Magic Mondays

This week for Magic Mondays we bring you an explosive array that can much more than just save your life.

This week we bring you the Mirror Shot Array.

Notation: Transmute Copper, Gold, Iron, Lead, Silver, Tin and Wood into Iron of a size 100 times smaller than the array and Push that Iron at a speed of 256 m/s.

Description: Whomever first spoke the idiom “offence is the best defence” must have been thinking of the Mirror Shot array when he spoke those immortal words. The Mirror Shot array is a transmutative defensive array that draws from the same base model as the Flame Ward, Armour of Light and The Prophet’s Blood arrays but instead of transmuting whatever material hits it into fire, light and water (respectively), the Mirror Shot transmutes these materials into a tiny piece of iron that is violently pushed away from the array at three quarters the speed of sound. In effect, the Mirror Shot is a gun-shield.

While the workings of the array is fairly simple, it’s application is always. This array has always been intended to be solely used on a shield, or other sturdy, strong and flat object. Not only because a shield gives good uniform coverage of your body, but also because firearms have recoil. As anyone who has handled a firearm will tell you, they all kick; some like a mule, others like a toddler, but kicking is what firearms do… other than kill things. Placing this array on your clothing, especially on your arms, is a sure fire way to have your limbs buck and jump seemingly of their own accord when you least want them to. It’s far better to have the recoil dissipate through the broad surface of the shield and the arms strapped securely to it than having your wrist snapped.

For those who prowls the streets of Middelburg committing nefarious deeds, they will be pleased to hear that the Mirror Shot array has found its home on the streets. While it was first designed for military use, urban combat is a much more natural fit for it. There are many reasons for this, but the most important one is that you can’t quite aim this array. It is on a shield, which is hard enough to aim as it is, and you never know when a blow or strike is coming, meaning you can “shoot” off a “round” without realising it. Extremely hazardous in combat when you are surrounded by your allies, but amazing in the narrow streets and alleyways of Middelburg, where a ricochet is as dangerous a well aimed shot. The other reason is that this array is as suited to ranged combat as it is melee. The benefits of a shield that can shoot an opponent a metre away from you is self-evident, but by pushing the tiny piece of iron at three quarters the speed of sound, this array can shoot a sniper as easily as he can shoot you.

Inhuman Fridays!

This week we conclude our series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago. There are six Inhuman species and this is the sixth one, but we left the best for last!

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

So lastly this week are the Riusdyr!

The Riusdyr, also known as the Ogres, are the last remaining Inhuman species on the planet. This is because they allied with us humans (or rather we humans bribed them to ally with us) during the Great War nearly 2000 years ago. As a reward, we didn’t slaughter them all during the Great Purge as we did the other five Inhuman species. However, time is a cruel mistress, and poaching and hunting have made the Ogres a critically endangered species.

As you can see, the Ogre’s character sheet is a bit special, and that is because you can play as an Ogre in The Runed Age even if you didn’t want to retread the steps of the Great War. So we made it as true to the Ogres as we can. As you can see, with a Constitution Skill going from 100 – 200, there are a LOT of wounds. That is what makes the Ogres so dangerous is combat, they can soak up any amount of damage and still keep going. To go with all these wounds, the Ogres have a natural armour rating of 30 on all Hit Locations. This is because they can’t use the runes and arrays, meaning they have no Sigils to spend. So to make up for that, we made them even tougher.

It is their strength which defines them and that is why they have the two Skill Specialisations. They are not the quickest things on the planet and therefore they don’t have a high Athletics Skill, but there are few things stronger than they on the planet. Similarly, they are not the best in combat, but if they do connect with you, you will not survive.

Some excerpts from The Runed Age Corebook about the Riusdyr.

“While they may have the intelligence of a four year old human child and a limited vocabulary, an ogre’s loyalty is always above question and for their great loyalty we humans not once hesitated to grant them the same status as humans. They were our protective, larger brothers and we strove to protect them in kind.”

“With their hunched over frames standing over 3 metres tall, an ogre is truly an intimidating sight to behold. Whatever man brave or foolish enough to attack anyway will face a hide tougher than any leather with hair as course as hemp to protect it, and hands that can encircle a fully grown man to pulp and smash the intruder to bits.”

“One startling similarity between all ogre cultures is the concept of “gift giving”. This concept is virtually unchanged in all ogre societies, even those who have never met a human before. This concept entails that any gift that one receives must be kept until it is either broken or, as in most cases, eaten. A gift must never be thrown away or lost, as this is a deep shame that some ogres have been killed for.”

To learn more about the Riusdyr, all the other Inhumans and the lore of The Runed Age, you can purchase the book from DriveThruRPG at: http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook

Magic Mondays

This week for Magic Mondays we bring you something intricate, complex and hopefully as useful as it is pretty.

This week we bring you the Riptide Array

Notation: Float (within an area starting from ten times the array’s diameter to one hundred and ninety times the array’s diameter) Human and Push (within an area starting from ten times the array’s diameter to one hundred times the array’s diameter) Human at a speed of four metres per second, both only if a Human is within the boundary of the array.

