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Ferrinus posted:incidentally, here's notpaul's player character, along with his Sleepwalker Retainer You mean technically his character is Lego? drat. That's a cool picture, though, I should get around to doing a picture of Matryoshka. I found my PDFs of Andrew Loomis's books and I am refreshing my memory of figure drawing. (I doodled some sketches already, but with no scanner I expect I'll have to break out the drawing tablet and do it in Photoshop.)
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# ? Nov 14, 2008 01:20 |
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# ? May 6, 2024 03:59 |
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NOT PAUL LAYTON posted:n0ice mullet, faustus
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# ? Nov 14, 2008 01:28 |
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you guys loving suck, demon party member would've owned
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# ? Nov 20, 2008 07:19 |
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+2 XP for reaching Smoky Mountains and beginning your trek to Enoch! +1 Arcane XP for encountering a greater demon! +1 Arcane XP for learning something about the mechanics of demonic pacts! 46 XP, 27 Arcane XP total. Ferrinus fucked around with this message at 07:44 on Nov 20, 2008 |
# ? Nov 20, 2008 07:21 |
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a man of ill repute posted:you guys loving suck, demon party member would've owned Yes, with Solomon, Phlegethon, and Sakrathor combined, the only people who'd need to show up are Ferrinus and notpaul!
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# ? Nov 20, 2008 07:22 |
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i am sorry for the conflicts that i have caused
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# ? Nov 20, 2008 08:46 |
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God willing, we're playing today (11/20) as well as yesterday! Probably at the same time, around like 9ish.
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# ? Nov 20, 2008 17:49 |
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I'll be around a little bit earlier today, anywhere between 10:45 and 11:15. And we drat well better be playing 'till late today!
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# ? Nov 20, 2008 19:05 |
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Ferrinus posted:God willing, we're playing today (11/20) as well as yesterday! Probably at the same time, around like 9ish. we didn't really get started till 10ish though anyway i might be around for a little bit, just to watch what's going on, but i do have to get up early so i'll probably be gone before 10. if i do play at all i'll probably just fall down a ravine or something for the duration of the session and then leave
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# ? Nov 20, 2008 22:25 |
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i was wrong about the time of my exam, it starts at 8:00, i will try to be back in time to start but if you start at 9 i will definitely not make it
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# ? Nov 20, 2008 23:00 |
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+2 XP for making some progress. +1 AXP for witnessing a staggering display of Forces magic. +1 AXP for peaceful contact with a spirit in the wild. 48 XP, 29 AXP Ferrinus fucked around with this message at 08:49 on Nov 21, 2008 |
# ? Nov 21, 2008 08:34 |
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Ferrinus posted:+2 XP for making some progress. so what did i miss?
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# ? Nov 21, 2008 12:02 |
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Nicolae Carpathia posted:so what did i miss? The party crossed path with a cabal of three mages who said they were in Smoky Mountains to investigate the strange weather phenomena. You warned them that Enoch was the probable cause and they said they'd be careful not to engage before giving you a chance to speak with him if they found him first. Afterwards, the party noticed a huge Fate spell hanging over part of the park, and as they watch the spell reacted somehow to something in the distance and this reaction was followed by a tremendous flash of lightning and thunder. Afterwards there was a freak hailstorm. The party made good time hiking, though near the end of their path into the ley line network they happened upon a wind spirit fleeing from several water spirits trying to eat it. They saved the wind spirit, which seems to have been a one-time servant of Enoch's that's now trying to reunite with him. It mentioned that Enoch was somehow incapacitated or in danger. E: We may also play today! Ferrinus fucked around with this message at 18:45 on Nov 21, 2008 |
# ? Nov 21, 2008 18:42 |
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Ferrinus posted:The party crossed path with a cabal of three mages who said they were in Smoky Mountains to investigate the strange weather phenomena. You warned them that Enoch was the probable cause and they said they'd be careful not to engage before giving you a chance to speak with him if they found him first. Afterwards, the party noticed a huge Fate spell hanging over part of the park, and as they watch the spell reacted somehow to something in the distance and this reaction was followed by a tremendous flash of lightning and thunder. Afterwards there was a freak hailstorm. That sounds pretty awesome! Do we know anything about the Fate spell at all? quote:E: We may also play today! That sounds even more awesome!
