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Actually, M&M doesn't charge points for connection, it charges points for the feats to use them quickly, without much roleplay.
John's Connected lets him make a Diplomacy check to call in favors.
Jackson's Contacts lets him make a Gather Information check in only a minute, instead of spending a lot of time doing research.
Kishan could do much the same as John did, but without the Feat, she would have to roleplay the event and you might have seen her connections on-screen.
Not necessarily a big difference, but the feat was only 1 point.
Nighon- a unit of time. 'It's been nighon thirty years since the barn burned down, but folks still give directions by saying 'turn right at Odds barn what burned down nighon thirty years ago'.'
Caw (as in i meant to say 'saw and cord' and said 'sword and caw')
And I'm a gamer, so I see most of this type of staff in the context of a game.
Well, since the NeverNever is possibly based on the dreams of mankind, you could back engineer it.
Wiki has an article on dream interpretation.
Warning: I just spent about an hour looking at dream interpretations and symbolism and now my coffee is cold.
John was attempting to find a source for Kishan on lore of the children of the dragon and I remembered the news about the Iraqi art thefts and thought John's black market connections might have a crossover to a source.
He wants to get a contact number for an expert and pass it to Kishan.
The source I quoted referred to 2 men. One at the University of Chicago Oriental Institute (Clemens D. Reichel), the other now the Head Librarian of the Blegen Library at the American School of Classical Studies in Athens (Chuck Jones). (Who doesn't want to talk to a man named 'Clemens' or someone name after the guy with the cartoons?)
The bit about the active artifacts was to show the source was clued in to magic.
If we went with one of those, one choice would be to let Jackson use his old Chicago contacts to get the guy there to talk to her. The one in Athens might give Kishan a chance to use Warden leverage to get her questions answered.
Or a road trip to Chicago. Or a run through the NeverNever to visit Athens.
Either might take more time than we have till sunrise, but John was less worried about that and more interested in finding out what the Fomor intended.
Also, John is feeling ignorant of the Fallen, Jinn, and nephilim and wanted to contribute as well as show hidden depths.
as promised a list of urban fantasy (mostly)
Aaron Allston (of Champions fame) Doc Sidhe and Sidhe Devil
Patricia Briggs all
Emma Bull War for the Oaks (Minneapolis- 'land of 2 seasons: snow removal and road repair, or was it road removal and snow repair) the story of a war between two factions of fey and the mortals they draw into their affairs. one of the best urban fantasy novels i've ever read
Mike Carey several books. "dry", British, long
Harry Connolly the twenty palaces novels. very good
Elaine Cunningham Shadows in the Darkness
Mark Del Franco a series, set years after faerie returns to earth
Charles deLint he named the urban fantasy genre
David Eddings High Hunt (not fantasy, but hey- David Eddings) very good
Esther M. Friesner Druid's Blood Victorian urban fantasy, with alternate Sherlock Holmes
Randall Garret Lord Darcy books, alternate world urban fantasy with alternate Sherlock Holmes
Simon Greene lots, more pulpy and over the top
Kate Griffin all
Kevin Hearne all
Nina Kiriki Hoffman start with The Thread That Binds The Bones and keep going
Katherine Kurtz and Deborah Turner the Adept series
George R R Martin edited the Wildcards anthologies and mosaic novels, though not fantasy, it does do super powers in a modern world very well
Kelly McCullough Web Mage, etc I'll just say "Wow."
Seanan McGuire the October Daye series; the first was not the best but later books do the Fey in the world very well and kind of run the same style as the Dresden Files
Nick Pollota the Bureau 13 books (also a RPG)
Michael Scott Rohan Chase the Morning and sequels
Neal Stephanson Zodiac (not urban fantasy at all, but set in Boston and by Neal Stephanson)
Rob Thurman anything she wrote
Harry Turtledove The Case of the Toxic Spell Dump alternate worl modern fantasy, do not read if you can't stand puns
Tad Williams the War for the Roses faerie urbanized (long)
Terri Windling edited the Border anthologies
Roger Zelazny wrote the Amber novels, the Merlin series, and others such as Lord Demon and Dark Traveling
Edit: I could do a similar list of RPG's related to urban fantasy if you would like.
