Sunday, December 25, 2011
Saturday, December 17, 2011
SLAOTD - Concept Books
Until next round, be well.
Saturday, December 10, 2011
The Monk and the Dervish
Monk
Starting Level:
1 knowledge point, 2 weapon use points, +d10 wounds, +1* (unarmed).
Level Advancement:
1 weapon use point, +d10 wounds, +1* (unarmed).
Starting Level:
1 knowledge point, +d10 wounds.
Level Advancement:
+d10 wounds.
Benefit:
For each round the victim has been in hand to hand combat add the victim's warrior level to hit and dodge. This bonus only applies in hand to hand combat and will decrease by the victim's warrior level each round not in hand to hand combat.
Wednesday, October 5, 2011
5th History, Part One
The events that happened before, and which caused the Neoarctic Age are shrouded and corroded. The few things that we do know about the Great War are from personal accounts saved in personal hard-drives, and although often biased, these allow us to reason the cause of this catastrophe.
At the time it was not called the Great War, in fact there seems to have been many stages, these stages were each termed 'wars' or 'operations'. Worldwide power-struggles were being held and were often covert. A system of governments were set up, each declaring an impartial system while being corrupt within. The monetary system was another arena which caused a massive divide in lifestyle between the rich and poor. Many accounts claim that the corporations had control and used capitalism as a weapon, divider and harness.
Nearly every pre-war home excavated has contained at least one personal computing device, as well as a 'television' or tv. Some tv's predate the War by nearly a century, having been embedded into culture and society. Through this media, and multiple industries which support it, dominated and pacified the majority of the population. In fact it has been found that a "pop culture" existed which served as a distraction and commodity.
While distractions and sales dominated the media, other issues were easier to avoid and ignore. While the groundwork was being done by pre-Corp military the media was tasked with the job of hiding the disagreeable facts. They did it fairly well, even to the extent of misinformation on social networking. By the beginning of the 21st century an ever-increasing awareness began to spread which triggered the first of many changes that century.Tuesday, August 16, 2011
Night of the Lope
But I do have videos of each of the Sith who burned, enjoy.
Some of the best friends a Sith could have!
Tuesday, July 12, 2011
Visions
Tuesday, May 3, 2011
The Gathering
The 0ld 0rder has begun, with eight main personae. Eight unique individuals collected to defend the pantheon. The first was Ta, an arachnid clockwork golem, descendant of the ancients and keeper of much knowledge. He first acquired a shipmaster to travel the Nile. He chose the Black Swan of the Nile, Bezis, a believer of the ways of Old Egypt and its gods. A minotaur, wandering drunk through the streets, was hired by Ta as his bodyguard, his name was Vanshe. Bezis took them up the Nile and found Malak, a golem who's cosmic purpose was in flux, one of the few crystalys beings left on Earth.
Still they traveled, past Thebes and the previous Pharaoh's Great Temple, to Syene. Ta's prophesies directed him to an auspicious corner where he was to meet the other four. As they approached, the hand of fate had brought Giza and Mosa together in the square. Giza was fae, a pixie-kin of peculiarity. The other was a young would-be head hunter. As Ta approached, Zyirael happened upon the same corner. Ta did not believe in coincidence, and the feeling of knowing this person was enough proof. The seven of them went to discuss Ta's proposal within a temple of Horus, all but one of the acolytes scattered, Izareus, an annubii student of sekite lore.With all eight together, Ta led them to their new ship. When Ra set they would begin.
Thursday, April 28, 2011
Stars Lightning Metal
Like a thunderclap you it the field. Blue lines of energy flash, burning themselves into your retinas. The discharge renders your body numb, throwing you into the void itself. Your lungs become iron, breathing is impossible. Dark shadows fight with the lines for your vision. The starlight fades.
Waking. Cold. The darkness returns.
You are dreaming of stars. No, you are awake looking at stars. You look around you, at the cold metal landscape beneath the stars. A tower, a city, a fire.
Where do you go?
The Tower
The City
The Fire
Back to the Hole
This is a post in response to Porky's "Blogging Our Adventures", which is an amazing project so far. If you want to start at the beginning, or figure out what this is all about, click.