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# ? Nov 21, 2008 20:06 |
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Nicolae Carpathia posted:That sounds pretty awesome! Do we know anything about the Fate spell at all? It's really big and also involves some Time and Prime, judging from Adramel's estimation. ... +1 XP for making some progress. +1 AXP for learning a little about ley lines! 49 XP, 30 AXP Ferrinus fucked around with this message at 05:04 on Nov 22, 2008 |
# ? Nov 21, 2008 20:39 |
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Ferrinus posted:It's really big and also involves some Time and Prime, judging from Adramel's estimation. For those who missed it, we found a ley line that had been artificially straightened, called a Straight Shot. We also learned more about Enoch's situation from talking with the wind spirit, Northern Tempest, and also with a man named Adrian, who came to us by surprise in the middle of the night. (Adrian doesn't breathe, walks around in the cold barefoot, registers as dead, and commented that he eats people who inconvenience him overmuch. Still, he seemed mostly harmless and helpful enough. Everyone OOC thought he was a vampire but we never bothered to ask IC. Adrian wanted us to mind our business.) Enoch is not in much of a position to relocate back to New York City to help clean up. He's currently pinned down, under attack by at least a dozen powerful wizards. Neither Tempest nor Adrian were quite sure about the motive of this attack. Enoch had been rearranging the ley lines in the area, including the one we found, which created some problems for Adrian's access to ley line nexuses until they worked out an arrangement. Because of this, Adrian thinks Enoch is an okay guy and was willing to give us directions to Enoch's location. It's about a day's walk. Adrian suggested that Enoch will know we're coming and that our best option was to look harmless. He also said that if we want to avoid the other mages, we should avoid the Dragon Lines -- natural ley lines that hadn't been rerouted artificially. Also: <Ferrinus> this weekend: enoch. i swear it. I appreciated it when Ferrinus summarized the previous session for me, so I am just repaying the favor for everyone else.
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# ? Nov 22, 2008 20:43 |
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Thanks for the summary Nicolae! Also I want to register my appreciation of Tombheart's () kicking up conversation in the camp while half the party went off doing recon, that sort of thing really adds to the game.Nicolae Carpathia posted:<Ferrinus> this weekend: enoch. i swear it.
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# ? Nov 23, 2008 00:45 |
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Ferrinus posted:Thanks for the summary Nicolae! Also I want to register my appreciation of Tombheart's () kicking up conversation in the camp while half the party went off doing recon, that sort of thing really adds to the game. Yeah, I kind of wanted to join in on the demonology discussion actually.
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# ? Nov 23, 2008 00:47 |
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You young whippersnappers get 4xp for finally meeting me, and 2 arcane xp for seeing my cool rear end sanctum and learning of the Auctoritas! 53 XP, 32 AXP ________/
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# ? Nov 23, 2008 08:55 |
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Ferrinus posted:________/ this is the longest noob chair it... it calls me to it...
