Archive for July, 2010

OBS Customer Email sent 07/14/10

| July 14th, 2010 | No Comments »

[Skortched Urf’ Studios] New releases and Announcements

Here is our semi-weekly email detailing the latest releases and company news & announcements from Skortched Urf’ Studios.

New Releases (More details below):

The Dragonbound Core Class (Pathfinder RPG)

Fantastic Races of the Otherverse: The Urlock (Pathfinder RPG)

S.C.A.R.E. Vol. 4 -Vasco Anurin (Traveller RPG)

Minor Races -The Arient (Traveller RPG)

Minor Races -The Neuralon (Traveller RPG)


Galaxy Command RPG setting now just $1.99!
We’ve lowered the price on the 93 page Galaxy Command RPG setting.

Galaxy Command takes place in the Stellar Year 3476.

Galaxy Command is an all-analogue future, a sci-fi utopia where technology got better, but
society still resembles America, circa 1976.

Galaxy Command is a coalition of a hundred sentient races that governs the Milky Way
Galaxy and battles tirelessly against the evil stellar empire, WARSTAR.

Galaxy Command is an interstellar band of astronauts, scientists, police officers, galactic
marshals, military geniuses and diplomats, all banded together to make a finer universe.

Galaxy Command is a gleaming, plastic and polyester future where billowing Afros never
went out of style, and futurism takes a back seat to pulp flavored adventure.

Now is your chance to get a glimpse of the Galaxy Command universe at 1976 prices! If you like what you see, then be sure to check out the other titles in the Galaxy Command line.

New Releases:

The Dragonbound Core Class (Pathfinder RPG)

Land became sky.

The world twisted upside down as Pellar kicked his dragon into a tight loop. The young knight screamed with mingled fear, excitement and pain as he forced himself not to black out. And the relentless line of flame, the hate-fed fire that would have killed both him and his dragon- his only friend, his other self- brushed by close enough to singe his scraggly beard. Pellar felt his dragon’s mingled triumph/fear/dominance urge come through the empathic link, clear and bright as the blue sky the pair flew through.

Pellar barely touched his reigns and his mount wheeled and recovered, reversing her flight path so quickly that even the young knight in the saddle could barely track the motion. The human smiled with pride, and feeling her master’s joy, the dragon bellowed a roar like a granary explosion. And than, without even needing to be told, Pellar’s ice-white dragon opened her great maw wide, and the blizzard inside her body leapt outward. Halfway across the sky, Pellar’s rival knight tried her best to pull her dragon out of its dive, to come up under the river of ice crossing space towards the pair. Too late! The ice river hit hard, knocking the red dragon and its female rider from the sky, killing them even as it wrapped them in gleaming planes of frozen crystal….

Pellar’s dragon roared again, and this time, Pellar added his own trembling voice to the chorus…..

Anne McCaffrey’s Dragonriders of Pern series remains one of fantasy’s most enduring franchises, and the recent PS3 video game Lair allows the hero to take control of a mighty dragon steed. Young adult works like Eragon and How to Train Your Dragon follow young heroes as they bond with incredible beasts. Despite the popularity and sheer appeal of dragon-riding heroes, traditional fantasy gaming has never really supported the trope.

It’s easy to see why: giving a player character a bonded dragon at first level is equivalent to giving that hero a fully armed tank, while everybody else in the party makes do with swords and bows. A veteran hero, riding an adult dragon… the metaphor of a tank gives way to an even more alarming one: the metaphor a fully armed stealth bomber with a nuclear payload. Dragons are overwhelmingly powerful, and having one in your corner, loyal only to you… that’s a class feature that certainly outdoes Weapon Specialization and Barbarian Rage.

This sourcebook presents a new 20 level core class: the Dragonbound, a unique breed of knight who is defined by his empathic bond with a great dragon steed. The Dragonbound is an intentionally unbalanced campaign option; in terms of sheer damage dealing potential (as well as mobility and endurance), the Dragonbound certainly outclasses the Fighter and Barbarian. Character classes that depend on a mystical mount or animal companion, such as Paladin and the Ranger are similarly outclassed. Since the Dragonbound’s core concept resolves around a partnership with a dragon, and mounts and animal companions are tangentially related to the concept of what a Paladin or Ranger is, the Dragonbound’s companion beast is naturally more impressive.