Description: The notation is certainly a mouthful, but that is because it has to work around an inherent limitation of the rules of the runic arrays, namely that you can’t affect and not affect a target at the same time. You can’t say Push Human and Don’t Push Human. The arrays simply don’t work like that. What you can do, however, is limit the space in which the effects work and that is precisely what this array does.

In the simplest of terms, if you take away all the added bits and bobs in this array, the Riptide Floats and Pushes Humans. However, if you want to use this against your enemies in those simple terms, you will be floating and pushing yourself as well, and that defeats the purpose. What you have to do is find a way of having the arrays exclude you from this effect without Excluding you from this effect.

That is what this array does. Visualise the size and shape runes in this array as creating a containment field in the shape of a giant doughnut. Inside this doughnut, humans will be pushed and floated, but in the hole in the centre of the doughnut, humans won’t be. It is the Shell rune which is creating this doughnut by creating a wall at the edge of the containment field. The nine size runes modifying it stretches the thickness of that wall.

Imagine you have this array inscribed on a disk ten centimetres in diameter. That means the invisible doughnut containment field will start at one meter out from the array and go on until it hits the edge of the containment field ten metres out. That one metre diameter circle in the centre, which you should be standing on to activate the array, will be untouched by the effects. Everyone else inside that doughnut will be lifted up and flung outside it, and if they try and get back in all this will only happen again.

Safe to say the Riptide is a good array to use in combat when you are surrounded by enemies. It will give you a bit of breathing room and a few seconds of stunned enemies in which to clear your mind and get back in the fight.

Inhuman Fridays!

Last week we had brawns, this week we have brains as we continue with series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago.

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

Next up this week are the Akkedyr!

The Akkedyr were alien things, strange things, things that did not seem natural. Both insectoid and reptillian, they frightened men more than any other Inhuman race, because they could think as we could. They were never physically powerful creatures, as evident by their physical Skill Levels all being below 100, but they had their slave armies to do their fighting. However, they were master intellectuals. Their Lore and Will Skill Level start at 100 and cap at 200, meaning there was little they did not know or could find out with their Investigate and Intimidate Skill also breaking the Level 100 cap.

Some excerpts from The Runed Age Corebook about the Cordyr.

“Cold, calculating, the Scourge of the West and the bane of our civilisation. The Cordyr may have been affable, the Froskdyr fascinating, the Riusdyr loyal, the Kwendyr mysterious and the Sauddyr vain, but none exemplified cruelty as much as the Akkedyr.”

“However, unlike the Sauddyr, the Akkedyr prefered dry, arid regions and more importantly, they could understand us humans as no other inhuman could. ”

“The surviving texts speak of a dissociative state the Akkedyr could undergo whereby they would truly believe themselves to be of the race they were mimicking. Through this they could speak our tongue, read our alphabets and even debate with us. Some philosophers have called them the most intelligent of the inhumans for their ability to see right into the hearts of men, even though their own true thoughts were so alien to us.”

“There were absolutely no differences between males and female because Akkedyr were both at once. When not in heat, Akkedyr had no genders, no sex, they simply were. Only during heat would the environment dictate who would be male for that cycle and who would be female.”

Magic Mondays

This week on Magic Mondays we bring a blast from the past, a type of array not seen since we released our four part video on how to create arrays.

This week we bring you another spell, another incantation. This week we bring you the Moonlight Candle spell.

Notation: Create a Sphere of Light as wide across the array and Push this sphere at a speed of 1 metre per second to a height equal to the width of the array. The source of this spell is the Right Hand.

Incantation: Behg Ob Jôcht Ant Bol Ant Gerittel Cob Dün Môk Non Ob Ydruch Ant Rônde Ant Grot Cob Ent Fin Regahnd

Description: Every mage needs a spell to light his way, a magical candle to read his magical tomes by, a parlour trick to scare off the peasants. The Moonlight Candle does this. It is a very simple spell that does a very simple task: it creates a small ball of light. How it does this is a bit more complex. The Light rune creates 1 lumen of light per cm3 so to know how much light is created, you first have to know how large a sphere you are creating. Since this spell originates from the right hand (and it is easily enough changed to originate from the left hand), you first have to know how large your hand is.

The average adult palm is roughly 8cm across. So with a simple bit of maths to work out the volume of a sphere, we know that a sphere of light as large as the palm of a hand would have a volume of 268cm3, which translates neatly into 268 lumens. This is roughly equivalent to a 30 Watt incandescent light bulb. So it’s not the strongest light in the world, but since it will be coming from the palm of your hand, you don’t want to blind yourself with it. It’s just strong enough to see by and to light your way.

The other somewhat complicated part of the array is the Push-Circle-Large part. Remember that the Circle rune creates a disk as deep as a tenth of the array’s width and any size rune modifying it increases its depth, not its width. This means that the Large rune modifying it makes its depth as wide across as the array’s width. The size rune turned the disk into a cylinder. By then modifying the Push rune with these, what you are telling the array to do is push the sphere of light up to the boundary set by the Circle-Large runes. So this means the sphere of light will only be pushed up to the width of your hand and no further. In effect, it has created a floating ball of light.

