Showing posts with label orcs. Show all posts
Showing posts with label orcs. Show all posts

Thursday, 20 September 2012

Rogues' gallery - the Orəq

Here's the next faction in the series, what I hope is a fresh approach to a familiar fantasy creature.

I've called them the Orəq, with the 'ə' pronounced roughly 'uh' to load the word with more meanings, like the 'ʒ' in Citiʒant. Like the Trippies they're written up for Rogue Space so should be easy enough to adapt to other rulesets.

So who are these, erm, Orəq then?

The biopoietic homunculars known as the Orəq are born deep in the earth on a number of worlds and have a shifting colouration believed to be an oracular quantum expression.

And what's that got to do with us?

At the GM's discretion, the Orəq may be taken as starting characters and/or be NPCs.

Starting characters: Origin, nature and lifestyle mean around 50% of the Orəq have the Warrior Archetype, and all have a further +1 Acquiring and -1 Repairing plus the Psionic power Clairvoyance, in addition to any powers usually permitted. The Orəq are sensitive to the presence of each other and their creators over short distances in space and time.

NPC groups: A group may include 2D6-1 Orəq drawn from 1D3 spawning cohorts, likely from the same homeworld; 1D3 members of the group will be battling for the role of seer.

Homuncular: At the GM's discretion, Orəq may be of any human clade, gaining clade-specific stats, modifiers, features, rules and options not in conflict with any for the Orəq.

Oracolouration: Once per short cycle, or following a major personal event, there is a 1 in 6 chance that an Orəq's colouration changes by a degree. The GM sets the incoming colouration, but the Player defines in general terms the significance of a first appearance of each colouration for the in-game future - the GM must then cause some interpretation of this definition to occur. Oracular accuracy falls further with distance from homeworld.

Technologies: The Orəq use relatively primitive equipment, but learn rapidly and borrow readily. All Orəq carry a variety of dusts, shaped stones and naturally occurring detritus and a means to utilise these as distractions or weaponry, as per the profile given below.
                                                                                                                              

Blowpipe, sling etc.   S    LOL* or alternatively Target at -1 to Tests next round    Silent
                                                                                                                              
* A Rating of LOL is one lower than S, and does Damage of 1D6-1.

But what are they doing here..?

The GM may want to roll below for each starting character or NPC group, who is/are:
  1. ... emerging from a subterranean spawning complex, or an equivalent location.
  2. ... trading, or otherwise offering skills, services or technology, likely borrowed.
  3. ... acting as a mercenary element, possibly part of a precognitive strike force.
  4. ... drawn by or pursuing an intuition, thought or vision, perhaps unconsciously.
  5. ... gathering with a vast horde, likely preparing for or conducting spiritual war.
  6. ... seeking others of their kind or a creator, or attempting to induce spawning.

Feedback is always welcome. If you haven't got a copy yet, Rogue Transmissions #2 is out, and Hereticwerks have been posting more of their own great Rogue Space material.

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Sunday, 16 October 2011

Self-balancing in place of points

It's been a busy weekend, partly spent laying out the game. The writing is mostly done, but a key element still to be finalised is the points system.

For those not sure, points are a rough measure of how valuable an individual is in-game, useful in trying to set up evenly-matched battles. In my case the calculation is complicated by the fact it isn't necessarily a wargame, more a skirmisher and worldbuilder hybrid, with RPG-like ideas.

I saw three posts on points this weekend, two at quirkworthy dealing with the issue in general terms - here and here - and one at Rules Manufactorum re 40K, here. Value also came up in this post at All Things Fett on orc numbers for a tower assault ruleset.

Following up on all of that, I thought I might describe a possible alternative approach for squad-level games I've been mulling over. It's nothing revolutionary, but might be useful.

Thursday, 2 June 2011

Half-elf, half-orc and the USS Enterprise

It struck me today, more forcefully than ever, just how radical by our standards Star Trek was when first shown. A mixed-race crew with representatives of former and current opponents in hot and cold armed conflict. They may have had a white North American male ordering them about, but by contrast the alien half-elf was arch conservativism.

The Next Generation always seemed to me a step forwards, but I suspect now it could have been a step back. An elder captain meant a more subtle paternalism, and as a Frenchman played by a Brit a reference to early influences on modern North American culture. For all the extra women on show - one to three in the main cast - and a man with a disability - overcome in part - there was less reflection of our diversity.

That diversity seemed to have been moved into other forms of life - an android and a Klingon - and with regard to opponents, the assumption seemed to have been made that mass conflict would eventually be overcome too. The Prime Directive reinforced this, suggesting each group had to make its own way up. But, as the android suggested with his growth arc, up appeared to mean human, or at least the ideals of the Federation.

It became fashionable to bash the good guys over the course of TNG, certainly in DS9, perhaps even to denigrate the idea of good. But there was a bright light in a character we might easily first equate with a half-orc - a trope I'd say is still fresh - Worf. The development of the Klingons through him made so much possible, not least DS9. 

His being there highlighted the value of an alternative perspective on things, the wonders of a reference to multiple sources, the deep fulfilment in a constant struggle to know the best approach. This struggle is likely a very general thing, something fundamental to a universe in which it appears just one of potentially many possibilities is experienced. If the Federation was this, Worf's essence as a character, it might have been a worthwhile venture, and on that level, through Worf, TNG may have kept that early radicalism alive.

Of course, that radicalism was largely conservative, belief in a wholesome past used to shape a better future. It seems to reject the Enlightenment while actually being at root the same process, an opening up of the mind to a lost, forgotten or revealed body of knowledge, the demonstration of its value and its use to synthesise new solutions.

But then from 1987 to 1994, the consensus outside Trek was for consensus itself, and a globalisation was moving visibly and fast. In this sense TNG may have been advocating the other view still, albeit this time a comfortable, cosy, closed tradition, as far as the franchise would tolerate. After all, an update of a successful series isn't especially bold.

As for the ideas of the original series, I won't argue the times weren't already moving ahead of Star Trek in the '60s, that the series was just matching a trend. But what does that say about us now? Who heads our fantasies today? A state-sponsored torturer in 24, an exclusive prostitute in Secret Diary of a Call Girl and a serial killer in Dexter.
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Friday, 27 May 2011

40K OSR? (7)

This week's update on a possible 40K OSR. What is it? Some potential definitions here.

If you identify with the concept, especially if you're putting out new ideas, feel free to use Colonel Kane's 40K OSR logo - to the right.

If you do, consider crediting Kane and adding Tales from the Maelstrom to your blogroll.

It's a great blog; up at the moment are some orc pirates, and this week Kane and Martini Henrie gave their thoughts on Old School gaming.

And here's more good stuff, alternative ideas old and new and hands-on creativity.

  • Von has reflections at the new GAME OVER, on the hobby over the years, with links to four thought-provoking posts, including Brian's intro to the report.

As for me, I'm not sure what's up with the Orkosystem series at Roll With It - a squig is due to follow the snotling sabbatur, but must have flown off. I hope the ladz can get him back. When the current run of flash fiction for Heroes of Armageddon finishes I'm planning to expand on the hive interior supplement with something very Orky...

As ever, if I've missed anything - and this week I think I must have - feel completely free to leave recommendations and links in the comments. Better still put something up.
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Wednesday, 9 February 2011

Porky models - Ork (8) - Shoota 2

A new Ork shoota for the second heavily-modified Ork, a minor celebration of the new orc and goblin releases for Warhammer. I'm excited - those plastic savage orcs will be invaluable in making feral Orks and yoofs, and as help with Ork musculature and feet.

Here's the finished arm.