From the moment the ritual of binding is complete, the dragon hatchling and the young knight who will one day ride it into battle are one being. Spiritually and emotionally, the two creatures are linked. When one is wounded, the other bleeds. When one is tired or afraid, the other weakens, but when one side of the partnership is happy and content, they both thrive. In every culture that produces Dragonbound warriors, the relationship between dragon and rider is a scared bond. Even the most evil Dragonbound refuse to mistreat their dragon steed, because doing so is more akin to self mutilation than rage. The love between Dragonbound riders and their mounts runs deep, all the more so because the two die together. Once bound, a dragon cannot survive long without its rider, and vice versa.

This twenty-level core class includes everything needed to include Dragonbound in your campaign; from customizing your dragon to the various factions of Dragonbound, iconic dragon-breeds, new Dragonbound gods, feats, and magic items.

37 pages, $2.99

Fantastic Races of the Otherverse: The Urlock (Pathfinder RPG)

The Fantastic Races of the Otherverse series converts the most interesting, unusual and powerful player races from Otherverse Games’ D20 Modern-powered settings: Otherverse America, Psi-Watch, Galaxy Command and Black Tokyo, and adapts them for use with the Pathfinder Roleplaying Game. More than a just simple conversion to the new rule set, these short sourcebooks imagine how heroes from super-scientific worlds would look in campaigns where magic and the divine are the norm. This series of supplements also provides a few new hints at how the vast and interconnected multiverse of Otherverse Games fits together.

In Galaxy Command, the powerfully built Urloks are an alien race of psychically enhanced warriors. They are known for their courage and sense of honor. The bear like humanoids have recently entered the galactic stage, after a successful first contact by Galaxy Command’s heroic astronauts.

Urloks first appeared in the Galaxy Command Campaign Setting (Otherverse Games, 2009).

For the Pathfinder Role Playing Game the Urlocks have been re-imagined…

According to the Urlok’s own creation stories, the bear-like giants fell from heaven long ago. Otherworldly and somber, Urloks know the Prime Material Plane as a cosmic penance for racial sins long forgotten. Talk to any Urlok and if you can over come the race’s legendary taciturnity, he will tell you that once upon a time, his race were the soldiers of Heaven itself. During a great battle against a legendary cosmic evil, Urlok soldiers fled the battlefield, and for their cowardice the entire race was cast down. Urloks strive to atone for their mythical ancestors’ betrayal.

Courage and loyalty are foremost virtues for the race, and an Urlok knight would rather die than betray a trust. Oathbreakers and cowards are punished harshly, with the normally noble bear-men reaching extremes of torture and atrocity that give even savage humanoids like Orcs and Hobgoblins pause when punishing traitors within their proud race. Urloks who show fear or even the slightest trace of deception brand and scar themselves with their mightly claws. More severe offenses are punished with the amputation of fingers, hands or even whole arms. Urloks hold themselves to incredibly harsh standards and a completely unscarred Urlok is a one in a million rarity. Among their own kind, the rare unscarred Urloks are treated with a living saint’s respect, and a bit of jealous suspicion: are they truly as righteous as they claim, or are they simply too afraid of pain to scar themselves for hidden offenses?

Urloks live far from most other humanoids. They prefer the cold places at the top and bottom of the world. Because of their distance from civilization and their savage and masochistic punishments, the Urloks rarely receive a warm reception in peaceful humanoid kingdoms. Urloks venturing into warmer regions are often mercenaries. Dozens of kingdoms, both good and evil, hire the bear-folk as indomitable shock troops. Urlok tenacity and courage is well known among fighting men, and the race’s soldiers will display reserves of bravado and willpower unknown in other races.

8 pages, $1.99

S.C.A.R.E. Vol. 4 -Vasco Anurin (Traveller RPG)

S.C.A.R.E. – Secrets, Contacts, Allies, Rivals and Enemies. They are part and parcel of the character generation process, and provide endless opportunities for adventure, intrigue and complication. The S.C.A.R.E. line gives you NPC’s designed to provide maximum flexibility as they can be used in several ways; either as a valuable Contact or Ally, or as a dangerous Rival or Enemy. Secrets can be exploited for profit, patriotism or career advancement; and each could lead to danger, wealth or fantastic new discoveries. Multiple plot hooks and adventure ideas are also presented in each release, allowing easy integration into your game.

Volume 4 in the series details Vasco Anurin.
The Starport Authority (SPA) manages and builds all of the starports in imperial space. SPA inspectors like Vasko Anurin provide oversight of Starport operations, arriving unannounced with a team of investigatorschecking everything from airlock seals, accounts, traffic control protocols, and the honesty of starport personnel to the customs procedures,security procedures and so on.