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# ? Nov 23, 2008 08:57 |
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This spell is subject to revision! Time Stop (Time *****) At the pinnacle of Time mastery, a mage can place himself outside the time stream, acting normally while the rest of the world stands frozen around him. Practice: Making Action: Instant Duration: Special Aspect: Vulgar Cost: 1 Mana Rote Skill: Academics, Occult, or Science For each success rolled on the spell, the mage may take one turn's worth of action while the rest of the world is frozen. Since no time is passing for anything but the mage and his possessions, it is impossible for the mage to affect the rest of the world - walls are impassable barriers, pools of water are solid floors, and people are invincible statues. A mage could exert infinite force against a closed door and find it unopenable, empty an entire magazine of bullets into a frozen person and watch them bounce off and fall to the ground. By default, the mage and everything he wears or carries can move outside time, and a field of time around the mage extends far enough outward that gases (such as the air around the caster) yield to his movement. By expending a point of mana, the mage can cause one unattended inanimate object he touches up to Size 5 (or his Gnosis rating, whichever is higher) to enter his personal field of time for as long as it remains on his person. In this way, a mage could pick a letter up off a desk, open a closed door, or push his way through a cloud of confetti. Just as the spell treats the mage and his immediate possessions as a single object to unfreeze, though, the spell treats people and their immediate clothing and possessions as single objects, so a mage could not steal the gun out of a frozen police officer's holster without unfreezing the entire officer. The mage can cast spells while time is stopped, but they have no more effect on the frozen world than anything else the mage does. A mind control spell, even one with an extended duration, finds no purchase on a person's mind, because no time exists in which it could; it slides off and fizzles away as though it found no target. The mage can affect himself, objects he carries, and object's he's spent mana on to include in his personal time field normally, however, so he could use the time to heal himself, fly into the air, or transform his coat into a flak jacket as easily as he normally could. By adding target factors to the spell, the caster can take other characters with him as he stops time. Just as with objects, a mage must make contact with a person and spend one mana to unfreeze that person for as long as contact is maintained. The spell's final Target factor determines its maximum capacity, so to speak - with one extra target factor the Time Stop could unfreeze two people at a time, so the mage could unfreeze one ally, allow him to move elsewhere, then release him to unfreeze a second ally. Ferrinus fucked around with this message at 01:20 on Dec 28, 2008 |
# ? Nov 25, 2008 00:52 |
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Pattern Step (Space ***, Other Arcanum ***) A variant of Portal, this spell exploits the sympathetic connection between the Patterns of inanimate objects objects to allow for instant short-range transportation. Depending on a mage's knowledge of the other Arcana, he might use this spell to step through shadows, fires, or trees, reappearing out of another Pattern of the same type many yards away. Practice: Weaving Action: Reflexive Duration: Lasting or Prolonged Aspect: Vulgar Cost: None Rote Skill: Athletics, Occult, or Stealth The mage reflexively casts this spell as he moves into the space of an object or effect (such as a shadow or pool of water). He immediately disappears from his location and reappears in the location of an object of roughly equal magnitude anywhere in sensory range, where he can continue his movement if he has yards left to spare. So long as he has the mana casting a vulgar spell requires, the mage can cast this spell any number of times per turn, moving rapidly through a succession of objects. The conjunctional Arcanum used to cast this spell determines what the mage can move through. Only Arcana that hold dominion over tangible phenomena qualify, and only visible, nonsolid objects or effects qualify (the mage must be able to literally step into the Pattern used): Death: Shadows Forces: Standing energetic discharges such as fires or electric arcs Life: Yielding plant life (dense bushes or vines) or insect swarms Matter: Liquids Objects stepped through must have a Size at least equal to that of the mage. The mage must exit through a like phenomenon to that which he entered, so if he steps through a pool of water, he cannot step out through an oil slick. The mage actually makes physical contact with whatever he moves through, so a willworker intending to leap between fires or pools of acid would be wise to protect himself with other magic. Shadows the mage uses must be dark enough to almost totally obscure his body, providing a -3 concealment penalty or blinding enemies to his position alltogether. With Space 4 and a conjunctional Arcanum of 4, the mage can move through completely solid Patterns and takes no damage for doing so. A reflexive Dexterity + Athletics or Brawl roll resisted by Defense may be needed to make contact with (for instance) an unwilling human body to allow the wizard to reappear out of another human two hundred yards away. Alternatively, for 1 extra mana, he could cast a single variant of this spell with a Prolonged duration, gaining the ability to move through a given type of Pattern for the rest of the scene. Abundant Step (Space *****) In Pandaemonium, location is a function of self-perception. So