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Thread: Questioning chirine ba kal

  1. #681
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    Quote Originally Posted by Greentongue View Post
    What happens if you run away from a threat in the Underworld that chases you to the surface?

    Say looting a shrine of a God none of you worship and its guards are after you.

    If they catch you on the surface are you held accountable or do they pretend that nothing happened?

    Assuming that the place on the surface is public.
    I would think if it was private and they could dispatch you without being detected, they would.
    =
    If it was creatures, they got killed as we could summon the Tomb Police to help us. If it was some human guards, the 'hot pursuit' ended once we got out in public, and everybody would get together for a quick conference to see how we could hush the whole thing up. We'd try to make sure that the pursuing guards got something, as we might need a favor from them later, and we'd gratefully accept a little something from them to make sure we didn't tell anyone about the incident.

    However, as you mention, if the 'hot pursuit' wound up someplace where the Tomb Police or other nosy folks wouldn't see anything, there was a very good chance that we'd have to fight for our lives. Never mind the loot; dead is dead, or at least inconvenient.

    So, yes, I think you have it.

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    Quote Originally Posted by Hrugga View Post
    Hello,

    A follow-up question about the chlen. Are the chlen ever spooked by anything? Is there a such thing as a chlen stampede?

    Also can you expand a bit on the Temple of Vhimula plasma-people?

    Thank you,

    H :0)
    Right. No, not really; they aren't that bright. It takes a lot, like a direct hit by lighting, to get them spooked. It's pretty hard to get their attention in the first place, as they don't really have any natural predators to worry about - aside from a passing Sro-dragon or something equally huge - so they are pretty docile.

    (A Sro I know said that they don't eat Chlen unless they are really, really desperate. There are lots of other edibles around that are a lot easier to nibble on.)

    It is possible to have a stampede; I've seen one or two in my career. You simply walk out of the path of the beasts. They are that slow, and not very agile, so it's very easy to get out of their way. The flip side of that is they because they are usually so massive, nothing aside from a substantial building will stop them; they will go right through a farm house or something similar without even noticing.

    Elephants, hippos, and rhinos are graceful ballet dancers and sprinters in comparison to Chlen; it's why they don't get used in warfare, for example - just as draft animals and the producers of the hide.

  3. #683
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    Quote Originally Posted by Hrugga View Post
    Also can you expand a bit on the Temple of Vhimula plasma-people?

    Thank you,

    H :0)
    Okay, but we might get a little metaphysical, here. Please bear with me.

    So we're finally in Hekellu, and I'm casually poking around the palace where we're supposed to be the Imperial Government - we're under siege by our loyal citizenry, actually - and (as might be expected) I find the proverbial stairway leading down. Being a PC, I gather up some other PCs and some troopers, and we go have a look. We find that while Hekellu does have an Underworld, but it's pretty waterlogged due to the high water table which in turn is due to us being right on the lake. It makes for a very soggy little dungeon crawl, and we're getting pretty cranky about it when we find a nice dry room with four entrances (leading off to four corridors) with a nice Tomb of Somebody in the middle of the room.

    We're debating having a look in the thing when we manage to clean it up enough to read the inscriptions on the thing. We're already pretty suspicious, because this is the first and only dry room we've manage to find, and so far the place has been full of nasty wet things that have been trying to kill us. (Phil had some really nasty monsters, and we were getting both the Underworld, Swamp, and Water lists. All at once. We were Not Amused. Phil was. Anyway

    So I'm looking over the inscriptions - always A Very Good Thing To Do, trust me on this - when one of the players starts fiddling around with the carven decoration. Sure enough, the guy finds The Secret Button, pushes it without telling the rest of us, and gets the lid to open up. We all think seriously about killing him on the spot for being unhelpful, but our attention is diverted by the arrival of the Designated Tomb Guardian, who materializes out of the nice decorative wall carvings. The decor is all Early Temple Of Vimuhla, which is good for me, as I am a card-carrying member of the Temple's not-so-secret Society, the Incandescent Blaze Society; thus, I am able to read the notes left on the walls and tomb, and figure out that we've disturbed the rest of Somebody Important - an ancient governor of the city, from the looks of the tomb.