Monday, April 25, 2011
The 0ld 0rder - Priest Sources
Thought you all might like a look, comments always welcome;
The Book of Faith
This section details the pantheon of the Old Kingdom as well as other paths of elightenment. Often, there are different names for a simular type of god, (like the sun god), they are different faiths but have the same abilities.
Starting Levels:
Each starting level in priest will give the victim two knowledge points, two weapon use points, and d10 prayer pool (add the victim's Wis once).
Level Advancement:
Each level purchased in priest will give one weapon use point, one knowledge point and d10 prayer pool (unless noted).
Disciplines:
Each source has different ways to spend prayer pool, these are listed under each source. The 'Using Disciplines" section describes how they work.
Maximum Pool Expenditure:
The maximum amount of prayer a victim may spend per round is equal to five times their priest level.
Priest Sources:
Each priest source represents a multitude of separate deities. Listed below are the names of priest sources and their associated gods by region or race.
-Name (Egyptian, Hittite, Greek, Celtic) Disciplines
Blood (Shemzu, Jarri, –, Ankou) Combat, Healing, Invoke.
Chaos (Set, –, Erebus, –) Invoke, Combat, Arcane
Creator (Ra, Elkunirsa, Zeus, Taranis) Invoke, Dominance, Resist
Dead (Nepthys, –, Thanatos, Morrigan) Undeath, Arcane, Shadow
Druids (Hathor, Aserdus, Demeter, Morganwg) Healing, Scrying, Invoke
Knowledge (Thoth, Sandas, Apollo, Belenus) Arcane, Scrying, Dominance
Justice (Horus, Istanu, Athena, Mannan) Combat, Flame, Invoke
Magic (Heka, Kamrusepa, Artemis, Veles) Arcane, Flame, Shadow
Pleasure (Bastet, Upelluri, Dionysus, Cernunnos) Healing, Scrying, Dominance
Sensai (n/a) Combat, Resist, Shadow
Storms (Maahes, Pirwa, Posiedon, Lugh) Combat, Scrying, Resist
Sun (Aten, Arinna, –, Belenus) Flame, Dominance, Scrying
Underworld (Anubis, Lelwani, Hades, Pater) Shadow, Undeath, Dominance
Vengeance (Sobek, –, –, Wodanaz) Combat, Shadow, Scrying
War (Anhur, Zababa, Ares, Toutatis) Combat, Dominance, Resist
Using Disciplines
Discipline Knowledge
Description: A brief description of the type of powers the discipline grants.
-Powers: A list of the powers and how they work.
Arcane varies
This discipline mostly resembles true magic, and is often used to augment spellcasting. The arcane discipline uses many symbols and rites to focus prayer.
-Boost Spell (may add pool to modify a mana expenditure).
-Use Item (artifice check, if DoS beats item's Stm caster may activate and/or use item).
-Alchemist (pool spent will give a temporary modifier to alchemy).
Combat n/a
The combat discipline embodies martial prowess.
-To Hit (pool spent will give a temporary to hit modifier).
-To Wound (pool spent will give a temporary modifier to damage, 2 pool will give a temporary +1*).
-To Dodge (pool spent will give a temporary modifier to dodge).
Dominance Psychology
Dominance embodies the power to affect the mind. Many preists will use this discipline during oratories, sermons or simply in the marketplace.
-Suggest (may give a temporary modifier to bartering, bullshiting, persuasion or diplomacy).
-Control (pool to hit, duration of control equals DoS minus target's CL).
-Telepathy (DoS equals duration, minus one for each target).
Flame Pyromancy
The discipline of flame calls down holy fire to cleanse unbelievers and opponents alike.
-Burn (DoS equals duration, temporarily gives weapon burning).
-Fireball (pool to hit will cause damage to wounds, burning, unsoakable equal to pyromancy modifier).
-Ummunity (may negate wounds caused by fire talent and flame discipline sources equal to DoS).
Healing Biology/Surgery
The discipline of healing can cure nearly all disease and remedy any wound.
-Heal (DoS equals wounds replenished, stops bleed, recovers K.O.).
