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> OOC- Shadow's Dawn: Diving into the past
Sephiroth
post Jul 30 2011, 04:06 AM
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I hope to add in the rest within the next few days. Thank you for the ok on the Lightbearer abilities, Seth. I appreciate it.

Illusionist 10 Pts
Silent Walk (1)
Spell Matrix 1 (2)
Steel Thought (1)
Slough Blame (3)

Warrior 5 pts + 10 pts for second Discipline
Air Dance (2)
Melee Weapons (2)
Anticipate Blow (1)

Lightbearer 5 pts + 10 pts + the remainder of my resources, there might be two points missing that I'll deal with another day
Edge Transfer (1)
Radiant Circle (2)
Steel Believer (1)
Power of Light (3)
Repel Horror (2)
Breath of Life (2)

Light Symbol (light spell out of something with the LB symbol)
Shimmer (makes face unidentifiable and obscured with shimmering light, I guess treat it as a disguise spell of Willpower + Lightbearer rank)
Heal Believer
Ease Wounds
Edge of Light

Equipment 24pts? or maybe 22
Spell Sword (5)
Elemental Long Spear (3)
Talisman (3)
Hardened Leather Armor 5/0





@all: Don't forget to do your ritual spellcasting rolls for our edge for this flashback. I'll have mine up the next time I post.
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Seth
post Jul 30 2011, 08:20 AM
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I still have a couple of questions to answer. I should have included the answer to Politeman's question in the original brief (smacks self on head), and Sephiroth needs data on his spear. If there are any other outstanding questions...tell me again.

I plan on kicking off the Ball on Monday.
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pbangarth
post Jul 30 2011, 03:58 PM
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Dual-natured Mandala Assenses the White Rose:

MAG 9 + Assensing (Auras) 4 + Active Looking 3 = 16 dice ==> 8 HITS
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pbangarth
post Jul 30 2011, 04:09 PM
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OK, Here's Mandala fully outfitted for the Earthdawn run:

Current abilities: much the same, but remove the two spells related to radiation, and put the 10 karma points into beefing the Influence Group of Skills from 1 to 2.

Earthdawn Disciplines/Powers:

Characteristics of Mandala -- performance, influence, protection, find stuff out, spellcasting. I want him to be able to cast spells in the astral plane, and I want him to be able to resist all kinds of nasty stuff I don't know about yet. Especially since he seems to want to go off by himself a lot. A lot. He is really good already at Disguise, so I don't figure he needs more help there.

So...

Troubadour - 13 points Level 1 powers, 6 points Level 2

Empathic Sense (2)
Etiquette (1)
First Impression (2)
Haggle (1)
Heartening Laugh (3)
Impress (2)
Item History (2)

Diplomacy (1)
Performance (2)

Nethermancer - 10 points for second discipline, 3 points Level 1 powers, 8 points Level 2

Matrix 1 (3)

Abate Curse (2)
Steel Thought (2)

Equipment - 24 points available to spend (10 from Seth and 14 from original chargen)

Oratory Necklace Rank 6
Flask of Life Rank 5
Talisman Rank 5
Last Chance Salve X2
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Seth
post Jul 30 2011, 07:42 PM
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Just so that you know Mandala...spirits don't benefit from healing potions. To avoid being mean, you can have equivalent item that works on spirits only if you want.
Fluff wise this is because the biology(?) is so different. Crunch wise this is based on the fact that first aid/medicine/drugs/trauma patches etc don't affect spirits.
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Aria
post Jul 30 2011, 09:32 PM
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QUOTE (Aria @ Jul 27 2011, 03:13 PM) *
Bracers of Aras - did you mean it adds to reaction (it says reflexes?!?) ?

Will these work when I'm in Drake form?

Thanks

Have you answered this one Seth? Thanks
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pbangarth
post Jul 30 2011, 09:35 PM
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QUOTE (Seth @ Jul 30 2011, 02:42 PM) *
Just so that you know Mandala...spirits don't benefit from healing potions. To avoid being mean, you can have equivalent item that works on spirits only if you want.
Fluff wise this is because the biology(?) is so different. Crunch wise this is based on the fact that first aid/medicine/drugs/trauma patches etc don't affect spirits.