(I'm an old geek)
Those might be good stats for a wildshaped focused druid.
Could be fun.
Now I want to run a campaign of fairly normal people or kids lost in the Nevernever.
There was a spin-off of the Elementals comic by Bill Willingham called Ironwood.It was made into a setting for a game I don't recall.
The premise was a group of medieval English settlers started a colony in a magic forest and couldn't get home.
Of course, there were elves, dwarves, gnomes, dragons, etc., etc.
It sounds like standard fantasy, but I assure you it was anything but common.
The story took place in that world's Renaissance, with a uber-wizard trying to get an item that would let him visit/rescue his lost love in Hell.
And it was quite dirty.
So, fairly normal people, add magic world/NeverNever, shake, look at the world a few hundred years later.
Or do it as a detect, not a full sense.
Rigor, I'm not sure John would be agreeable to the Warden having a public office in the building,
A private office is completely different as is living space.
VideoGeek, Latimer is welcome in the building.
Animate Objects is Ranged, Sustained.
(Ultimate Powers gives a listing of sample constructs by size, which is cool and something I will use as a base if I'm not using the power on a vehicle.)
I'm good with sustained duration.
I do want to not have to be touching it the whole time it is active.
Animate Objects is Ranged, Sustained.
What I'm after is Touch to start, then be ranged/independent/on its own.
As A further question, standard animate object is to create an independent creature; how would you do control animated object/ give it commands?
I tweaked John's Animate power again.
If the target of Animate does not have to stay within the power's range of the hero, than I can put it back to Flaw: Touch.
What the building might look like?
That's more true to Boston than my description was.I am more used to thinking about local conditions, which are not so urban.
(Though I'm not sure which building you're pointing out.)
The point of my description was that there were several connected stores, with living space above them that had been empty for awhile.
We can make a narrower but taller building, but Drachmen's books might have to be in the old market space or on an upper floor.
I'm OK losing the furniture space- it was to make a cool bookstore (and is a close description of my preferred local game store's space).
The bakery was to have a meeting space for us without intruding on the books or repair shop. Also, I like fresh bread smell.
The connected apartments were to make it more homey.
Perhaps we could do a new description, more fitting to the city than mine first attempt?
Living Space is 'enough for PL residents", which means for 7.
-Toughness +5 (steel reinforced concrete)
Got 2ep left, and I'm willing to donate them to the bookstore/hideout. Use them for...whatever.
Not sure what else we need points for that makes sense with who we are and how we're meeting.Maybe save the points for later spending?
Various listings of the laws of hospitality
The Code of Honor of the Old World was accepted and expected when negotiating between various supernatural factions. The Obligations of Hospitality and a Sworn Oath are more binding than the threat of violence. A being making such an oath would be obligated to protect the other person from themselves and others making a threat. Failing that duty would be a serious loss of face and respect. Word would get around.
The Obligations of Guest and Host are almost holy to the Supernatural world.
The Fae, in particular, set great store on forms of courtesy, etiquette, and the relationship of guest to host. One openly ignored the proper forms at their peril. The Sidhe, the Lords of Faerie are likely to have extreme reactions.
The Old World Code of Conduct ruled that problems are settled face to face amongst quarrelers. Supernatural fights in the open calls human attention who, as history tells, will band together and kill Supes indiscriminately.
Traditional courtesies are respecting safe passage and Losing to a guest with grace.
In Cold Days, when Cat Sith is summoned by Harry into Thomas Raith's apartment, he demonstrates to Harry and Thomas his utter respect for the obligations of guest and host.
"While I am here, I am bound by the same traditions as would apply were I your invited guest. I will offer no harm to anyone you have accepted into your home, nor take any action which would be considered untoward for a guest. I will report nothing of what I see and hear in this place, and make every effort to aid and assist your household and other guests while I remain." ~ Cat Sith
The guest right is a ancient and sacred tradition, that goes back thousands of years in Westeros to the First Men.
