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Post by greentongue on Nov 29, 2007 19:37:50 GMT -6
Savage Tekumel Stereotypes
1. Soldier * Seasoned trooper (Loyal, Garrulous, Hard-to-Kill) * Vimuhla-worshipping fanatic (Bloodthirsty [Always sacrifices prisoners], First Strike) * Karakan-worshipping elitist (Code-of-Honor, Nerves-of-Steel) * Duelist (Vengeful, Florentine) * Sarku-worshipping fanatic (Bloodthirsty [Always sacrifices prisoners], Tunnel Fighting) * Aridani Legionaire (Overconfident, Whirlwind) 2. Bodyguard * Ex-Hirilakte goon (Overconfident, Berserk) * Gorgeous undercover operative (Enemy, Attractive) * N'lyss barbarian (Outsider, Illiterate, Brawny) 3. Temple guard (Vow, Loyal, Command) 4. Sorceror [lay-priest] * Sinister Ksarul-worshipper (Vow, Mean, Arcane Background: Psionics) * Combat sorceror [Karakan or Vimuhla] (Vow, Big Britches, Arcane Background: Psionics) * Seeker after knowledge (Curious, Arcane Background: Psionics) * Hedonistic Dlamelish-worshipper (Vow, Greedy [for pleasure], Arcane Background: Psionics) 5. Scholar-Priest * Self-absorbed Ksarul-worshipper (Vow, Treasure Hound, Arcane Background: Magic) * Forthright Thumis worshipper (Vow, Big Mouth, Arcane Background: Magic) * Bombastic Hnalla-worshipper (Vow, Long Winded, Arcane Background: Magic) * Pacifistic Thumis worshipper (Vow, Pacifist, Arcane Background: Magic) 6. Administrator (Cautious, Quirk, Connections) 7. Official (Code-of-Honor, Connections) 8. Clan Entrepeneur (Loyal, Vow, Merchant) 9. Tribesman [just arrived in Tsolyanu] (Illiterate, Poverty, Quick)
These are to give ideas for my Savage Tekumel conversion but it should be easy to see how they would apply just as well to the "Classic" game. =
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Post by greentongue on Nov 29, 2007 19:43:14 GMT -6
Jugar hiSakkar Follower of: Chegárra Rank:1, Changadésha(Soldier) +2/+0 Hit Points: 9 ========================================================= Strength: Strong (65) +1/0 Experience: 0 Intelligence: Average (52) 0/0 EP Bonus: -none- Constitution: Robust (96) (+3 hits) 90% chance of being revivified; +1 to effect of Healing Spell or EYE. Psychic Ability: Non-Psychic (05) +1 to Roll for Saving against Spells and Eyes. Dexterity: Clever (64) +1/0 Guile: Average (54) 0/0 Comeliness: Average (29) --------------------------------------------------------- Original Skills (89) Group I Group II Group III Bootmaker Mountaineer Alchemist Tanner Hunter
Professional Skills (58) AC w/S: Warrior: AC o/S: Spearman Head: Axeman Body: Swordsman Primary Weapon: Slinger Secondary Weapon:
Hits: (5)+1+3 = 9
Saving Throws: Profession Poison Spells Para/Hypn Eyes W 1 - 3 12 16 13 15
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Deleted
Deleted Member
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Post by Deleted on Dec 4, 2007 3:00:27 GMT -6
One thing that may disconcert D&D players is that multiclassing is next to impossible in T:EPT. This results from the facts of life on Tekumel - most people grow up conscious that they have a place and a role to fill in society, and the Renaissance Individual is rarer than rare.
My adolescent DragonQuest ideal of playing a Magic User/Fighter quickly went out the window, and I settled for creating a tremendously determined ex-legionary, tough, skilled and resourceful - I wouldn't trade her for all the chumaz in Livyanu!
Moreover Thieves or Rogues find short shrift on Tekumel - again the social milieux are extremely antagonistic to such persons.
Even dungeon-crawling parties rarely match the Tolkienesque pattern of four Hobbits, two Men, an Elf and a Dwarf. People and species rarely mix in that fashion - unless they're all of the same clan, temple or legion.
All these considerations are arguments for gaining at least a nodding acquiaintance with the Background.
Of course, you *can* play a D&D type dungeoncrawl, but, IMO, you're missing out on a lot. However, chacun a son gout!
Sal
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Post by coffee on Dec 4, 2007 3:49:04 GMT -6
One thing that may disconcert D&D players is that multiclassing is next to impossible in T:EPT. No worries. It is in OD&D, too. Unless you add Greyhawk, and even its rules are a bit flaky.