-Cure (if DoS equals Stm of disease, or Str of poison/intoxicant, all modifiers are removed).
Invoke Command
Invoke embodies the ability to summon the servants of the chosen diety.
-Augment, Summoning (may spend pool to modify an invomacy check)
-Summon, Creatures (DoS equals maximum CL of summoned creatures).
-Summon, Sentient (DoS equals maximum CL of the target).
Resist n/a
This discipline is used to augment the resilience of those it is used upon. It is a favoured discipline of the deserts.
-Refresh (pool spent will remove negative Stm, Str and Man modifiers).
-Toughness (pool spent will give a temporary modifier to soak).
Scrying Scry
To glimpse into te futer, and pull meaning from those glimpses, is the discipline of scrying.
-Augment, Divination (may spend pool to modify any scry check).
-Precognition (may spend pool to give a temporary modifier to hit or to dodge).
-Seeing (may apply DoS to one check during the next turn).
Shadow Stealth
The discipline of shadow uses darkness as its ally.
-Hide (pool spent will give a temporary modifier to stealth).
-Summon, Shadow (DoS equals the stats of the shadow as well as duration, shadao has unsoakable equal to summoner's stealth modifier).
Undeath Necrology
This is the discipline that grants the ability to animate the dead.
-Animate, Undead (DoS equals maximum CL of undead as well as duration, undead have an unsoakable equal to necrology modifier).
-Augment, Death (may spend pool to modify any necromancy check).
-Control/Speak, Undead (DoS equals duration, DoS must equal CL of undead).
Monday, April 18, 2011
The 0ld 0rder - Setting Overview

The Old Order takes place on Earth during 1300 BC, primarily in Africa, Asia and Europe. It during the golden age of the older empires, and a time of expansion for the young ones. It is the beginning of the monolithic phase of humankind, and the waning of the older races of dwarves and elves.
The River and the Desert
It is the late 18th dynasty of the Egyptian Empire, Pharaoh Amenhotep's son, Akenahten has taken the throne. The new Pharaoh defies the Egyptian pantheon, claiming Ahten as Egypt's sole deity, and rules the Nile with a heavy hand. The nomads of the desert swell with religious refugees.
Rising Empires
Assyria, the Hittite Empire and the Kassite Empire thrive on the eastern Mediterranean and Arabia. Although trade is common, political disputes will often result in military action. The Greeks on the northern bank grow more prosperous each year, making treaties with the city-states of the Phoenicians, and Crete.
The East
The Dravidian people are an uneasy alliance smaller kingdoms between Arabia and the Far East. Known for their skill with stone craft, jewelry and spice exports, the Dravidians trade freely with other kingdoms. Monasteries are scattered throughout the kingdoms for stargazing, philosophy, and other studies.
The Far East
The most prominent kingdom to the east is the Shang Kingdom, which is surrounded by smaller feifdoms and rice farming families. The Shang enjoy some trade with the west, trading exclusive materials like pearls and silks.
Atlantis
Atlantis is a relic from the ancients. Most scholars claim that the island drifts further out to sea with each passing year, although it is difficult to tell due to the Great Obscuring. The fey enchantment keeps the island, and its inhabitants, hidden from those without magical talent. On the island itself, Atlantians enjoy the luxuries of the ancients' forgotten technologies.
Monoliths and Iron
The 0ld 0rder takes place at the end of the Bronze Age, in the early Iron Age. The older kingdoms are mastering the art of stone-crafting and raising massive structures to gods and kings. The common materials are made from hides, stone, brass or bronze. Expensive metals like iron and gold are highly valued, while gemstones are prized by those who practice with the arcane. Copper or brass ingots are the common currency, although many hunter-gatherer tribes will refuse such useless trinkets.
Historical Fantasy
Although much of The 0ld 0rder setting is historically accurate, there have been many important alterations made. Metaphysics, meddling gods and arcane mechanics flavor the setting wherever appropriate. Necropolis' house the populations of the dead, who make trade-arrangements with tribes of beasts for lost technology of the ancients. Magi are hired as consorts to the throne, priests sway the population's favor to one god or another, and thousands toil to build monuments that will outlast their entire cultures.