The Sacred Law of Hospitality
The guest right is a sacred law of hospitality. When a guest, be he common born or noble, eats the food and drinks the drink off a host's table beneath the host's roof, the guest right is invoked. Bread and salt are the traditional provisions.
When invoked, neither the guest can harm his host nor the host harm his guest for the length of the guest's stay. For either to do so would be to break a sacred covenant that is believed to invoke the wrath of the Gods both old and new. Both the teachings of the old gods and the Faith of the Seven hold to this. Even robber lords and wreckers are bound by the ancient laws of hospitality. 
A lord with a bared sword across his knees is making a traditional sign that he is denying guest right.
It is sometimes customary for a host to give "guest gifts" to the departing guests when they leave the host's dwellings; this usually represents the end of the sacred guest right. In addition, visiting guests will sometimes offer their host "guest gifts" as gratitude for giving them food and shelter.
From Wikipedia, the free encyclopedia:
Hospitality law is a legal and social practice related to the treatment of a person's guests or those who patronize a place of business. Related to the concept of legal liability, hospitality laws are intended to protect both hosts and guests against injury, whether accidental or intentional.
Duty to guests
Hotels and other business operators are expected to "act prudently and use reasonable care" to ensure that their premises are (reasonably) free of risk. While not specifically requiring that a business owner ensure his guests are safe, most jurisdictions interpret 'prudent and reasonable' to include foreseeable dangers, such as tripping hazards or unsecured shelving.
In most cases, unless directly disclaimed (for example, with some insurance waivers), hospitality law does not protect a business owner against charges of negligence.
Use in common law
Common law holds innkeepers liable for any loss of guest property when the guest in on the premises of a place of business; in practice, such liability is often overlooked provided that the business owner meets certain conditions (such as having a guest sign a waiver of liability). In most countries, for liability waivers to be enforceable, notification of the waiver must be posted in an accessible, visible location (usually at the front desk or in a common area of the business), and must be printed in clearly legible text.
American hospitality statutes also govern bailments. A bailment is the “delivery of an item of property, for some purpose, with the expressed or implied understanding that the person receiving it shall return it in the same or similar condition in which it was received, when the purpose has been completed.”  Coat checks, safety deposit boxes, and luggage storage are common examples of bailments for the hospitality industry.
The Laws of Innkeepers by John E.H. Sherry provides an in-depth analysis of the laws affecting places of public accommodation.
Hospitality is sacred. The host must not harm the guest, the guest must not harm the host, and not offering in the first place is a serious affront. In Ancient Greek, hospitality was called xenia and was sacred; Zeus was called Zeus Xenios in his function as god and guarantor of hospitality and protectors of guests. This comes from the word for "stranger"; so, for that matter, does "hospitality". Another word from that root is "hostile", which helps explain why the rules are so severe.
Less popular in modern times with the rise in hotels and forms of transport that mean twenty miles is not a day's journey, and decreasing odds that you will have to fight someone who's a stranger, but Older Than Feudalism and of vast historical importance. Because it's less important nowadays, the extreme punishments dealt out to people who abuse or refuse hospitality in classic tales appear disproportionate.
May be the Good Old Ways, practiced in Arcadia and by the Noble Savage.
Tastes Like Friendship is closely related. The host/guest bond may in fact be triggered by their eating salt (or bread and salt) together.note
Often explicitly invoked in No, Mr. Bond, I Expect You to Dine. Must Be Invited is closely related, though a being bound by both rules is going to find it very difficult to hurt anyone (at least while they're at home!). The traditional solution to this problem is greeting your guests with: "All those with good will toward this house may enter it."
Common in Sweet Home Alabama. Frequently results in Angel Unaware. Often a result of Bedouin Rescue Service. If played up in an inappropriate setting or to a ridiculous extent, it's Stranger Safety. When a guest abuses this by extending their stay overly long, it becomes The Thing That Would Not Leave. Contrast with Food Chains where it isn't safe to eat anything. For the ultimate violation, see Nasty Party.
