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Godchecker’s Numerology
Feb 24th, 2010 by ambrose

This article has been up for a long time, as a matter of fact, I am not even sure that Godchecker is even still being updated. But, for what it is, its pretty much feature complete. Today, I’d just like to call a few new folks attention to the article on the numbers important in mythology around the world, highlighting such favorites as
Zero. Zilch. Nothing. Nada. Is there a God of Nothing? Or could this be the sign of the Cosmic Egg?


Half. This is the number of HAIURI, the half-there God of the Xhosa people in South Africa.

One. This is mostly for mono Gods such as YAHWEH or ALLAH. As in: “I am the only one and don’t you forget it!”

Two. Lots of twins, dynamic duos like the Mayan HERO TWINS, and good/evil opposites such as AHURA-MAZDA vs AHRIMAN. In Rome, JANUS has two heads to look backwards at the past and forwards into the new month of January.

Three. A certain Australian tribe only ever learned to count up to three. Anything after that is simply ‘many’. Now threes are many. There are triplets, triads and triple alliances. All FATES, GRACES, NORNS and Destiny Spinners come in threes. Even a certain mono God named JEHOVAH has jumped onto the bandwagon, claiming to be the Three-in-One.
The swinging sixty. If you remember the sixties, you probably weren’t there.

Seventy-two. This is a number favoured by one of the Jade Deities of China and is reached by a system of multiplying the value of lesser deities which is quite beyond our comprehension.
Eighty-six. The ORION Pregnancy Testing Kit. A carving on a mammoth tusk depicting Orion as seen 32,500 years ago. It contains 86 mysterious marks which seem to correspond to the days Betelgeuse is visible from Earth. Pay attention: 365 days of the year minus 86 equals the average gestation period of a human baby.

Ninety-Nine Names of ALLAH. Another mono God who wished to up his numerical stakes.

And, of Course…

Forty-two is the Answer to the Ultimate Question of Life, the Universe and Everything. At least in Magrathean mythology. According to comedic luminaries such as Douglas Adams and John Cleese, Forty-Two is the funniest number in the Universe. It is also the mystic number which obsessed Lewis Carroll when he was writing about Alice and Boojums.

My Roommate’s Campaign Setting Wiki
Feb 8th, 2010 by ambrose

My roommate is just starting out with his “web presence,” and I am sort of acting as tutor to him, since I’ve been doing this for a while, and since one or two of his sites are, in fact, related to gaming I think it is totally an excellent idea to promote him here. Woot for long-winded unnecessary jusfification. Now, I have looked at very little of this wiki in and of itself, because I am currently playing in a sort of canonical game right now(I think) and wouldn’t want to spoil it, so I really can’t offer much of a review. Fortunately, it is free. WOOT.

Hogwarts RPG Release
Feb 5th, 2010 by ambrose

I said I would, and I finally did. I made the Hogwarts RPG into a downloadable, printer friendly RTF Document, available here. This has, for the most part, been playtested, and should be a great quick pick-up-and-play game. For those of you who don’t know, I’ve been working on this Harry Potter-themed tabletop RPG, and have  gone out of my way to emphasize both simulation and simplicity, no mean feat but I think I did it.

Some highlights of this game-

  • Small numbers, simple arithmetic. If you want to play this with small children the math is very, very easy to understand. This doesn’t have to be a children’s game, but it certainly can be and I think that is it’s greatest strength.
  • Classes and personal experiences make up your character’s skillset, rather than a profession-like system or a strictly skill-based game. The classes themselves are designed so that they simulate Hogwarts classes by progressing from easy spells to more difficult ones along basically a linear curriculum. The Experiences are a two-way roll, a chance in six or a skill that can be advanced like a class, and can be customized for different needs very easily(I even wrote guidelines! I usually am HORRIBLE at writing documentation)
  • The Yield System. Instead of making a combat-oriented game, any in-game aggression can be handled via the yield system where winners and losers are determined without threat of lethality in the controlled environment of Hogwarts, and where roleplaying the after-effects of such situations is much more important to the game over all because the aggression doesn’t actually matter. Kind of like high school.
  • Two playable species for the Hogwarts school, Humans and Centaurs, House Elves and Goblins  forthcoming.
  • Also, the rules for creating demihumans and half-breeds are available here at the website

Currently it has the Character Creation, Classes/Skills/Experiences, Gameplay, and Creatures, but it does not have specific equipment or locations.

Hogwarts RPG Species: Niffler
Nov 24th, 2009 by ambrose

Gentle, useful, and friendly, but difficult to train, Nifflers are long snouted burrow dwelling creatures with the ability to detect treasures. They are usually very affectionate and gentle, but if left alone can destroy a dwelling while instinctively seeking out jewels and gold.

Attributes

  • STR: 2
  • WIL: 1
  • INT: 2
  • SOC: 4

Abilities

(+2)Seek:Treasure(Easy Spell, INT Based, Roll greater than 6 to cast) This spell allows the niffler to detect the most direct path to any treasure within 25 feet. This path is “As the crow flies” and it is up to the niffler to decide how to overcome any obstacles in his path, but the niffler will, except in cases of threat, head toward the treasure as quickly(And excitedly) as possible.

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