FAQs

A’Kyria pods are Patent Pending software adventures designed as a referee tool to enhance the tabletop role playing experience. They are self-contained adventures aided by software, to be used with the A’Kyria game system. Each pod contains a complete adventure story line with an average of 15 encounters, a set number of creatures, treasure, traps and a host of other elements, as well as, devices to track characters, combat and game play. Each full pod adventure provides approximately 24 hours of game play, depending on how quickly or detailed the referee runs the pod. (Game play test groups averaged four six-hour sessions to complete one pod.)

While each pod has pictures and maps, pods are not video games. They are intentionally simple in look and approach so the software will not detract from the referee’s imagination and the essence of the tabletop role playing experience. Pods can be replayed, and since elements like creatures, traps, etc. are randomly generated at the start of a new game, game play is different each time.

Each pod adventure will lead directly to one or more additional pods, branching out into multiple story lines and multiple paths that a referee can choose from.

Run the ‘.msi’ installer file for the appropriate pod and follow the prompts. This is a Microsoft Installer file that is used to install Windows based applications. You might also need to accept the application when the Windows security question is asked.

The ‘pod’ application IS the pod. Each pod is a standalone application with all the pod information included.

A TTRPG (Table Top Role-Playing Game) is a game where the players assume the roles of characters in some form of a fantasy setting. These games are also known as Pen and Paper Role-Playing games. They require pencil (or pen), paper, dice and some form of rules. In this case the rules are the A’Kyria RPG system which is designed to allow for maximum variation of character expansion. The system is designed to be used with Fantasy, Sci-Fi, Western, Espionage as well as other types of worlds, but the basic rules deal with Fantasy only.

A’Kyria is a d100 based system that uses skills and other adjustments to make a more realistic play experience. The system is not realistic in itself as that would be too in-depth and distract from the actual play, but is close enough to realistic to make sense to most players.

The combat system is turn based, with each turn being 15 seconds. When attacking a target the result is determined by a three tiered strike where you can ‘miss’, ‘hit on armor’ or ‘hit’ your target. The ‘hit on armor’ window grows based on the armor a target is using and their skill in it.

Damage is distributed in a roll-over process, with all damage going to ‘Stun Points’ and then rolling into ‘Life Points’ based on how hard the strike occurred. This also occurs with a ‘hit on armor’ where the ‘Stun Point’ damage is deflected, but the ‘Life Point’ damage is turned into ‘Stun Point’ damage on the target. An example would be where some knight in a suit of armor is being hit with a mace or a person wearing a bullet-proof vest is shot. Neither take direct damage, but are still stunned or injured from the kinetic force.

There are two types of skills, actual skills such as alchemy, acrobatics, fencing, etc. and item familiarity. I don’t care if you are Jackie Chan or Jet Li, if you pick up a type of weapon you have never used before you will need to get used to it. This does not mean that you cannot use something, but that it will be more difficult. Both the skill in the art as well as the familiarity with an item will adjust your ability to use it. Thus an expert fencer that has never picked up a Jin Tachi sword before, will know how to fence, but the weight and balance of the blade will reduce their effectiveness. This also applies to armor types.

Magic is based on the same premise with spells and artifacts doing a variation of the result depending upon your experience with each one. Thus a spell caster could have a higher probability to get the best result with one spell, but only be able to achieve a mediocre result in another.

In A’Kyria there are some standard races that everyone is familiar with, but there are also new one’s created to allow a more expansive choice. Out of the standard races, the Orc is the only one that is not traditional. I will give you the descriptions of these races here:
ORC
Orcs are rumored to be a cross between an Elf and an Ogre. Legend has it that an Elf maiden was captured by an Ogre chieftain that had his way with her while his clan was deciding who would get to eat her. She was rescued by her people, but not before she had been impregnated by the Ogre chieftain. Due to the small number of Elfish offspring, they could not bring themselves to abort the child. When it was born, they tried to raise it with the other Elfish children, but its selfish ways from the Ogre blood coursing through its veins could not be tamed. It was eventually driven from the clan, but found a life with another race. This mixing of races was the start of the Orc race that we know of today.
The modern Orc has green tinted skin that can range from light green to a dark black-green. They have the pointed ears and high eyebrows of their Elf ancestry. The hair on their head grows in a distinctive inverted crown pattern. Orcs grow out their hair in thick locks, intertwining small bones from each kill into their hair. They are fierce fighters and have a particular enmity towards Elves; due, it is believed, to their possible shared ancestry.
BARGWHY
Bargwhy are large creatures who are known to deal with others in a fair, even and methodical manner. They are very strong, but slow, so their movement rate is only 2/3rds of the number computed. They rarely rouse to a state of anger (unless they have been physically wounded) and are completely oblivious to insults; however, they are excellent fighters, quick and methodical as the need arises. They are very protective of friends and are usually friendly with Arphils, as their races share a long history of cooperating with each other.