While you can’t use incantations like these in The Runed Age, when the Sigil System is released in September, it will detail all the rules (and all the words for the runes) for the incantation system for you to use in your games. In the (somewhat) distant future, we will release Fulcrum, a game we are working on that will be based entirely around this Incantation system, so stay tuned.

Until then, you can watch the video we made about creating your own incantations here: https://www.youtube.com/watch?v=f9OWkn3gP_s&index=4&list=PLWMm8DhWwdf8Fish_AIU6soxnFEChz1U8

Inhuman Fridays

This week we go from small and furry to large and slimy as we continue with series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago.

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

Next up this week are the Froskdyr!

The Froskdyr are large, amphibious creatures that are as powerful as they are quick and we see this with their Athletics starting at 50, their Constitution at 40 and their Fight at 55. All three of these skills can go above 100, so a Froskdyr at his best will be able to beat any human he finds. One thing where the Froskdyr fall down, however, is the social aspect. They spent most of their lives underwater and thus, while they did form families and communities, were never prone to idle chatter and gossip, their voices reserved for only the most important of matters.

Some excerpts from The Runed Age Corebook about the Cordyr.

“What records we do have, that are of any reasonable degree of accuracy, comes from the Froskdyr captive taken near the end of the Purge by the Emperor of the then Empire of Man. This poor creature called Beltiz, enslaved
by the Emperor and trotted out for his court’s amusement wrote down the oral history of this people as best he knew it. The Froskdyr, amphibious as they were, had little use for writing when it could not survive their time under the water, so kept their histories as songs much as we Neoists have done.”

“Being amphibious creatures, the Froskdyr never ventured far from water, their communities always on riverbanks, streambeds and on lake edges. When they did set out from their watery homes, which Beltiz tells us was not
quite often, their towns and cities were in the wettest, most humid areas of the eastern continent’s rainforests.”

“In respects to the Froskdyr military during the Great War, it is unsurprisingly that their focus was in the water rather than on land. Our own records state that their navy was beyond compare, and even without ships there
was nothing as dangerous as a Froskdyr in the water. The seas, rivers, lakes and swamps were areas that we avoided later in the war, knowing that any amount of Froskdyr could be hiding beneath the surface and we would never have known. ”

To learn more about the Kwendyr, all the other Inhumans and the lore of The Runed Age, you can purchase the book from DriveThruRPG at: http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook

Milestone reached!

We are very glad to announce that we have broken the 50 sales mark! We have now sold over 50 copies of The Runed Age and have had dozens upon dozens of downloads of the Character Sheets and, already, the Journal of Array Design.

We want to thank you, the fans, for your support and would like to ask you to keep spreading the word so that we keep growing and can keep giving you all the awesome content we can.

We also would like to ask everyone who has bought and/or downloaded one of our products to please rate it on DriveThruRPG. Your starred ratings means a lot and can persuade many others looking at the products to buy them as well.

Inhuman Fridays

This week we continue with series of character sheets looking at the Inhumans who began the Great War nearly 2000 years ago.

When playing as the Inhumans, remember that the runes and arrays were given to humans only, meaning that while the Inhumans could draw and use the runes, there wouldn’t have been much of a chance to do so when they were at war with humans. Also keep in mind that only human blood can activate the arrays (other than energy and orichalcum of course). Inhuman blood has no effect on the arrays just like animal blood.

Next up this week are the Cordyr!

This week we start seeing the more “inhuman” Inhumans whereby their max Skill Levels will be able to go beyond what even the best human is capable of. The Cordyr are an excellent example of this. They stand, on average, only three feet tall and so their lives, and their perspectives on life, will be vastly different than our own. Being of canine origins also means that their perceptive senses are far more attuned to the world than our own, and this is why their Perception Skill ranges from 60-130 and their Investigate Skill Ranges from 50-130. Like other canines, the Cordyr have immense families that they can call upon and so their contacts can go up to a whopping Level 150.

On the other hand, while they have safety in numbers and can spot a threat coming a mile off, they are tiny little things and that can be bad once something comes close. Their Athletics range from 20-90, their Constitution from 10-60, and their Fight from 15-55. They are exceedingly terrible in a fair fight, and that is why they developed crossbows.

Some excerpts from The Runed Age Corebook about the Cordyr.

“While their diminutive stature did not lend itself to the melee of war, they had already invented an early form of the crossbow, allowing them to be deadly at range without the need of training or strength. But what truly set them apart was their sense of smell, even today we still say a man has the nose of a Cordyr”

“They were indifferent to the cold of the far north, where they first met us, their fur merely growing thicker among the northern populations. This adaptation to the environment suited them well in their semi- nomadic lifestyle, shepherding their herds across the vast lands, always in search of greener pastures.”

“The Cordyr’s affinity with their herds, and most animals, are by now legendary. Much like how our hounds are adept at herding sheep and cattle and seem to have a preternatural sense when hunting, so did the Cordyr. It said they were so close to animals that they could know precisely what their herds or even their prey was thinking.”

To learn more about the Kwendyr, all the other Inhumans and the lore of The Runed Age, you can purchase the book from DriveThruRPG at: http://www.drivethrurpg.com/product/165870/The-Runed-Age-Corebook