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> OOC- Shadow's Dawn: Diving into the past
Seth
post Jul 15 2011, 04:43 PM
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A giant dud. Mostly doesn't work through a ward (subtract the level of the ward - 12 in this case - from the force of Mindlink spell).
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sabs
post Jul 15 2011, 05:26 PM
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Then Marduk will go back to meet up with everyone else (IMG:style_emoticons/default/smile.gif)
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Sephiroth
post Jul 15 2011, 08:45 PM
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QUOTE (sabs @ Jul 14 2011, 09:00 AM) *
Fearghas: If anything, given the fighting style you've displayed. I would go with warrior/swordmaster. You've been doing Airstrikes most of the game (IMG:style_emoticons/default/wink.gif) Fearghas not being a warrior would be weird. You could have developed the 'spellcasting' part more recently. You have after all seriously expanded your skills in the last 2000 years.

That is a good point. I guess my problem is that Fearghas is rather spread out in his roles. There are some aspects of his character that are compatible with Swordmaster, some with Warrior, some with Illusionist (mostly non-combat ones that I haven't touched on yet), and even a small few that are compatible with Wizard. His fighting style does fit well with a Warrior/Swordmaster combo, you're right, but it seems odd to me that someone from the Denairastas clan (who are predominantly magicians, because their free dragonkin low-light vision and Astral Sight make them good at that) wouldn't have some skill in one of the spellcasting Disciplines. I've also been meaning to have fun with Phantasm once we left combat anyway.

What about Warrior/Illusionist? Does that seem fitting? I suppose he could also have a couple circles in Swordmaster if he needed it.

e-do: Just thought I'd let you know that I like your writing thus far, even if Fearghas is going to hate Boris's cybered guts with a sarcastic passion.
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sabs
post Jul 15 2011, 09:04 PM
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Warrior/Illusionist, with no swordmaster would be lovely. I don't think you need Swordmaster. Swordmaster is Erol Flynn, maybe Zorro.
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Seth
post Jul 15 2011, 09:13 PM
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Don't forget that most people were one type of adept. Its not like d20 where you can easily multiclass: it is quite hard to multi-class in Earthdawn. Two is possible, three I think is too hard. (I had to check my to, too and twos quite hard there)

In the case of swordmaster, the kind of things they get that warriors don't are "heartening laugh", "resist taunt", "winning style", and my very favourite "graceful exit". Warriors get probably more leaping and bounding feats and IMO are better at being...well...warriors.

Warrior/Illusionist would work well I think.

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PoliteMan
post Jul 16 2011, 02:06 AM
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Mandala, Li is kinda hurt and not the toughest guy in the best of circumstances. He's probably going to see if he can make a Spirit Pact with Mandala in the near future, looking at that Immunity to Normal Weapons power. If you're interested, take a look through my spell list and see if anything catches your eye.

For the Earthdawn part, Li is probably a mix between Kung-Fu monster and healer (rather than his current spellcasting focus). Not sure which rule system we're using, for Earthdawn I'll probably need some help. As an aside, his skills should reflect a pure martial artist who's begun to branch out into spellcasting/healing. For fluff reasons, he's a very idealistic, kinda traveling do-gooder so there's plenty of way he could end up outside of Cathay.
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pbangarth
post Jul 16 2011, 04:07 AM
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QUOTE (PoliteMan @ Jul 15 2011, 09:06 PM) *
Mandala, Li is kinda hurt and not the toughest guy in the best of circumstances. He's probably going to see if he can make a Spirit Pact with Mandala in the near future, looking at that Immunity to Normal Weapons power. If you're interested, take a look through my spell list and see if anything catches your eye.


QUOTE (Seth @ Jul 8 2011, 02:55 AM) *
Spirits powers: The ITnW ban was just so that I didn't have to increase the threat level even higher. Interesting aside though for rules aficionado's like yourself: If you read the power materialisation you can see that it grants you the power ITnW. So you only have the power while materialised. Spirit Pact explicitly prohibits the sharing of materialisation or possession...so I suspect that the non sharing of ITnW is RAW.

Spirit Pact: Heavy form: an hour long ritual with candles, mantras, suitable stuff. Light form: 1 complex action for each edge attribute Mandala possesses, and I complex action for each essence that the recipient has. (Not RAW: but it feels about right).


PoliteMan, Seth wants ItNW to be unshareable, and I can see his reasoning, as things would have to get pretty ugly if all of us needed to be attacked by guided missiles in order to be damaged.

The argument that ItNW is pursuant only to the spirit power Materialization suffers a bit, though, as it comes with the Mist Form power as well. Nevertheless, I am happy to go with whatever Seth wants in his game. In this particular scenario, background count is hurting us badly, and Mandala has Seth's handy-dandy Resistance to Background (1) power, which he is happy to share. It would take us about half a minute to go through a Spirit Pact ritual. Aria is also interested in a Spirit Pact. We have to be careful, though. Half a minute here, half a minute there, and we soon use up the 13 minutes or so we have left to bring down the outer ward.