The potions are for teammates who need healing. Mandala's that kinda guy.
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Seth
post Jul 30 2011, 10:15 PM
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awww
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Sephiroth
post Jul 31 2011, 03:28 AM
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Rolling my part for the ritual spellcasting: Magic 6 + Ritual Spellcasting 1 + Divine Beauty aspect 4 = 11d6 = 4 hits

@Seth: Couple questions for you, good sir. Firstly, I was wondering how you're going to be treating the Horrors in this ED flashback and in the present from a mechanical standpoint. Specifically, I'm wondering whether you're planning on having them be as scary as they are in ED, or not so much. I've noticed, for example, that the absence of Ol' Scratch has made Ambrose's Horror Mark fall into obscurity, despite the fact that Thais could quite honestly probably destroy us all through that Mark with the right kind of deviousness. I hope you're not holding back on us with the Horrors (especially since pbangarth's high willingness to cast raw magic could potentially get us all killed if you let it happen (IMG:style_emoticons/default/grinbig.gif) . No, pbangarth, I am not making this up (IMG:style_emoticons/default/wink.gif) ).

Secondly (sabs, your input on this is welcome too), I was exploring the possibility of replacing some of Fearghas's newer spells (like Sludge RFIDs) with spells mimicking Illusion spells from Earthdawn, and I came across the 8th Circle spell called Other Place for Illusionists. (IMG:style_emoticons/default/eek.gif) Obviously I can't have known it during the period of this flashback, since we're only 5th Circle. But I was wondering what your thoughts were on making that spell in the present after this horrible traumatizing terrifying experience with a Named Horror is done, and/or whether Other Place is even possible to use in Shadowrun's current mana level. I suppose it could also be developed as a metamagic if it breaks the rule about spacetime for SR sorcery, and that'd be fine with me. Keep in mind that I'm also completely fine if you rule it as gamebreaking or just too powerful; it IS a pretty intense spell, after all (though my 3e compendium doesn't go past 8th circle in anything, so I have no idea what else there is to learn for Illusionists at circles 9+). It's just an idea I had.

Thirdly, did you message Zadaine about this? Does he know that the spot's available for him now? I've seen him online a little bit recently, but I don't know if he's been keeping an eye on this game lately.
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pbangarth
post Jul 31 2011, 03:41 AM
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QUOTE (Sephiroth @ Jul 30 2011, 10:28 PM) *
Rolling my part for the ritual spellcasting: Magic 6 + Ritual Spellcasting 1 + Divine Beauty aspect 4 = 11d6 = 4 hits
I hope you're not holding back on us with the Horrors (especially since pbangarth's high willingness to cast raw magic could potentially get us all killed if you let it happen (IMG:style_emoticons/default/grinbig.gif) . No, pbangarth, I am not making this up (IMG:style_emoticons/default/wink.gif) ).

I really don't know what I am doing in this universe, so please understand that my rule of thumb is, "Be afraid. Very afraid." I take chances with my PCs, because, well, what's the point if you don't? I understand that the matrices exist for a reason, and I won't override that reason unless something really bad looks to be happening.

So, I won't get us all killed, unless it "seemed like a good idea at the time." (IMG:style_emoticons/default/wink.gif)
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Seth
post Jul 31 2011, 06:17 AM
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QUOTE
Rolling my part for the ritual spellcasting: Magic 6 + Ritual Spellcasting 1 + Divine Beauty aspect 4 = 11d6 = 4 hits

@Seth: Couple questions for you, good sir. Firstly, I was wondering how you're going to be treating the Horrors in this ED flashback and in the present from a mechanical standpoint. Specifically, I'm wondering whether you're planning on having them be as scary as they are in ED, or not so much. I've noticed, for example, that the absence of Ol' Scratch has made Ambrose's Horror Mark fall into obscurity, despite the fact that Thais could quite honestly probably destroy us all through that Mark with the right kind of deviousness. I hope you're not holding back on us with the Horrors (especially since pbangarth's high willingness to cast raw magic could potentially get us all killed if you let it happen . No, pbangarth, I am not making this up ).

Secondly (sabs, your input on this is welcome too), I was exploring the possibility of replacing some of Fearghas's newer spells (like Sludge RFIDs) with spells mimicking Illusion spells from Earthdawn, and I came across the 8th Circle spell called Other Place for Illusionists. Obviously I can't have known it during the period of this flashback, since we're only 5th Circle. But I was wondering what your thoughts were on making that spell in the present after this horrible traumatizing terrifying experience with a Named Horror is done, and/or whether Other Place is even possible to use in Shadowrun's current mana level. I suppose it could also be developed as a metamagic if it breaks the rule about spacetime for SR sorcery, and that'd be fine with me. Keep in mind that I'm also completely fine if you rule it as gamebreaking or just too powerful; it IS a pretty intense spell, after all (though my 3e compendium doesn't go past 8th circle in anything, so I have no idea what else there is to learn for Illusionists at circles 9+). It's just an idea I had.