it is with the caster of this spell, who gains the ability to fluidly think himself from one position to the next from moment to moment, paying no heed to the dull and inefficient process of moving one's feet. Practice: Patterning Action: Instant Duration: Prolonged Aspect: Vulgar Cost: 1 Mana Rote Skill: Investigation or Occult For the duration of this spell, the mage's movement is augmented. Instead of moving his Speed on any given turn, he may choose to instantly teleport himself to any location within Sensory range. The Potency of this spell is used to contest any Wards or other effects that prevent teleportation. Locations the mage scries are considered to be within Sensory range for the purposes of this spell. A mage who knows the Pattern Step rote may spend 4 experience points to "upgrade" it to the Abundant Step rote, becoming able to cast either as a rote spell. Ferrinus fucked around with this message at 01:30 on Nov 26, 2008 |
# ? Nov 26, 2008 00:15 |
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Those sound awesome. Hm, I just need one more dot in Space for the first one... and three more in Forces, Life, and Matter
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# ? Nov 26, 2008 00:18 |
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This spell is subject to revision. Conjure Electricity (Forces ****) Lights darken, and temperatures drop as the mage converts ambient energy into a potent electric charge that courses through his body. With a thought, he can release it into the world around him. Practice: Patterning Action: Instant Duration: Lasting, Concentration or Transitory Aspect: Vulgar Cost: None Rote Skill: Occult or Science Each success rolled adds 2B to the damage of the electric charge (so two successes make the caster the equivalent of a wall socket, five successes the equivalent of a subway rail, etc). This charge is contained harmlessly within the caster's body until he ceases concentrating. When released, the charge inflicts its damage on anything in physical contact with the mage, either directly or through some conductive medium such as water or metal. The mage can only hold one spell's worth of charge at a time - if he recasts this spell while holding a charge, he must choose which one overwrites the other. The electric charge itself is a Lasting effect, so the mage cannot simply choose to dismiss it after conjuring it; the Duration of the spell only measures how long a mage can contain the charge within himself before it escapes. A mage may treat the electric charge he holds as a normal electric charge for all purposes. He may use his action on any turn to cast spells intended to affect the charge (such as Control Electricity to amplify or dampen it, or Influence Electricity to cast it forth at enemies) without losing concentration. Each additional Target factor increases the number of shocks this spell can deliver (so by casting at a -4 penalty, the mage creates a charge that can be released three times rather than once), but the mage can only release one charge per round. Duration factors increase the amount of time the mage can retain the charge after he ceases concentrating. With Forces 5, the mage may cast this spell with a Prolonged duration, causing the electric charge to remain locked within him for up to a scene or more without any need for concentration. At Forces 5, this spell may be cast at Sensory range, though its duration changes to Transitory. Instead of his own body, the mage just creates a furious malestrom of electricity at a point in space that he can perceive. This might be a single person or a pool of water many people stand in. Either way, the bashing damage the spell deals is applied immediately to the target or targets. Target factors create charges in multiple locations (though the damage from multiple charges does not stack on single targets) and Duration factors cause the charges to last for multiple rounds. If this spell is cast with an area of effect at Forces 5, the area is centered on the caster. The damage dealt by this spell is treated as completely mundane damage from electricity and is reduced directly by any applicable armor and other damage-reducing supernatural effects so long as some potential means exists (a vampire's superhuman speed allows it to break contact almost immediately, an enchanter's fateful protection allows him to miraculously and inexplicably survive the equivalent of direct lightning strike, a necromancer's entropic shield nullifies and consumes the electricity even as it lashes out). The muscles of enemies damaged by this spell generally lock up and spasm with the voltage; affected enemies must succeed on Strength rolls to move from where they stand on their next turn. A mage who knows Control Electricity can upgrade it to Conjure Electricity for 2xp, using the same dicepool to cast either spell. Ferrinus fucked around with this message at 03:50 on Feb 6, 2009 |
# ? Nov 26, 2008 01:29 |
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1 experience point for some cool roleplaying and 1 arcane experience point because what is that mysterious glyph...? Interesting fact, anyone who contemplates the glyph can buy one of their mental attributes (or their Composure) higher with XP with zero training time. You just need to stare a few hours. 54 XP, 33 AXP And here's the conversation, for those who missed it and are willing to destroy their vision trying to read it. The Conversation posted:<Ferrinus> Enoch didn't actually carve out a new room for the lot of you, you might have been disappointed to see. No, he led you down a short corridor to a bare, rectangular chamber and gestured with his staff to the floor, causing a number of stone slabs to simply rise out of the ground. He shuffled off without a word.