Yeah, Li has several spells Mandala would like to use for a while. Shape [Metal] seems like it was made specifically to fuck with old-style, non-Matrix-integrated blood pumps. And while Mandala isn't exactly a combat-heavy kind of guy, he is mobile as all get-out.

So. Let's get together down in room 27A, which is the place we are supposed to guard at all cost, get the magical tacnet up and running, and then see if we can save our asses by causing the outer ward to drop. A couple of us can nuke a pump while a few more keep the Horror busy for a turn or two. Easy, right?
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Seth
post Jul 16 2011, 06:02 AM
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QUOTE
So. Let's get together down in room 27A, which is the place we are supposed to guard at all cost, get the magical tacnet up and running, and then see if we can save our asses by causing the outer ward to drop. A couple of us can nuke a pump while a few more keep the Horror busy for a turn or two. Easy, right?

Probably made easier by the fact that the Horror is very cross at the moment, and killing his own minions in a fit of rage.
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pbangarth
post Jul 16 2011, 02:02 PM
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*fingers drumming together in front of his face* Eeeexcellent! My plan is coming together perfectly!
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Seth
post Jul 16 2011, 02:04 PM
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You need a white cat Mandala. It sounds better if you are stroking a white cat when you say those things
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pbangarth
post Jul 16 2011, 02:25 PM
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Mandala could Materialize with a white cat attachment.
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PoliteMan
post Jul 19 2011, 01:25 AM
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I've got something I'd like to try which might help us getting from point A to point B through heavy fire. Not sure how well it'd work.

Molten Metal Golem:
Step 1: Summon Fire Spirit
Step 2: Summon Wall of Lead (or other low melting point metal)
Step 3: Have spirit melt metal.
Step 4: Shape Metal into desired form (giant golem)
Step 5: Possess or Animate golem
Step 6: ???
Step 7: Profit!
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Aria
post Jul 19 2011, 02:26 PM
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Sorry about the cyberzombie bashing - nothing personal (IMG:style_emoticons/default/biggrin.gif)
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Seth
post Jul 19 2011, 06:42 PM
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I was hoping to be ready for the quest to the past by today, but its taking me a bit longer than I thought to get ready. We should be ready to kick off by the weekend. The search for a horror's true name, starting from the heart of his power should be memorable I hope.

Could you make sure that you are all IC in room 27a (if that's where you are going to set off from).

If there are any magical goodies that you especially want yell now!

My plan is to give everyone 1 point of buying per 5 points of resources spent on the current character. Each point will buy a magical do-hickey: weapons, armors, charms. You will be starting from an embassy ball given by the Therans. I'll also be given everyone a named magical item that in Earthdawn you would have spent xp learning how to use.

My assumption is that you are here representing the Blood Elves. All of you that are elves are of course still bleeding...mu ha ha. You are also mostly immune from people trying to pick you up for a casual one night stand... If you want to be here representing a different kingdom, or as a servant in disguise just let me know.



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sabs
post Jul 19 2011, 07:10 PM
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Can I be here Representing Throal?
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PoliteMan
post Jul 20 2011, 01:31 AM
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Probably there representing Cathay, or Lung. Don't know much about ED. Are we using ED rules?
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Sephiroth
post Jul 20 2011, 01:34 AM
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Fearghas is too strongly against Alachia and the Ritual of Thorns to have been a Blood Elf. When in the 4th age is this going to have taken place, again? Whether he would still be serving the Denairastas clan would depend on when this took place and whether he'd fled Iopos and joined the group already.


@sabs: If you're up for it, I could go with Fearghas being still involved with the Denairastas (which would mean he'd be at least a little fascist) and working as an agent to further their plans to defeat both Throal and Thera. Maybe it could even be the first time he crossed paths with everyone else. If you're up for a little IC antagonistic relations RP, of course.

@Seth: Is it just me, or does it seem like most of the non-blood magic items in ED are rather lackluster? Like a bedroll of comfort, a light-up quartz crystal, an air elevator, a dirt-magnet broom, a mug that fills itself with nice water once a day, boots that keep themselves dry, one-size-fits-all hats, and so on... it seems like you almost HAVE to go into blood charms or threaded stuff to get anything mildly interesting. Am I missing something? =/

@PoliteMan: No, we're keeping with SR ruleset. Also neat idea with the golem, although I'm not sure how easily you could shape the metal into a golem (especially since it would need flexible joints in order to move). I myself was thinking of trying to find a way to Call some unusual spirit like an insect spirit or a tangleweb and negotiate for their exotic assistance, but that's a no go since the blood ward has cut off access to and from the metaplanes.
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sabs
post Jul 20 2011, 01:37 AM
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Real magic items are threaded. Legend is power.

