morale, even if they never intended to leave their homeland. The fact that they are surrounded by invading forces--who would rather give them food than kill them, the accounts are starting to say--removes the will to fight.

While the pirates may have moved to safer waters (for them), they are now without a home port to unload their cargo. A ship's hold full of stolen goods is useless without somewhere to sell it, and restocking food supplies isn't free. Additionally, these pirates cannot go home until the war is over. They cannot see their families, and those same families just lost their livelihoods--causing starvation, grief, and further societal discord. Furthermore, any forces of the Scourge that are abroad--such as the pirate ships--can no longer receive instructions nor can they report back information. Scourge is now blind and trapped. The only thing that he can see is my ships in his harbours, and my army at his gates. The only way out is through me.

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Gothic Heldanns
One of the things that I noticed... Okay, someone in our game pointed it out to me yesterday... was that there are really two different types of Humans in the "blonde hair blue eyed semi-barbaric aryan" school. Both Heldanns and Old World Goths fit this bill. I had read that Kinslayer was African, so I was wondering why these two are considered separate, and how people in Midian are supposed to tell them apart other than location.

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It's quite simple for the people of Midian to tell the two apart. While in our world, they would both be lumped into the same category of "white," such is not the case in Midian. The similarities in pale skin, blond hair, and a warrior-friendly society, are about the only things that Olde World Goths and Heldanns have in common. For starters, they live on different continents, and are as far apart as you can get in Midian, being nearly diametrically opposite one another geographically. Their mannerisms and speech are different, as are their accents. Their mode of dress is different: Heldanns live in northern mountains and seas, whereas Goths live in southern urban areas.

Descriptively (as in when a GM describes an npc), the chief difference is that the Goths nearly all have distinctive washed-out pale eyes, either gray or blue. Heldanns have richer coloured eyes, or any Human colour, with blue, green, and brown found in about equal proportions.

10127e1fea •They are pirates though. Give Scirje more credit than you do. He is waiting and his men are prepared to fight. The few Orcks that try to defect are shot down by arrow before they get very far. The others do not stay out of fear they stay out of pride. Anyu time any or your squads try to get close they are met by a barrage of explosives. Other than the obvious war front the rest seems oddly quiet.
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1743930017
Death update

ddeaaa3946 , AGH!

Firps and Death... I hate waiting!!
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b9900a4a3e 2 All this waiting (new books & new Firps) sucks ass

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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ME TOO!

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