    This ancient VIP has paid the Temple of Vimuhla for the use of one of their super-secret and super-fanatic members; the deal is that when somebody in the Temple wants to become an Immortal Guardian, they trade their mortal bodies for immortal ones made up of the fifth state of matter, high-energy plasma. This is done by a very secret and very ancient process, left over from the Lords of Humanspace (who have a lot for answer for, if you want my opinion.) They live off of other-planar energy, and pretty much ignore things like gravity. They do not like being underwater, as they end to cause a lot of boiling and excitement, and they 'catch a chill' if they try it. They live in air, mostly, and are quite intelligent - their human intelligence is transferred over to their new bodies. They can and do manifest as humanoid, but the glowing flames and plasma are a real give-away. The occasional display of giant wings made of flaming plasma are also a hint, I think.

    They also seem to retain any abilities that they had in mortal life, like spells and such, and can communicate with us if they work at it; telepathy is the usual way of talking to them, however. (They can apparently talk to each other, too.) They can fight in melees, and simply have to touch something to set it on fire or melt it. They can control their 'surface temperature', and can be touched; they can not be harmed by ordinary weapons of any sort. (We didn't use an Eye or anything, as we were Vimuhla people and it seemed like A Bad Idea to try.) From what we can tell, they can also do other-planar travel, but I would not care to make the trip with one.

    They are very, very, very rare, and easily qualify as one of Phil's 'Saturday Night Specials'. These are very powerful beings, on the same order as the Undying Wizards or the high-level Undead of the Temple of Sarku, who are also still able to use sorcery. Phil did not provide stats - he never did, for his SNS creatures - and we didn't ask; it seemed rude. If you had one show up in a game, I'd treat them as a 'Fire Elemental' or something similar.

    In this particular case, we happened to be Vimuhla worshippers, so everything was fine. The Dearly Departed, who was supposed to be in the tomb, had never been installed, so it all ended well for everyone. What happened after that is another tale - in Book Five, 'The Golden Seal', of "To Serve The Petal Throne", to be exact...

    Does this help any?

  4. #684
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    Quote Originally Posted by chirine ba kal View Post
    when one of the players starts fiddling around with the carven decoration. Sure enough, the guy finds The Secret Button, pushes it without telling the rest of us, and gets the lid to open up. We all think seriously about killing him on the spot for being unhelpful,
    If I had a khaitar for every time that happened, I'd be able to end the war by BUYING Yan Kor.

    Retail, no less.
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    Quote Originally Posted by chirine ba kal View Post
    Interesting! I wonder if that's because of a shift in play style, or maybe a perception that PCs are 'disposable'?
    I'd say yes to the former and no to the latter.

    For the former, in the old days, everyone knew 'that guy' or even a few folks who combined a short attention span with an almost irresistible desire to push every button, open every door, drink from every fountain, or touch and fool with every unusual object - usually without inspecting it first. But those few folks excepted, the rest of us tried very hard to keep our PCs alive, but we knew that bad decisions or even bad luck could get you killed. Nowadays the preference for characters to be virtually unkillable or to just flat not be killed without player consent seems much more prevalent now than it was in the old days.

    As far as disposable PCs, I'd say that if anything, people see characters as less disposable than in the old style. There are however, a lot more folks who appear to see campaigns themselves as disposable or of short term duration. Consequently, even thought the characters themselves can't or won't be killed, they don't get the long term play that you saw with Phil, because the whole world/universe/campaign ends.

    Quote Originally Posted by chirine ba kal View Post
    One batch of F/Sf fans I showed these to complained that the 1924 version wasn't in color, and didn't have any dialog; they complained that the 194 one had really crummy special effects.

    Then I told them when the two films had been made. It did shut them up, but I didn't do it again.
    The movie Napoleon by Abel Gance included every camera shot and trick until the invention of digital manipulation and the rotating camera. And it included 9 separate simultaneous projections and a synced projection across three entire movie screens for the epic shots...in 1927.

    And Bardelys the Magnificent the 1926 American romantic silent film directed by King Vidor has an absolutely wonderful duel between Bardelys and a jealous husband where, instead of killing the husband, Bardelys fences with him while first chastising him for ignoring his wife, then giving tips on how to regain her affections, and then reconciling the two before kicking them both out of his hotel. Then the movie has one of the absolutely best swashbuckling crazy action scene climaxes ever. The wire fu of Hong Kong films pales in comparison.