I figure John was not taught any particular set of the Laws, but follows his own rules instinctively.
For good measure
The Unseelie Accords are a set of agreements (like the Geneva Conventions) that govern behavior between its signatories, who are the major powers of the magical world.
The Accords include protocols for etiquette, hospitality, formal duels, and neutral ground, among other things. They were instigated by Queen Mab
They were last updated in 1994, when the entire city of Milwaukee allegedly disappeared for two hours.
The following are known portions of the Accords, in approximate order of appearance in the books:
· There is no spirit of the law, only its letter.
· Beings have license to deliver and receive messages, and to have safe passage granted them so long as they do not instigate violence.
· Part of a pledge of safe passage or conduct is the promise not to drug any directly offered food or drink. If it is targeted at a group, rather than a specific individual, however, then it is acceptable. 
· If a member of the Accords is killed by another member of the Accords, one who has close relations to the deceased can demand a weregild in compensation for their death. 
· Should a member of one faction wrong another faction, the aggrieved party has the right to challenge their enemy to single combat. The dueling laws are based on the Code Duello:
o The organisations that represent the duelers pick an emissary from the list of neutral emissaries.
o The chosen emissary decides on a list of available weapons, such as magic or will.
o The challenged picks the weapons, and the challenger picks the time and location.
o The available weapons are not necessarily restricted to those usable by both parties. If the challenger can't use the weapon the challenged chose, they can force the challenged to take their second choice.
o Each party must have a second.
o The seconds collaborate with the emissary to work out the terms of the duel.
· Certain places can be signed on as Accorded Neutral Territory (such as McAnally's Pub). This means that signatories of the Accords do not start any conflict on the premises, and are bound by their honor to take any fights outside.   
· An individual can sign onto the Accords as a freeholding lord:
o The signatory is entitled to rights under the Accords, such as right of challenge.
o To be signed on, the potential signatory must have three current members of the Accords vouch for them.
I'll be out of the house for most of Sat and Sun with visiting relatives.
I should be on-line Sun evening.
Anything Rynjin wants to add to the description of the base is fine with me.
John will let the others take lead on questioning and planning, but will offer space to anyone in the group who needs a place to stay.
If the Warden doesn't make other arrangements, Set will be included in the offer.
Since we're going there, here's Odds Market.
The Odds family opened a local market after WW I, which lasted until the early 90’s. The final incarnation was a block sized complex with 2nd and 3rd floor apartments. Prominent and central was the market itself, with freezer and cooler cabinets along one wall and coffee machines, as well as standard shelving for groceries. The family lived above the store, in a 3 bedroom, 2 story apartment. The back of the market was a loading dock area, with garage space for a delivery truck and a shared, fenced in parking area.
I'm happy for any input or changes from players or GM.
edit: I'm in Virginia, Yorktown to be specific, and I can hear occasional fireworks from Busch Gardens amusement park and daily loudspeaker broadcasts of Taps and the national anthem from the Naval Weapons Station.
The Iron Druid books come from a discussions of what a D&D druid would be like if he survived into the modern world. The god's in the books are different. (The theme of the second book is that everyone thinks Thor is a a!~$+$# and wants to get the druid to kill him or at least one version of him.)
Kat Griffin is a successful teen writer who, I believe, started writing in her teen's. The Swift character is an urban sorcerer who died, joined his souls with the 'spirits in the wires' and was summoned back to life. A theme is 'magic comes from life'. The first book is a bit of a difficult read, as Swift goes back and forth from me to we, but the setting and spell use is well worth it. His life complicates over the next books.
I'll go through my shelves and list some more later.
I keep meaning to do a list of urban fantasy books, in keeping with the theme.
Like Kate Griffin's Matthew Swift series and its spin off set, both set in London.
Benedict Jacka's Alex Versus books, which Butcher put on his must-read list ("Harry Dresden would like Alex Versus tremendously- and be a little nervous around him."
Rob Thurman's books- I believe we're at 3 series now, at least 2 of them are set in the same world.
Kevin Hearne's Iron Druid series.