And I'm completely up for you being a Denairastas (IMG:style_emoticons/default/smile.gif) that would be cool. Marduk isn't going to be happy with either Thera or the Blood Elves. (IMG:style_emoticons/default/smile.gif) so

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pbangarth
post Jul 20 2011, 04:08 AM
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I suppose it could work if I play Mandala as ignorant of the affairs of the 4th world as I am. Maybe the time we go back to is round about when he becomes Free and would therefore be quite naive about everything Earth.

I might have asked this already, but is there somewhere online I can look to get a rough idea of what the ..... you guys are talking about?
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Seth
post Jul 20 2011, 08:07 AM
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Turns out there isn't a whole lot on the Internet. I have a load of old books that I use. Here is some links anyway

http://en.wikipedia.org/wiki/Earthdawn
http://eeeekasearthdawn.wikispaces.com/Places

Basically the Therans are a very high magic powered empire. They rule a large part of the world, and consider the bit you come from a rebellious province. You consider them slave owning, totalitarian despots who are trying to conqueror the lands you live in.

The Therans have a technique for keeping the mana level stable: it should be dropping but it isn't. Your sages are telling you that cataclysms will occur if this isn't stopped (I gave the example of the elastic bad earlier). The council of princes of your lands have agreed to do a raid, and your group has been chosen to do it. You are not entirely sure why you have been chosen, but there is a load of filthy loot plus the fact that you may avert the cataclysm to consider.

The scene will kick off at an Embassy dinner in Great Thera, and I'll
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PoliteMan
post Jul 20 2011, 10:11 AM
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Hmm, I can't really find any info on Cathay. Luung runs a monastery, the five kingdoms are split, and they fought off a Theran invasion. That's about all I got. Anybody got any more info.

Took a look at Adepts, I'm curious about Sky Raiders but Warrior or Swordmaster would probably work fine, dedicated to the passion Mynbruje.

From a build perspective, this is a wandering warrior/do-gooder type. Probably mostly focused on unarmed combat and mundane healing. It'll take time for his magical focus to grow, spurred by Lung and an effort to normalize Cathay/China's mana level.

Also, regarding build, am I reading the critical strike power right? It's limited only by your magic level, so with Magic 9 you could have 9 levels of critical strike? That seems...powerful.

I'll try to post a preliminary build tomorrow or the day after.
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pbangarth
post Jul 20 2011, 02:10 PM
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Thanks, I'll look into those websites. It may be the weekend before I can spend a lot of time doing that.
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Aria
post Jul 20 2011, 02:35 PM
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I've made a stab at Earthdawn skills and powers (changing as little as possible but being close to how I imagine an air sailor might be)

Comments very welcome!

<<Ryl>>

Don't know about equipment goodies yet - can I request my own air ship? (IMG:style_emoticons/default/biggrin.gif)

Don't think as an aparant human that I'm a likely advocate for the Blood Elves either, more likely there as a representative of a merchant prince or free trader?!?
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sabs
post Jul 20 2011, 03:09 PM
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Seth looking at Ryl, and I had some questions.

How did you want to handle Half-Magic?
I think also there should be some discounts for Discipline talents, effectively.

Ryl, so you have an idea what Air Sailors can do.

Initiate:
Navigation, parry, Speak Language, Throwing Weapons, Unarmed Combat (all magical)
First Circle:
Discipline Talents:
Air Sailing, Avoid Blow, Climbing, Karma Ritual, Melee Weapons
Novice:
Talent Options:
Air Dance, Durability(Medium), Great Leap, Haggle, Heartening Laugh, Missile Weapons, R/W Language, Wind Catcher
Second Circle:
Adept ads +1 to his Physical Defense
Discipline Talent: Distract
Third Circle:
Empathic Sense
Fourth Circle:
Karma: adept may spend 1 karma on dex tests.
Discipline Talents; Air weaving
Journeyman:
Talent options:
Acrobatic Strike, Disarm, Etiquette, Lasting Impression, Lion Heart, Riposte, Tactics, Taunt.
Fifth Circle:
Collaborate: once per round, when performing the same type of action as an ally, the adept may take some strain to grant the ally a bonus to an action test towards achieving common goal.
Discipline: Swing Attack

At best you'd have 1 or two talent options from journeyman, and probably 5-6 fromt he Initiate and Novice talent options. You would also have all the Discipline Talents.
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Seth
post Jul 20 2011, 04:39 PM
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I think that we cannot do full earthdawn: I asked back in May and generally speaking people were opposed to the idea of learning a new system and making a character in it. (Personally I love learning new rule systems and making new character...but hey)

So that means I will be giving people cool funky powers lifted straight out of earth dawn, and giving them shadowrun game mechanics. (its this task that's taking me a while)
Example: Air sailing: well its a skill...
Avoid blow/Melee/Durability/...many others: not migrating it
Air Dance: Big bonus on initiative
Great Leap: what it says
Heartening laugh: buff on resisting social interactions / fear
etc

So everyone will probably get 5..10 extra powers.

I'm not planning on migrating half magics or knacks at the moment.
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