Introduction to the Chronicles of Andul.   Posted by GM.Group: 0
 GM, 1 post
 The Narrator
Thu 11 Jun 2020
at 01:55
Introduction to the Chronicles of Andul
Welcome to Andul, an alternate Earth meant to be multi-genre.

This world is inhabited by four great species not just the one we know.
   The Adoshai - "dragonfolk", common reptiles uplifted to sentience by alien gods. Once masters of the world, their apocalypse opened the way for humanity's rise.
   The Incarnata - "immortals", fleshbound spirits, though they are more commonly known by a variety of other names, such as elves, gnomes, pixies, and magical creatures of all sorts.
   The Khorikh-Rhaga - "dwarves", an offshoot of humanity, altered by a system of holy eugenics to such a degree that they have become their own unique species.
   The Khumanashi - "humans", once enslaved, they eventually rise up to dominate the world.

The game system in use is GURPS 4e. The primary benefit is a point system that allows me to fine-tune my homebrewing. However, it's also multi-genre so I can simulate DnD in medieval periods and superheroes in the modern era.

The overall theme is strangeness using inspiration from Mage the Ascension. Magic is essentially reality shaping and largely invisible, coincidental, and subject to communal belief.

This message was last edited by the GM at 06:01, Mon 05 Apr.

 GM, 2 posts
 The Narrator
Thu 11 Jun 2020
at 02:01
Introduction to the Chronicles of Andul
Campaign Guidelines

Power Levels
Point TotalPower LevelExamples
    -25FeebleChildren, mindless thralls, zombies
  25-50AverageRegular folk
  50-75CompetentAthletes, cops
  75-100ExceptionalStar athletes
100-200HeroicPeople at realistic peak of achievement
200-300Larger than LifeCinematic characters
300-500LegendaryGritty supers and super-mortals
1500-6000Global-scale Superhuman-


   Genre: Fantasy

   Style: Realistic and rules-light moving towards cinematic and rules-heavy depending on our comfort level. Character death temporary since we're unfamiliar with the rules and might kill Wysk accidentally. Groundhog Day Rules: if Wysk dies, we rewind to the beginning of the day  ;)

   Power Level: Player characters begin at 150pt with up to -70 points from disadvantages and -5 points in quirks. Keep in mind, 150 is the final total. So, 180 character points - 30 points in disadvantages = 150. 220 - 70pts in disadvantages = 150, etc.

   Character Traits: Characters are capped at 18 in Abilities. However, there are ways beyond this ceiling. Everyone will receive bonus skills and advantages based upon their character’s cultural upbringing.
      Scotland (rural): Gaelic (Native) [0], English (Broken) [2], Axe/Mace (DX/Av) DX-1 [1]

   House Rules: The forces of magic are waning, suppressed by an overpowering religion. Magical Advantages (Magery, Power Investiture, Sorcery Talent) have a soft cap of 1 level, which most magi do not exceed. Every level beyond 1 requires an associated disadvantage as the use of magic transforms the magi.

This message was last edited by the GM at 20:19, Mon 17 Aug 2020.

 GM, 47 posts
 The Narrator
Mon 17 Aug 2020
at 03:11
Introduction to the Chronicles of Andul


     6-: Crippling (literally – you can’t live a normal life).
      7: Poor (you can life a normal life, with care, but never be an adventurer).
   8-9: Below-Average (low side of able-bodied, probably the lowest an adventurer should ever have).
     10: Average (most scores for most people).
11-12: Above-Average (high side of able-bodied, probably a good average for adventurers).
13-14: Exceptional (highest you’ll likely meet on the street, above-average for adventurers).
15-16: Amazing (highest you’ll likely see or hear about, strongly defines an adventurer).
17-18: Legendary (historical “bests” and remarkable fictional heroes).
19-20: Mythic (astounding even among great heroes in fiction and folklore).
   21+: Superhuman (off-limits to humans, barely suitable for great heroes, okay for deities).

   Average People (8-13)
     8-9: Skills remembered from school days.
  10-11:Most skills, including hobbies, secondary job skills of volunteers, and primary skills of draftees.
  12-13: Primary job skills of most normal people (including cops, doctors, pilots, and soldiers).

   Experts (14-19)
  14-15: Someone good enough to work under life-or-death conditions (including commandos, field surgeons, and ace pilots).
  16-17: Someone good enough to stand out in his field, however rarefied (top commando, ace of aces, etc.).
  18-19: Best of a generation (e.g., the world’s best sniper).