ARPHIL
Arphils are a race that shares a resemblance to the canine family. They have an elongated snout, are covered in short hair, and have shortened legs which allow them to walk on all four limbs as easily as they walk on two. They have exceptional hearing and are a friendly race, although they can be considered irritating to some. They have a particular affinity with the Bargwhy and are, as often as not, seen paired with one.

RAWG’MAI
Rawg’Mai are similar in appearance to a humanoid version of a traditional desert lizard. They do not have scales, but they have varied green, leathery skin and long snouts with sets of stripes running down either side of their body from the tip of their snouts to the end of their full length tails. The females are larger and more dominant than the males. Overall, they are a friendly and fair-dealing race; however, they do not like crowds or small spaces for fear of having their tails stepped on.

SCEPURIAN
Scepurians are a feline based race that has shaggy Mohawk-like hair and tufts of hair extending from the top of their ears. Other than that, they have no other hair on their bodies. The race is also free of any form of a tail or whiskers; however, they do have traditional slitted pupils, longer front fangs and claws on all appendages. The Scepurians live in a matriarchal society. Scepurian women are larger than their male counterparts and hold more positions of power and esteem. Scepurians tend to be a more volatile race, quick to anger, but will quickly dismiss any altercation. They very seldom hold grudges, preferring to deal with the source of their anger immediately and efficiently, usually through one-on-one tests of fighting skill. Other races tread carefully when dealing with the Scepurians.

SINTIS-MAN
Sintis-Men are an insectoid race with a hard exoskeleton and an enigmatic personality. They rarely show emotion of any kind, though it is rumored that they carry extreme emotions always held in check. Their race language is pheromone based and due to the way their mouth is formed, they cannot yell or speak very loud. They have no designation for male or female and the method of reproduction is shrouded in mystery. They are quick and agile.
LAQUARAN
Laquarans are wiry, deceptively strong birdlike creatures. They have short false feathers in place of hair and a more pronounced beaklike nose. Beyond these distinguishing birdlike features, they closely resemble humans. It is nearly impossible for other races to tell the difference between male and female Laquarans. Their bones are less dense than other creatures, which give them a lighter overall weight. They are not particularly social, but if befriended, they are extremely loyal. Laquarans are swift, fierce and focused fighters who believe in the aesthetics of fighting.

CHEVEROID
Cheveroids are a quiet, small, ruthless alien race that has grown to hate just about everything because of their size. They are not kind to those races or individuals that are smaller than they are and they tend to be contemptuous and arrogant to those who are larger than they are. Little is known of Cheveroids beyond their ability to avoid confrontation and an aptitude to do fine work with their hands.

 

 

 

 

The app should work on a Kindle. The Character Generator App has not been tested on a Kindle directly by us, but the Amazon Developer Services has tested it and certified it as working on all Kindle hand held devices. It will NOT work with the Kindle FIRE TV services however, so please keep that in mind.

In A’Kyria, unless noted specifically otherwise, you always round down dropping the fraction completely.

If you are already logged in, then in the top section of the page you should see the tab marked ‘View your account’. Click on this and the user information page opens. At the bottom of this page is the link to the Freebies page.

If you are not logged in, then at the top of the page is the tab marked ‘user login’. Click on this and the user login page will open. At the bottom of this page is the link to the Freebies page. Once you click on it, you will be asked to login.

Yes, the Scepurian claws follow the same familiarity rules as any other weapon. Dogs, Horses and even people with long nails do not instinctively know how to use these as a true weapon. You will get scratched or stomped when there is no intention and when the intention exists, then the method of attack will not always be the correct one. Thus Scepurians have spent their lives up until becoming adventurers trying NOT to accidentally scratch or cut other people, but now they need to learn when and how.

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