Thirdly, did you message Zadaine about this? Does he know that the spot's available for him now? I've seen him online a little bit recently, but I don't know if he's been keeping an eye on this game lately.


First question
  • Yes the horrors are scary.
  • I have tried to establish the credentials of Ysrthgrathe as a scary thing in the main plot line, but also tried to make it so that he is alien and has desires more complex than just killing you. In the canon he is very protective of his targets
  • Its worth noting that Thais is a human/horror hybrid, but not a full blown horror
  • Mandala is less attractive to horrors than metahumans (see earlier posts). Metahumans are so much more tasty. But only a little less attractive (IMG:style_emoticons/default/ork.gif)
  • Just a note about the world: 5th circle people are pretty rare. I know Harliquin is stated as being 14+, but to all intents and purposes he is a God (just like Dragons). Most adepts are 1st and 2nd level, less than 1 in 1000 get to 5th. A group of 5th circle adepts like yourselves is a serious force in the world. There are some people that are 8th circle, but not many and everyone in the (known) world knows them by name and deed

Second Question:
I was initially going to say a straight 'no'. Other World breaks one of the limits of sorcery, and I am playing this game RAW. As it says in Street Magic this spell is the holy grail of R&D departments the world around. However canon-wise the Immortal Elves have "previous" for knowing things before the R&D departments. Now this spell doesn't break one of the limits of magic: If you want a similar effect you can do it by binding a great form with Astral Gateway. Nip onto the astral plane. Wander around a bit. Astral Gateway back. (That works out at 1000mph, and is faster and cheaper than your own personal Jet, but not as fast as some military aircraft). I would be happy for an Astral Gateway type spell that (at the 2070 magic level) can only be cast by ritual to get from real world to Astral, but can be cast as a normal spell to get back to the mundane world. That doesn't quite give you Other Worlds, as the Other World's warps astral space as well, but it would be pretty useful.

Third
Yes I PMed Zadaine. He's indicated a willingness to join. I've sent another
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Seth
post Jul 31 2011, 07:43 AM
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QUOTE
Bracers of Aras - did you mean it adds to reaction (it says reflexes?!?) ?

Will these work when I'm in Drake form?

Yes I meant reactions: changed and ty. I cannot see why they won't work in Drake form (effectively they are maintaining a spell...)
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PoliteMan
post Aug 2 2011, 07:57 AM
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5 hits for Ritual Spellcasting.

I dunno if this has been covered before, are we sneaking in or are we conning our way in. In other words, covert infiltration or social infiltration.
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Seth
post Aug 2 2011, 10:12 AM
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You are invited to an Embassy Ball, and have short duration talismans that get you through the Great Shield. The Embassy Ball will be in the Throne Room, and there are rumours that the First Governor herself will attend. One of the purposes of this is to reflect Great Thera's pleasure in you bashing a horror (details not important at the moment), and to reward you for said service (In other words you are the stars of the show).

When the 10th hour sounds the clock starts ticking (see third OOC post for a link to the briefing).
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Aria
post Aug 2 2011, 11:54 AM
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QUOTE (Seth @ Aug 2 2011, 11:12 AM) *
You are invited to an Embassy Ball, and have short duration talismans that get you through the Great Shield. The Embassy Ball will be in the Throne Room, and there are rumours that the First Governor herself will attend. One of the purposes of this is to reflect Great Thera's pleasure in you bashing a horror (details not important at the moment), and to reward you for said service (In other words you are the stars of the show).

When the 10th hour sounds the clock starts ticking (see third OOC post for a link to the briefing).


Am I attending the ball too or sitting pretty on my ship? I could probably do both given that I can fly quite quickly between the two? Might be fun to go to the party!

Still some tweaks to do on Ryl but I'll post a link to my website when she's done (I think some more armour might be in order!)

For those of us with no ritual sorcery skill do you want us to roll a default for edge? Do we still get our original edge?
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Seth
post Aug 2 2011, 05:28 PM
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QUOTE
Am I attending the ball too or sitting pretty on my ship? I could probably do both given that I can fly quite quickly between the two? Might be fun to go to the party!

I hadn't considered that you might want to do both. I'll leave it up to you...
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Seth
post Aug 3 2011, 07:58 AM
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OK the Embassy Ball post is up. One of the rules of the dream is that the text in grey cannot be commented on.

If you could each post a 'mixing with the crowd' post.