   Masters (20-25)
  20-21: Top master alive (presumably good enough to teach the best of a couple of generations).
  22-23: Confirmed top master of all time.
  24-25: Mythic masters, verging on the cinematic.

This message was last edited by the GM at 21:30, Wed 19 Aug 2020.

 GM, 49 posts
 The Narrator
Wed 19 Aug 2020
at 21:50
Introduction to the Chronicles of Andul
   Numerous choirs and armies populate the expanses of heaven and hell. There is a third class of spirit, akin to angels and demons but neutral in their conflict. Angels are crafted by gods and demons birthed by their lords. Incarnata are the offspring of titans, the elder gods who personify the cosmic abstract forces.
   What makes them unique is that while angels and demons possess mortals for short periods of time, the incarnata prefer a long-term stay in the physical world. They select hosts with no mind to resist, the dead and unborn, so that they may lay claim indefinitely.
   Ultimately, the goal with immortals is to create a diverse supernatural species, as opposed to essentially human "non-humans". The Incarnata cover every strange creature from the Smurfs to Agamotto.
   The templates are expensive (55+55+15) 125 pts for a Noble compared to 70 pts for an Elven Template (Fantasy 108) or 140pts for a Faerie (F108). A young elf at 200pts would be less developed than a human due to fewer points available for abilities and skills. It may take many years for an incarnate to develop the depth and complexity of character that humans are comfortable with.

   Fleshbound spirits, body-snatchers, undead, faeries, immortals

Core Template 51 Points
   Advantages: Magery 0 (Power Modifier: Cosmic +50%, exempt from Varieties of Magery, Required Disadvantage -1% (mandatory Eldritch Disadvantages)) [8]*
                      Extra Life (Requires a host body, a corpse or fetus, -40%) [15]
                      Modular Abilities 2 (Cosmic Power; Reduced Time 1 +20%) [24]
                      Unaging [15]
                      Unusual Feature 1 (from Magery 0) [-1]

   Disadvantages: Dependency (Mana, Weekly)** [-10]
   Host: choose one subtype below
   Essence: choose one or two House templates below
   Taboo Traits: Blessed, Divine Favour, Power Investiture, True Faith, any power with the Divine power modifier

   * Cosmic Power and Cosmic Magery allow an immortal to cast virtually any memorized college spell that has no prerequisites.

   ** Immortals don't necessarily consume mana or even acknowledge its existence. They would experience a No or Low Mana zone as very hard realities fixed upon objective materialistic rules, which don't include supernal possession.

   Eldritch Disadvantages
   - Every level of Cosmic Power comes with a disadvantage, usually Supernatural Features or Unnatural Features - leaves or horns growing from the head, pointed ears and cat's eyes, strange auras, functioning eyes in their hands, etc. Immortals become progressively less human as they grow in power.

Changelings +55 points
   Born in urban environments, changelings blend into mortal societies
   Advantages: Morph 10 (Cosmetic) [55]

Cuckoo +30 points
   Unlike other incarnata, cuckoo possess the unborn and grow with them. They form the truth behind the myths of strange children, fae changelings, and half-elves.
   Note to self: keep Cuckoos as the cheapest host. Since they reside within a living host, a cuckoo will have more individual character (points spent how the player likes)
   Advantages: Appearance (Attractive) [4], Luck [15], No Hangover [1], Voice [10]

Need fifth Subtype +45 or 60 points
   Whether monsters or knights, this type includes trolls, redcaps, and goblins
   Attribute Modifiers: ST +1 [10], HT +1 [10]
   Advantages: Slow Regeneration [10], Regrowth [40]
   Disadvantages: Bloodlust [-10], mandatory Dwarfism [-15] or Gigantism [0]

Nobles +55 points
   Attuned to the grand and epic, nobles are beautiful and larger than life. They can be found anywhere in the world but prefer to live away from mortals. Communities of nobles come to be known as elves, alfar, drow, etc.
   Attribute Modifiers: ST -1 [-10], DX +1 [20]
   Secondary Characteristic Modifiers: Per +1 [5]
   Advantages: Appearance (Attractive, Universal +25%) [5], Doesn’t Sleep [20], Immunity to disease [10], Perfect Balance [15]
   Perks: Autotrance [1]
   Disadvantages: Duty 9- (court life*) [-5], Overconfidence [-5]
   Features: Ageless (always appears as an adult of indeterminable age) [-1]