Anyone interested in more?
Don't forget 'Dial H for Hero' for the random-powers-through-a-device character.
There's lots of ways to do the different powers theme.
If it's tied to a save, the save should be one that the character fails under the right circumstance, but not one low enough to leave you vulnerable.
And you shift the whole system by improving the save.
You could do a circumstance trigger, like 'when harmed' or at sunrise or whenever the players rolls a set number, but an emotional trigger is tough.
By the way, the Sleeper gained a different power set each time he slept.
There's a lot of good stuff in the Wildcards books.
I will endeavor to bold John's dialogue, not a problem.
In regards to the multiple personalities/multiple powers concept, I have two words.
Mark Meadows gained different power sets and completely different personalities when he ingested certain drugs.
I tweaked John's sheet again.
So I added 1 rank of wall-crawling, paid for it by reducing climbing skill ranks by 4 and spending an unused point.
I may prep some power stunts (alternate powers) rather than make more tweaks.
It would allow tumbler to yea-or-nay beforehand, rather than springing a new power in mid-game.
Power stunt for Alternate Power in the array/ spend hero point to ignore fatigue.
"Cast in Iron"
Alternate Form (requires a standard action to shift) R6 (= 18 pts so fits in array)
Gives 30 pts to get:
Density R6 (+6 Str, +3 Protection-Impervious, Immovable R2, Super-Strength R2)
Strike R4, Mighty (total damage 7), Accurate R1
Immunity R10 (all effects of magic descriptor) Limited: only versus Fae magic
total = 29 pts
Akiton (pronounced A-keh-ton) is the fourth planet from the sun in Golarion's star system
In a game I was in recently, one player wanted much the same thing.They solved it by saying he was from Akiton, another planet in Golarion's system which is linked to Golarion by gates.
By lore, the Red Men of Akiton are 4-armed giants, but the GM shifted them to be just like the Martians from the John Carter books and movie.
Since his use of the gate was accidental and one way, it gave him an interesting background , but nothing overpowering.
Possible sword names (from Wiki)
Terry Brooks: The Sword of Shannara
(I kind of like the idea of a bookstore owner carrying a fictional sword.)
Sounds fine, though I think you dropped the computer system (which sounded a bit over tech anyway). We can still just have a computer or 2 in the building, but not running security or anything.
Library as book store works really well, though I would think your rarer books would not be shown openly or for sale. Is there a theme to your store? Occult, rare, used, collectibles, etc?
Power system should be sufficient as a back-up system for a standard commercial hook-up, I don’t see us pulling so much power to be suspicious or expensive and having a complete off-the-grid system could look odd (heh, heh)
Fire prevention fits the theme and is something required in commercial buildings anyway.
In regards to your Device. I see you have R2 (easy to lose) at 6 pts. with Penetrating 5, Nullify 5.
Did tumbler say yes to adding device powers on top of what equipment can already do? I was not reading that discussion because it is his decision.
Are the 2 powers Linked (a 0 modifier) or can they be used separately?
I envisioned the place as an ordinary building, with just a good, standard security system, nothing magical.
Initial setup is fine however you want to set it up. The initial idea of having a shared building for 2 businesses kind of expanded when I realized how much living space there was in a base. Having some characters familiar with others and meeting still others sounds more interesting, even without the firefight.
As a thought, if not everyone wants to be living above the stores, would it be interesting if we had other tenants (whether gifted or not) who could be story hooks or otherwise complicate our lives?
I misunderstood tumbler's question about the laws as being limitation, thinking he was asking about the same question about the dresdenverse rules of magic.
He is fine with them being a limitation, so the question is answered.
The mechanic for reducing a powers cost to less than 1 pt per rank is this.
The device does the same thing it always does , submerged or not. It saves points on powers by making them easier to lose. Water, sunrise, etc. does not change that.
Say a power costs 2pts/R.
In this case, putting the limitation on the device, not the power would result in a higher cost.
If they are a limitation on the powers, I would say they are not also a complication.
Are they worth a complication? I would say yes, definitely.