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# ? Nov 26, 2008 06:07 |
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quote:<Ferrinus> "I think...I think the Seers would prefer I got no farther along. Just sense, see?" Enoch's voice is a bit more distant here - this sounds like something he's hesitant to discuss in depth. holy crap!
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# ? Nov 26, 2008 10:26 |
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Dammit Who? posted:holy crap! enoch got some poo poo to deal with also i guess there will be no mage over thanksgiving? i hope not i will be gone till sunday evening
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# ? Nov 26, 2008 17:52 |
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Hi, folks! I wanna run tonight, December 3rd. Let's start gathering in IRC around eightish...? I dunno post at me to say if/when's good for you.
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# ? Dec 3, 2008 22:16 |
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Ferrinus posted:Hi, folks! I wanna run tonight, December 3rd. Let's start gathering in IRC around eightish...? I dunno post at me to say if/when's good for you. yesssssss
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# ? Dec 3, 2008 22:21 |
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Instill Emotion (Mind ***) A more potent variant of Emotional Urging, this spell causes intense passions or inhibitions to bloom within the subject's mind. The feelings are powerful to the point of distraction, bedeviling those who try to ignore them and enlivening those who give in. Practice: Weaving Action: Instant, target may resist reflexively with Composure + Gnosis Duration: Prolonged Aspect: Covert Cost: None Rote Skill: Empathy or Intimidation(special) If this spell defeats its target's resistance roll, it plants a powerful emotion chosen by the caster into the target's mind. For the spell's duration, the target suffers a dice penalty equal to the caster's Mind dots when not acting in accordance with the emotion. This penalty affects all actions consciously initiated by the target as well as reflexive rolls to perceive or realize things but not rolls for entirely involuntary actions such as resisting further supernatural powers or staying conscious despite bashing damage. Targets always know, if only subconsciously, what kind of actions they can must take in order to escape this penalty. Also, once per scene, the target of the spell may enjoy a bonus to a mundane dice pool or static value as though he had spent a willpower point - someone filled with fear could grant themself +2 to their Defense against an attack, while someone filled with killing rage could enjoy +3 to an attack roll. If the target of the spell somehow fulfills or satisfies the created emotion (sleeping with the object of lust, escaping a monster) they can apply the bonus to any mundane roll they want within the scene. By default, this spell creates general, undirected emotions: a target filled with fear will react more strongly to things that might have already scared them, but generally behave normally. The caster can attempt to amplify and focus the emotion created by accepting a penalty to his dicepool. With a -1 penalty the caster can designate classes of objects or entities (cause a fear of spiders), with a -3 penalty he can specify specific objects for emotions (cause the target to fall in love with the caster) and with a -5 penalty the caster can be arbitrarily specific and write out effective scripts of actions for the subject to perform (cause a target to want an expensive object desperately, so they steal a firearm and then use it to rob the store in broad daylight, before then using that object to...). Targets of this spell can reflexively spend willpower points to try to quash the sudden urges they feel. Each point allows them to reroll their Composure + Gnosis resistance roll, accumulating successes above their initial total with each attempt until they match the spell's Potency and escape it. This does not dispel the spell, but does reduce its effect to that of Emotional Urging - the target still feels the emotion created, but not to such a powerful degree that he cannot recognize it as inappropriate or false and simply ignore it. Empathy may be used in rote castings of this spell to create any emotion, but Intimidation can only create fear or hate. A mage who knows this rote may also use it to cast Emotional Urging, and if he already knows the Emotional Urging rote when buying this spell as a rote he can pay the difference in costs to upgrade to Instill Emotion instead of buying the spell from scratch. Overpowering Urge (Mind ****) This spell