Sages +55 points
   Bright and full of joy, sages enjoy life to the fullest. Though they don't age, they appear as either very old or very young. Like nobles, they prefer to build communities of their own but humans have come to know them as gnomes, brownies, hags, etc.
   Attribute Modifiers: IQ +1 [20]
   Advantages: Fearlessness 5 [10], Photographic Memory [10], Magic Resistance 1 (Improved +150%) [5], Talent 2 (player’s choice but see Sage, Fantasy pg 132) [20]
   Perks: Honest Face [1]
   Disadvantages: Duty 9- (court life*) [-5], Truthfulness [-5]
   Features: Aged (always appears as either noticeably young or old) [-1]

* whether it's the Summer Court of Britain or the Monarchs of Alfheim, nobles and sages have their own hierarchies of power, far from the authorities of man

The Houses
   As spirits, immortals are born from one of the six great facets of the cosmos.

   Creation +15 points
   This sphere includes all nonliving and created things, including ideas and belief systems. The House of Mystery is attuned to supernatural creations while the House of Clocks personifies technical manufacture.
   DnD Quick Speak: Nobles of Mystery = High Elf, Sages of Clocks = Gadgeteer gnomes
   Mystery: Magery 1 (PM: Cosmic +50%, exempt from Varieties of Magery house rule) [15], Magic Resistance 2 (Improved +150%) [10]
   Clocks: Gadgeteer [25]
   Supernatural Feature: Flagrant Aura (+12), Unmistakable Power (Concealable)[-10]

   Darkness +15 points
   This sphere represents all forms of lack, destruction, and entropy, Just as lack of light is darkness, so lack of life is death. The House of Midnight is attuned to psychological and physical darkness. The House of Shadows is attuned to supernatural darkness.
   DnD Quick Speak: Noble of Midnight = Drow, Noble of Shadows = Drider
   Midnight: Dark Vision [25]
   Shadows: Extra Limb 1 (Force Extension +50%) [15], Fit [5], Night Vision 5 [5]
   Supernatural Feature: shadow cast by metaphysical light [-10]

   Life +15 points
   This sphere represents all living things and the processes of life itself. The House of Silk represents the closeness, communication, and cooperation that living things are capable of. The House of Blood represents the struggle for desire that all living things feel, whether for food, sex, or even a rare comic book.
   DnD Quick Speak: Sage of Silk = Forest Gnome, Noble of Blood = Wood Elf
   Blood: Basic Speed +0.5 [10], Night Vision 5 [5], Catfall [10]
   Silk: Speak with Animals [25]
   Supernatural Feature: one concealable feature from a different species (plant or animal) than the host, such as small horns, leaves, etc. [-10]

   Light +15 points
   All projections and movements, whether the movement of particles or of the heart. Light includes all of the energy that makes the universe vibrant. The House of the Sun represents the projective quality of Light. The House of the Watch personifies the joy of receiving Light.
   DnD Quick Speak: illusion gnomes (forgot which type)
   the Sun: Illusion (Powers p94) [25]
   the Watch: Hyperspectral Vision [25]
   Supernatural Feature: casts no shadow [-10]

   Space +15 points
   Obviously, the fabric of spacetime but also the concepts of territory and environment. The House of Doors represents territory and the twisting flexible aspect of space. The House of Worlds personifies environment and nativity.
   DnD Quick Speak: Noble of Doors = Eladrin, Noble of Worlds = Sea Elf/Winged Elf
   Doors: Warp (Costs 3 FP -15%, Range Limit: 10 yds -50%, Requires Ready -10%) [25]
   Worlds: Amphibious [10], Doesn't Breathe (Gills -50%) [10], Pressure Support 1 [5]
   Supernatural Feature: space occupied by immortal is more fluid causing subtle but irrational undulations, expansions, and contractions [-10]

   Time +15 points
   Future and past, the two dimensions above the three of space. The House of the River represents the forever Now while the House of Sight personifies knowing what lies on other sides of the Now.
   DnD Quick Speak: Sage of the River = Quickling, Sage of Sight = Fate or Hag
   the River: Absolute Timing [5], Enhanced Move 1 [20]
   Sight: Absolute Timing [5], Psychometry [20]
   Supernatural Feature: immortal moves more precisely through time, may move subtly out of sync with mortals [-10]

This message was last edited by the GM at 06:27, Tue 08 Dec 2020.