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Post by dwayanu on Dec 4, 2007 6:19:30 GMT -6
No Thieves, either ... just Warriors, Priests and Magic-Users. Rings a bell somewhere (probably my skull as someone whacks me for being so snarky)!
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Post by greentongue on Dec 4, 2007 7:33:47 GMT -6
Well there are "Adventurers" but they are more "all classes" and not specificly Thieves. =
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Post by greentongue on Dec 5, 2007 7:44:44 GMT -6
Gereshma hiShiggoth Priest of Gruganu Rank:1, Kengyél (Acolyte) +1/+1 Hit Points: 6 ========================================================= Strength: Weak (35) -1/0 Experience: 0 Intelligence: Brilliant (92) +1/+1 EP Bonus: 5% 40% to Spot Secret Doors when passing Experience +5% Constitution: Puny (37) 40% chance of being revivified; 20% chance a Healing Spell or EYE won't work. -1 to hit after every 3rd round PsychAb: Somewhat Psychic (65) +5% to spell casting Dexterity: Average (43) 0/0 Guile: Sharp (71) +1/0 Comeliness: Goodlooking (65) --------------------------------------------------------- Original Skills (12) AC w/S: 6 Group I Ropemaker
Professional Skills (54) AC o/S: Modern Languages: Livyani, Salarvyani Ancient Languages: Engsvanyali, Bednjallan Light (1/day) Cure Light Wounds (1/day)
Bonus Spells:
--------------------------------------------------------- Spell Success 45% Physical Damage reduced one level --------------------------------------------------------- Primary Weapon: Club Secondary Weapon: --------------------------------------------------------- Saving Throws: Profession Poison Spells Para/Hypn Eyes S/P 1 - 4 13 15 14 14 --------------------------------------------------------- Cash: 14Kt --------------------------------------------------------- Equipment Cost Club (1 dice damage) 5Kt? Helmet 13Kt Shield 10Kt Leather Armour 30Kt Backpack 5Kt Avg. Clothes 30Kt 10 Torches 2Kt Firemaker 3Kt Sturdy Boots 15Kt Tsural buds, 2 bunches 4Kt Rations 1 week 14Kt Pen, Paper & Ink 3Kt --------------------------====------------------------ Value 130Kt
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Post by alvahardison on Dec 5, 2007 14:54:08 GMT -6
EPT characters were always a little short on color due to there being only 3 kinds (priest, magic user, warrior[soldier]). A slight modification of giving skill levels in other skills instead of just rolling to see if you gain any and clans would go along way to making the game more "real world". Remembering how it use to be when a character got citizenship at 4th level would not have to be either if you put clans into the mix. With that you are either "of us" or "not of us". The EPT character is also very powerful at higher levels but it takes Soooo long to get up there, and due to that it keeps the challenge in the system.
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Post by greentongue on Dec 8, 2007 19:23:58 GMT -6
Kevuk hiKetalal Worshiper of: Rank:1, Warrior +3/+0 Hit Points: 7 ========================================================= Strength: Strong (62) +1/0 Experience: 0 Intelligence: Average (42) +0/+0 EP Bonus: * Constitution: Average (58) 50% rev. 20% Healing Spell/EYE failure) Psychic Ability: Non-psychic (11) +1 save vs. spells and eyes Dexterity: Clever (72) +1/+0 Guile: Sharp (64) +1/+0 Comeliness: Average (45) --------------------------------------------------------- Original Skills: Rope-and-Net Maker, Sailor,
Professional Skills: Spearman, Mace/Flail User, Axeman, Swordsman, Bola-Slinger --------------------------------------------------------- Languages: Tsolyani, ?