    Quote Originally Posted by chirine ba kal View Post
    when one of the players starts fiddling around with the carven decoration. Sure enough, the guy finds The Secret Button, pushes it without telling the rest of us, and gets the lid to open up. We all think seriously about killing him on the spot for being unhelpful,
    As I said, everybody knew one of 'those guys.'
    Last edited by Bren; 08-16-2015 at 10:57 PM.
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  6. #686
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    Quote Originally Posted by chirine ba kal View Post
    Okay, but we might get a little metaphysical, here. Please bear with me.

    So we're finally in Hekellu, and I'm casually poking around the palace where we're supposed to be the Imperial Government - we're under siege by our loyal citizenry, actually - and (as might be expected) I find the proverbial stairway leading down. Being a PC, I gather up some other PCs and some troopers, and we go have a look. We find that while Hekellu does have an Underworld, but it's pretty waterlogged due to the high water table which in turn is due to us being right on the lake. It makes for a very soggy little dungeon crawl, and we're getting pretty cranky about it when we find a nice dry room with four entrances (leading off to four corridors) with a nice Tomb of Somebody in the middle of the room.

    We're debating having a look in the thing when we manage to clean it up enough to read the inscriptions on the thing. We're already pretty suspicious, because this is the first and only dry room we've manage to find, and so far the place has been full of nasty wet things that have been trying to kill us. (Phil had some really nasty monsters, and we were getting both the Underworld, Swamp, and Water lists. All at once. We were Not Amused. Phil was. Anyway

    So I'm looking over the inscriptions - always A Very Good Thing To Do, trust me on this - when one of the players starts fiddling around with the carven decoration. Sure enough, the guy finds The Secret Button, pushes it without telling the rest of us, and gets the lid to open up. We all think seriously about killing him on the spot for being unhelpful, but our attention is diverted by the arrival of the Designated Tomb Guardian, who materializes out of the nice decorative wall carvings. The decor is all Early Temple Of Vimuhla, which is good for me, as I am a card-carrying member of the Temple's not-so-secret Society, the Incandescent Blaze Society; thus, I am able to read the notes left on the walls and tomb, and figure out that we've disturbed the rest of Somebody Important - an ancient governor of the city, from the looks of the tomb.

    This ancient VIP has paid the Temple of Vimuhla for the use of one of their super-secret and super-fanatic members; the deal is that when somebody in the Temple wants to become an Immortal Guardian, they trade their mortal bodies for immortal ones made up of the fifth state of matter, high-energy plasma. This is done by a very secret and very ancient process, left over from the Lords of Humanspace (who have a lot for answer for, if you want my opinion.) They live off of other-planar energy, and pretty much ignore things like gravity. They do not like being underwater, as they end to cause a lot of boiling and excitement, and they 'catch a chill' if they try it. They live in air, mostly, and are quite intelligent - their human intelligence is transferred over to their new bodies. They can and do manifest as humanoid, but the glowing flames and plasma are a real give-away. The occasional display of giant wings made of flaming plasma are also a hint, I think.

    They also seem to retain any abilities that they had in mortal life, like spells and such, and can communicate with us if they work at it; telepathy is the usual way of talking to them, however. (They can apparently talk to each other, too.) They can fight in melees, and simply have to touch something to set it on fire or melt it. They can control their 'surface temperature', and can be touched; they can not be harmed by ordinary weapons of any sort. (We didn't use an Eye or anything, as we were Vimuhla people and it seemed like A Bad Idea to try.) From what we can tell, they can also do other-planar travel, but I would not care to make the trip with one.

    They are very, very, very rare, and easily qualify as one of Phil's 'Saturday Night Specials'. These are very powerful beings, on the same order as the Undying Wizards or the high-level Undead of the Temple of Sarku, who are also still able to use sorcery. Phil did not provide stats - he never did, for his SNS creatures - and we didn't ask; it seemed rude. If you had one show up in a game, I'd treat them as a 'Fire Elemental' or something similar.