My opinion is the way they effect would be more of a complication than a limitation, but it could go either way.
I also think Drain may be a better mechanic than Nullify, as Drain steadily drops the point level while Nullify ends the magical effect. Both would involve a save or an opposed roll, so you may want to make them automatic instead.
Part of the reason I think they would make a better complication than a limitation is that you could apply their effect when needed and hand wave their effects at any time when they happen 'off screen'.
Leaving them a limitation would mean the players who factored them into their character's cost wouldn't have to make changes. A lot of changes.
If you look at how they act on spells, consider this.
PUFFs would be complications.
Rynjin, I saw your day job of bookstore and it got me thinking about networking the characters together.
With the provision that how we all know each other is under tumbler's control and he will make the final decision for which characters are in the game, I'd like to point out I purchased a base, the Odd Market Pawn and Repair.
I wanted it bigger than a house which made it the size of a warehouse.
There should be plenty of space to fit in a bookstore, if the idea appeals to you.
Hell, since "Living Space" grants slots equal to the Power Level of the campaign, I could see Odd John renting out a few rooms to folks he might think would help protect him if any of the Kindly Folk came looking for him. (Or at least make it harder to find him in the crowd.)
Though he wouldn't admit he was the landlord if he could help it and he definitely wouldn't stand for no pesky spells shortin' out his gear.
Also no weird smells or smoking indoors.
And this ain't your Momma's house, so clean up after your own self.
Yeah, ya' can borrow the van if ya' need it- just mind the gas gets replaced and maybe ya' could pick up a few things fer me while yer out.
I made a few tweaks to Odd John's profile, if anyone wants to take a look.
Also, tumbler, have you decided on a home city yet?
Deko, I looked at your character as you asked.
PL 7 has a maximum rating of 7 for attack bonus and for power rank, but, with GM approvals, allows trade offs.
You have a ranged attack of +6 with your shotgun doing 5 or 6 damage, which means you could increase your attack rating with your signature weapon by +2.
You also have a melee attack bonus of +3, which is low.
The PL maximum for Fort, Ref, and Will is 12, not 7 like Toughness.
A question, what does suppressor mean under the shotgun entry under devices on your sheet?
I'm still not sure what you want to aim for with the characters, tumbler.
I thought about Super Movement: Dimensional Movement to enter the Fae realms, but wasn't sure that would fit your world or your plans for the party.
And now I must go to sleep before tomorrow's (actually today's) alarm clock goes off.
Well, now it's Thursday so here goes.
I've got a couple of concepts.
The first is the fey character.
Another fey concept was to take something like the Redcap presented in the Magic book and broaden it out to a full PC.
Second was more specific about powers.
I like all three, but the redcap would be easiest to fit into pretty much any campaign.
I'll see what everyone thinks and narrow things down later.
I was doing a bit of thinking about a character- probably to no use since we don't know details of what kind of group we'll be asked to make characters for- and one concept (of several) I had was to be half-Fae per Dresden Files. (where you need to choose your Fae side or your mortal side)
I drifted into thinking about the way Changeling from White Wolf treats fey.
If you are not familiar with the setting, tumbler, it seems like something you might like (and might want to add to your world).
While it was long past the time I wanted to play a White Wolf game, I enjoyed reading about the types of creatures you might become, how each of them might act, and the sub-types of each.
Color me interested.
If asked, I'd say 3E is a slightly better system, but unless you're going full-on supers it won't matter.
The difference in building characters would happen before play, so if we help each other with builds and rules auditing, we negate the difficulty.
Full on Dresden or Monster Hunter or combo with other stuff added?
I'd like to make a character with an interesting background who ties into the lore of the world or someone with new-found abilities who's a bit freaked about finding out what's out there.
I've played (in a variety of systems) Kid Frankenstein (son of the monster and carnival strongman), John Little the latest (descendant of Little John and an English staff expert), various supers in M&M, and others.
I haven't played in a PBP since Paizo upped the system some years ago, so I might need help from someone familiar with the modern version if I am chosen to play;