--------------------------------------------------------- Saving Throws: Profession Poison Spells Para/Hypn Eyes W 1 - 3 12 16 13 15
--------------------------------------------------------- Cash ???Kt
--------------------------------------------------------- Equipment Cost
--------------------------====------------------------ Value ???Kt
=========================================================
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Post by greentongue on Dec 8, 2007 23:49:14 GMT -6
Hrunal hiVimkolel Worshiper of: Dlamelish Rank:1, Sorcerer +1/+0 Hit Points: 6 ========================================================= Strength: Average (43) +0/+0 Experience: 0 Intelligence: Average (55) +0/+0 EP Bonus: 10% Constitution: Average (49) 50% reviv, 20% healing magic failure Psychic Ability: Highly Psychic (99) +15% to spell success, Dexterity: Average (51) +0/+0 Guile: Sharp (73) +1/+0 Comeliness: Average (40) --------------------------------------------------------- Original Skills: AC w/S: Cook, Animal Trainer
Professional Skills: AC o/S: 7 Control of Self (2/day) Illusion (self, 1/day, 3 turns, 60% believed by non-int, 40% semi+) Clairvoyance (20', 3/day, 2 turns) Telekinesis (10'/lvl, 2/day, 1 turn/lvl)
--------------------------------------------------------- Spells, 55% chance of success Physical Damage reduced two levels
--------------------------------------------------------- Primary Weapon: Dagger (d4 damage) Secondard Weapon: --------------------------------------------------------- Saving Throws: Profession Poison Spells Para/Hypn Eyes S/P 1 - 4 13 15 14 14 --------------------------------------------------------- Cash: 55 kaitars --------------------------------------------------------- Equipment Cost leather armour average clothes 2 daggers (chlen-hide) backpack 2 waterskins 3 small sacks --------------------------====------------------------ Value Kt
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Hrunal was trained by the two surviving Didacts of "The Sodality of the Distant Shore," a now-moribund league of sorcerers based on the island home of the Silver Shell clan. The Didacts have in recent years resorted to coercion of various types to recruit any psychically-gifted island youths to their crumbling villa by the sea. Good at cooking seafood. Likes animals, has trained birds, lizards. Worships Auntie Jetsam, a local version of Dlamelish. Left for Jakalla because he could no longer stomach the oppressive discipline of the Didacts and their ever more eccentric ways. Also the Hlüss sorcerers were better than the Didacts.
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Post by greentongue on Dec 9, 2007 20:17:03 GMT -6
Sanjesh hiKetalal Worshiper of: Rank:1, Warrior +2/+1 Hit Points: 8 ========================================================= Strength: Superb (97) +2/+2 Experience: 0 Intelligence: Dumb (23) 0/-1 EP Bonus: 10% Can't use Spells higher than Group II/Common. Constitution: Healthy (64) +1 hit points 60% chance of being revivified. Psychic Ability: Barely (25) Dexterity: Average (42) +0/+0 Guile: Average (48) +0/+0 Comeliness: Very good looking (76) --------------------------------------------------------- Experience Bonus for Superb Strength Full Physical Damage for Skilled weapons --------------------------------------------------------- Original Skills (35): AC w/S: Fisherman
Professional Skills (67): AC o/S: Spearman, Mace/Flail User, Axeman, Swordsman --------------------------------------------------------- Primary Weapon: Secondard Weapon: --------------------------------------------------------- Saving Throws: Profession Poison Spells Para/Hypn Eyes W 1 - 3 12 16 13 15 --------------------------------------------------------- Cash 147 kaitars
--------------------------------------------------------- Equipment Cost
--------------------------====------------------------ Value ???Kt
=========================================================
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Post by greentongue on Dec 10, 2007 12:37:16 GMT -6
Zharkan hiKetalal Religion: Chegarra Rank: 1, Warrior +4/+2 Hit Points: 9 ========================================================= Strength: Powerful (89) +1/+1 Experience: 0 Intelligence: Dumb (24) +0/+0 EP Bonus: 0% Constitution: Very healthy (90) +2 hit points 90% revivify Psychic Ability: Average (56) Dexterity: Clever (80) +1/0 Guile: Devilish (96) +2/+1 Comeliness: Hideous (02) --------------------------------------------------------- Face burned by acid! Does Full Physical Damage --------------------------------------------------------- Original Skills: AC w/S: Tanner Smith-armourer
Professional Skills: 92 AC o/S: Spearman Mace/flail user Axeman Swordsman Slinger --------------------------------------------------------- Primary Weapon: Secondard Weapon: --------------------------------------------------------- Saving Throws: Profession Poison Spells Para/Hypn Eyes W 1 - 3 12 16 13 15 --------------------------------------------------------- Cash: 36 Kaitars --------------------------------------------------------- Equipment Cost Plate Armor Shield Helmet Battle Axe Spear Dagger x2 Backpack Flint & steel 10 resin torches waterskin Tsural Buds Underworld Rations 1 week --------------------------====------------------------ Value 123Kt
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Zharkan has been surrounded by war and the trappings of war all of his life. He has followed in the footsteps of his god, as he expresses it. His face was badly burned from Serudla Acid during his time as a soldier. Though hideously deformed he bears his deformity with pride, as he feels any true follower of Chegarra should. He tries not to be sensitive about his appearance, but those who treat him rudely, or with disrespect will be challenged to test their mettle in the Hiralakte arena.
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