 GM, 50 posts
 The Narrator
Wed 19 Aug 2020
at 21:51
Introduction to the Chronicles of Andul
   According to myth, the Khorikh-Rhaga began as a tribe in Stone Age Scandinavia, captured and enslaved by Adoshai. When the great Dragon War began, the Rhagans used the chaos to slay their masters and fled into the Scandinavian mountains to hide. And there they remained for millennia.
   To these primitives was born a saviour, a woman named Rhaga who was a shamanic prodigy. She awoke the spirits of the mountain and lava, forming long-lasting treaties between the spirit world and her people. The power she brought to her people allowed them to adapt and thrive underground.
   While they began human, they are now their own species, no longer interfertile with their cousins.

   Self-Made Metahumans, Transhumanity

Core Template 97 points
   Attributes: ST +1 [10], HT +1 [10]
   Secondary Characteristic Modifiers: SM -1
   Advantages: Doesn't Breathe (Oxygen Storage, hold breath 25x longer, -50%) [10], Extended Lifespan 1 [2], Infravision [10], Resistant to Poison (all toxins, +8 to all HT rolls to resist, -50%) [7]
   Bloodlines: choose two Bloodline templates [48]

The Great Bloodlines
   As her masterwork, Rhaga chose five champions who would undergo a grand ritual to permanently unite with the spirits. She then directed her champions to thrive and multiply, adding their magically-enhanced genes to the pool of her people.
   Millennia later, every Rhagan carries the blood of the champions within their genetic code. However, only two will dominate and manifest, usually a bloodline which has manifested in the parents.

   Bones of Khalad
   Khalad was a labourer and many resisted his choice as champion. When he merged with the spirit of the mountain, his own durability was magnified and his descendants enjoy that benefit.
   Element: Stone
   Mutation: Descendants of Khalad have grey eyes and a thick hide like a rhinoceros or elephant (Unusual Feature [-1])
   Advantages: Damage Resistance 3 (Tough Skin -40%) [9], High Pain Threshold [10], Lifting ST +2 [6]

   Breath of Izarag
   A master alchemist and gardener, Izarag was an obvious choice as a champion. His knowledge of life underground shaped the rhagan diet.
   Element: Flora
   Mutation: Descendants of Izarag have unique glands in the throat that produce bioluminescent spores. After exhaling, the spores are sensitive to the Izaragi's intent. (Unusual Feature [-1])
   Advantages: Create Visible Light 2 (Reduced Fatigue Cost -1 +20%, Reliable +3 +15%, Takes 5 second Recharge -10%) [25] (Powers p92 Note: 1000 x (level squared) kilojoules -> Watts x seconds; i.e. 4000kJ / 50 Watts of light = 80 seconds for 1 FP)

   Heart of Shirum
   Shirum was a master craftsman who was united with the spirit of the lava. His descendants are blessed with incredible resistance to heat, fire, and the cold.
   Element: Lava
   Mutation: Those with the blood of Shirum have eyes like red gemstones and hair the colour of flame. Their skin has a hard sheen, like scales. (Unusual Feature [-1])
   Advantages: Damage Resistance 5 (Limited: Heat/Fire -40%) [15], Protected Sight [5], Temperature Tolerance 5 [5]

   Mind of Bazûd
   Bazud was a masterful engineer who constructed many of the great halls. When he united with the spirit of the sky, he was not granted strange powers. Instead, his natural brilliance was magnified, a blessing his descendants share.
   Element: Sky
   Mutation: The only external mutation the Bazuda show are highly opalescent sclerae (white of the eye). (Unusual Feature [-1])
   Advantages: High Manual Dexterity 1 [5], Photographic Memory [10], Lightning Calculator (Intuitive Mathematician) [5], Versatile [5]

   Voice of Aramin
   Aramin was a great artist who united with the spirit of the ocean. His descendants can inspire others with but a word.
   Element: Ocean
   Mutation: Since their power manifests internally, Aramina shows few external signs of their gift. But they invariably have eyes that appear like blue gemstones (of various hues and types).
   Advantages: Magery 0 (Syntactic) [5], Penetrating Voice [1], Voice [10], choose eight words (VH) IQ-3 [1] from one esoteric language

This message was last edited by the GM at 22:50, Tue 08 Dec 2020.