Vasco Anurin is good at his job; he can smell a fake manifest in hard vacuum, ferret out a contraband cargo and spot the holes in Starport security. Though he is harboring a terrible secret, his loyalty cannot be purchased.

He is notabove using his influence to help friends or hinder foes, however.

8 pages, $1.49

Minor Races -The Arient (Traveller RPG)

The Minor Races line details some of the many life form inhabiting your Science Fiction Traveller game. Unlike the Major Races who discovered Jump Drive technology and began exploring, the Minor Races have rarely ventured farther than a single system or planet. Of the numberless stars, planets and moons; many have hosted unique species and civilizations yet to be discovered!

The first race detailed in the line is The Arient. The Arient are a species of reclusive but arrogant psychics feared by the Imperium and Zhodani alike. They refuse to accept Imperial or Zhodani jurisdiction, and their home planet is Red Zoned by the TAS; though both the Imperium and the Zodanin have bases in system for opposing purposes.

While the Imperium wishes to isolate the Arient, the Zhodani continually try to foster diplomatic contact without much success. The key to this frustration is one of Arient arrogance: the superior psions regard the Zhodani as too impure as a whole strata of Zhodani society lacks any psionic capability at all and their culture promotes the use of Psionics in their daily life, thus damaging its purity and the achievement of celestial openness. Nonetheless, the Zhodani are resolute, hoping to alter the Arient attitude and gain inroads. It is mainly through Zhodani merchants and government-supported “smugglers” that the Arient gain their off-world technology.

This eight page PDF gives players and GM’s everything they need to add the Arient to your game including stats and description of the Arient home world, details about the race, Arient society, politics and religion, new skills and typical career paths. There are also player hints should a player wish to use the Arient race for his/her character in a game.

8 pages, $1.49

Minor Races -The Neuralon (Traveller RPG)

The Minor Races line details some of the many life form inhabiting your Science Fiction Traveller game. Unlike the Major Races who discovered Jump Drive technology and began exploring, the Minor Races have rarely ventured farther than a single system or planet. Of the numberless stars, planets and moons; many have hosted unique species and civilizations yet to be discovered!

The volume details The Neuralon; often called “Neuralon Seductors” by outsiders. The Neuralon are willowy, curiously seductive, non-human, bipedal pleasure-lovers. The Neuralon reputation within the Imperium is based around their medical knowledge, particularly in the area of analgesia, anaesthetics and in the treatment and management of both acute and chronic pain, and in luxury technological items of all sorts.

This peaceful race has evolved to be highly sensitive to those around them, using that sensitivity to create and broadcast pacifying pheromones and adjusting their own body language and vocal range to tones and flexions that quickly calm and pacify the aggressors. This automatic, uncontrollable pursuit of appeasing and pacifying aggressors through virtually undetectable means leads to a lifestyle that is monopolised by sensory seduction.

Their home planet, Neuralos, is a holiday destination for the extremely rich and powerful or for the decadent pleasure-seekers. The pleasures they can provide, from food, clothing, drinks, beds, entertainment or mere pampering cannot be matched. Oddly, (to an offworlder, that is) the seedier forms of entertainment do not exist outside startown. The Neuralon find it emotionally upsetting to see the degradation of enforced slavery or prostitution. What is more useful to offworlders is that the Neuralon medical capabilities, growing from their natural urge to appease and aid those they meet, exceed all expectations, and are on the cutting edge of technological advancement.

As a species and society, their strength is also a drawback. They do not build armed warships and are completely reliant on the Imperium and hired mercenaries for their defence: the very thought of inflicting pain on another sapient creature causes them severe distress, triggering their own, reactive-defence measures. As a result, when making their way in the galaxy, they either take jobs as medics or as entertainers, or sometimes as advocates, as many other jobs involve too much pain. There can never be a Neuralon empire or conquered world; but for the same reasons they cannot force their will on another, others find it difficult to force their will on the Neuralon.

Learn more about this race, their homeworld and some of their advanced technology in this eleven page PDF.

11 pages, $1.49


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Blog Update for 7/8/10

| July 8th, 2010 | No Comments »

Sorry for the lag in posts! The air conditioner died at home a few days ago and it has been HOT. Unbearably so. I have a guy coming out today with the part we need (or at least the part we think we need) to finish the install from yesterday. With luck that will get us back on track. There will be a new release up later tonight, with several to follow shortly thereafter. Still waiting on art from a few sources to finish up some other projects.

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