creates so powerful an emotion in the target's mind that the target cannot help but obey it. Practice: Weaving Action: Instant, target may resist reflexively with Composure + Gnosis Duration: Prolonged Aspect: Covert Cost: 1 Mana Rote Skill: Empathy or Intimidation(special) This spell functions as Instill Emotion, except that targets have no choice but to obey their passion. A fearful target must run or surrender when confronted with danger, an enraged target must attack the object of his wrath, etcetera. As with Instill Emotion, targets enjoy a bonus to a nonmagical dicepool or resistance trait equal to that of a willpower point up to once per scene, except that if the spell's caster is present he may decide when the subject uses this bonus if it's still available. Victims of this spell can resist it by reflexively spending willpower just as with Instill Emotion, except that successful resistance does not fully dispel the spell - instead, it is downgraded to an effect identical to that of Instill Emotion, which must be fought off anew. Empathy may be used in rote castings of this spell to create any emotion, but Intimidation can only create fear or hate. A mage who knows this rote may also use it to cast Emotional Urging or Instill Emotion, and if he already knows either of those rotes he can upgrade them to Overpowering Urge by paying the difference in rote costs rather than buying the spell anew. Ferrinus fucked around with this message at 09:43 on Jan 19, 2009 |
# ? Dec 3, 2008 23:47 |
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oh my, that instill emotion spell sounds fun if only i had a chance to get some rotes, i could upgrade emotional urging
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# ? Dec 4, 2008 01:07 |
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Ferrinus posted:Hi, folks! I wanna run tonight, December 3rd. Let's start gathering in IRC around eightish...? I dunno post at me to say if/when's good for you. i am of course once again working on school poo poo and I'm feeling really sluggish so there's a good chance this will take the better part of the evening. Sorry guys :|
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# ? Dec 4, 2008 01:43 |
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We paused mid-session! But take 2 XP anyway, bringing you to 55 XP. Also, +1 Arcane XP for seeing a one-way sympathetic connection, 34 AXP. The initiative order was: Medved(grappling lego), Bad guys, solomon(possessed), socharis, adramel, lego(grappling medved), tombheart(possessed, grappling matryoshka), matryoshka(grappling tombheart), arrian some of your enemies are invisible, prepare for this!! Ferrinus fucked around with this message at 06:32 on Dec 4, 2008 |
# ? Dec 4, 2008 06:29 |
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lol good thing the other spirit command dude isn't around
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# ? Dec 4, 2008 06:38 |
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Danhenge posted:lol good thing the other spirit command dude isn't around FERRINUS, AT BEGINNING OF TRIP: "So do any of you have any extraordinary senses active beyond mage sight?" MASTERS OF SECRET KNOWLEDGE: "nope "
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# ? Dec 4, 2008 18:06 |
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man who would have figured there would be angry spirits in the place where we were told that there would be angry spirits also my prof just now "hm, looks like you were molested as a child, deal with it"
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# ? Dec 4, 2008 21:55 |
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Ferrinus posted:FERRINUS, AT BEGINNING OF TRIP: "So do any of you have any extraordinary senses active beyond mage sight?" "Yeah, but, like, none of you can see spirits, for exmaple??"
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# ? Dec 5, 2008 01:42 |
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Gonna run tonight!!! Same deal, start showing up at like 8 or 9ish. yeah this was posted a 4:20 pm
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# ? Dec 10, 2008 22:20 |
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Ferrinus posted:Gonna run tonight!!! Same deal, start showing up at like 8 or 9ish. i probably won't be around till 9:15ish
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# ? Dec 10, 2008 22:29 |
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# ? May 6, 2024 03:59 |
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Nicolae Carpathia posted:i probably won't be around till 9:15ish That's okay! (you're unimportant)
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# ? Dec 10, 2008 22:55 |