Sample People that are here:
  • Representatives of the War College
  • Representatives of the Great Library
  • Senators and Eunuchs from the Arbitorium who want you to talk at the "Majestic Hall of Efficient Management" a blatent exception to the magical theory that Naming something makes it what it is
  • Delegates from Marac (another Satrap of the Theran Empire)
  • Delegates from Vasgothis (yet another Satrap)
  • Delegates from Throal (pretty much a Satrap)
  • Nobles Houses: Elisha Zanjan, Josia Krand and Araq Carinci. Each are heirs apparent to the Noble House (there are 12 important houses)

They pretty much all want to get some reflected glory so you are festooned with offers to give lectures, teach course, appear at parties, go hunting.

A note for the Blood Elves among you. You still have those nice thorns. Blood does trickle down, but you all have a useful magic doohickey that makes the blood evaporate before it hits the floor

Dress code: Belt weapons, Posh armor or armor that cannot be removed.
Magical code: No blatant magic.
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Aria
post Aug 3 2011, 12:02 PM
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QUOTE (Seth @ Aug 2 2011, 06:28 PM) *
I hadn't considered that you might want to do both. I'll leave it up to you...


At least if I go then I'm not waiting around counting scales whilst the others are having fun and drinking all the good stuff!

I can rationalise it as wanting to know the layout before I commit my ship to the fray. I am presuming of course that Rose agrees that I will be able to get out again past the guards without ruining the plan?!?
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Seth
post Aug 3 2011, 12:10 PM
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QUOTE
I am presuming of course that Rose agrees that I will be able to get out again past the guards without ruining the plan?!?

"Wait until the chaos starts then you should be fine" she says. You'll know when to move.

The party should overflow into the central courtyard which is very beautiful. You can take off from there.
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Aria
post Aug 3 2011, 12:45 PM
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Think I've finally sorted Ryl to my satisfaction:

<<Ryl>>

Scroll to the bottom for the ED stuff - I'll try and get an ED sketch up too at some point...

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pbangarth
post Aug 3 2011, 02:23 PM
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So, my lack of knowledge of the ED universe is actually a tool I can use. As a Free Spirit, Mandala has something like amnesia about his life before being 'freed'. Presumably, this could have happened even before the 4th World, though then I suspect Mandala would know a lot about that realm.

I will study the ED info you gave me, Seth, to get an idea of where Mandala has been. This will give me an idea of where I might want him to go in the Throne Room.

#####

"No blatant magic". Does that mean Mandala should eschew telling a story or two to whoever might listen, using his oratory prowess enhanced by his various Troubadour powers and his Oratory Necklace? Or at least to up to the point (Rank 5) where it doesn't require a Drain Code?

Does using Rank 6 (Drain code of 4) constitute 'blatant magic'?

Does using a spirit power such as Guard (on himself and his teammates) constitute 'blatant magic'?
How about Accident? (IMG:style_emoticons/default/grinbig.gif)

Would a Detect Enemies spell be OK, but not a Stunball?
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Seth
post Aug 3 2011, 02:38 PM
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  • Troubadour entertainment magic is fine. Plenty of that going on from the entertainers. Whats wrong would be jewellry composed of solid lightning, dueling with a guest using spells, using magically amplified noise (sending quiet messages would be fine), magically coercing another using an obvious spell.
  • Guard is fine: no obvious physical manifestation
  • Don't get caught using accident.


For spells, people mustn't see you casting it. That pretty much means anything over force 1 will be spotted. Even a force 1 might be a faux paux if you get spotted. For adept powers, just don't get caught.
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pbangarth
post Aug 3 2011, 04:40 PM
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Thanks, Seth, that helps. Mandala will stay away from spellcasting if he can. If circumstances call for a spell, he will try to mask it with Aura Masking.
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Aria
post Aug 4 2011, 04:12 PM
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Quick question about Zadaine’s character…is he part of our group pattern and does Ryl know he’s a drake? I’m not sure that she’d approve of one existing that doesn’t owe loyalty to one of the Masters (IMG:style_emoticons/default/nyahnyah.gif) . My cannon is a little bit muddy here but I thought that drakes (like shifters) come only from human form (being the basic model for all metahumanity) and so an elf that shifts into one is abnormal…that may have changed in the recent version of the SR rules though as ‘race’ seems to be a package deal that can be mixed with other racial types…
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Seth
post Aug 4 2011, 08:58 PM
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Sadly I just today got a message from Zadaine, and he has RL obligations and cannot join us...he will just fade into the background as an NPC.
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