    In this particular case, we happened to be Vimuhla worshippers, so everything was fine. The Dearly Departed, who was supposed to be in the tomb, had never been installed, so it all ended well for everyone. What happened after that is another tale - in Book Five, 'The Golden Seal', of "To Serve The Petal Throne", to be exact...

    Does this help any?
    Yes!!! Fantastic story. Thanks.

    I took a screenshot of this from YouTube some time ago. I can not find any reference to it anywhere. Any information in regard would be great. Please see attached photo.

    Many Thanks,

    H :0)

    PS Just wondering if you like the way this thread is going...

  7. #687
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    Quote Originally Posted by Hrugga View Post
    Yes!!! Fantastic story. Thanks.

    I took a screenshot of this from YouTube some time ago. I can not find any reference to it anywhere. Any information in regard would be great. Please see attached photo.

    Many Thanks,

    H :0)

    PS Just wondering if you like the way this thread is going...
    You're welcome!

    The photo is of the cover artwork for Bill Hoyt's wonderful game, "Quest", that he created with Dave Megarry' help; it's a Tekumel version of "Dungeon", and it's a lot of fun to play. Bill made six prototype copies of the game, and was kind enough to give me one for my archives.

    Bill goes way back; he's the "William Hoyt of W.A.W." mentioned in the TSR editions of EPT, and was one of the people - along with Gronan - who persuaded Phil to publish in the first place.

    Re the PS: I am enjoying the questions, and helping out with some answers. So, I am happy with the thing, but it's not about me - it's about what all of you want to see...

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    Quote Originally Posted by Bren View Post

    The movie Napoleon by Abel Gance included every camera shot and trick until the invention of digital manipulation and the rotating camera. And it included 9 separate simultaneous projections and a synced projection across three entire movie screens for the epic shots...in 1927.

    And Bardelys the Magnificent the 1926 American romantic silent film directed by King Vidor has an absolutely wonderful duel between Bardelys and a jealous husband where, instead of killing the husband, Bardelys fences with him while first chastising him for ignoring his wife, then giving tips on how to regain her affections, and then reconciling the two before kicking them both out of his hotel. Then the movie has one of the absolutely best swashbuckling crazy action scene climaxes ever. The wire fu of Hong Kong films pales in comparison.
    Fascinating. I think you're right, too.

    And you know about these two films!!! Wonderful!!!

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    Quote Originally Posted by chirine ba kal View Post
    Fascinating. I think you're right, too.

    And you know about these two films!!! Wonderful!!!
    I heard about Bardelys from Black Vumea's Really Bad Eggs blog. The book is also quite good.

    I saw Napoleon at the 1980 US re-release at the Kansas City Midland Theater, a 3,573-seat movie palace built in 1927 in French and Italian Baroque with an exterior in a Renaissance Revival style in cream glazed terra cotta brick, adorned with engaged pilasters, winged figures, leaves, flowers, swags, volutes, urns, and arches. A four-story arched window rose above a copper and gold marquee that contained 3,600 light bulbs. The theater is well known for its over 500,000 feet of gold leaf, five giant Czechoslovakian hand-cut crystal chandeliers, irreplaceable art objects and precious antiques, and spectacular wood and plaster work. One couldn't have asked for a better venue.
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    Quote Originally Posted by chirine ba kal View Post
    Re the PS: I am enjoying the questions, and helping out with some answers. So, I am happy with the thing, but it's not about me - it's about what all of you want to see...
    It seems that you prefer giving personal examples which is wonderful but are also spoilers for your books. I want the first book in my sweaty hands and to be surprised.

    I feel bad asking game rule and setting style questions mostly.
    I think my saving grace is that (hopefully) I'm not the only one that can use the answers.
    I'd like to think many can use "training wheels" to get started not just me.
    "Training wheels" of what gives the setting its unique flavor.

    I think that one of the things that made the old games great was the unknown.
    These days players can Google up the opponent and "solve" most situations.
    Most of the thrill of The Unknown is gone.

    I think that since EPT has been under the radar for so long, it still has a lot of that unknown remaining.
    Especially if people realize they can make it their own* and ignore the wrath of the Setting Nazis.

    *Mine being a mix of D&D, Traveller and Call of Cthulhu.
    =

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