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Cornielius's page

469 posts. Alias of niel.


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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.

tumbler wrote:
I just went to half price books and bought some things from Cornielius' list.

What'd you get?

too easy

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')
I've been wondering what i was talking about for years.


Wiki wrote:

Dream sharing is the process of documenting or discussing both night and day dreams with others. One of the primary purposes of sharing dreams is dream interpretation.

The sharing of dreams dates back at least as far as 4000-3000 BC in permanent form on clay tablets. In ancient Egypt, dreams were among the items recorded in the form of hieroglyphics. In ancient Egyptian culture dream sharing had a religious context as priests doubled as dream interpreters.

Those whose dreams were especially vivid or significant were thought to be blessed and were given special status in these ancient societies. Likewise, people who were able to interpret dreams were thought to receive these gifts directly from the gods, and they enjoyed a special status in society as well.

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.
You could look at what you wanted to say and reverse it to the symbols that could represent it, then 'map' the area of the NeverNever to match it.

Warning: I just spent about an hour looking at dream interpretations and symbolism and now my coffee is cold.

If it sounds interesting, there appears to be a run of open-house events at the Royal Ontario Museum on Fridays between Oct 9th and Nov 27th. Including Oct 16th.

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.

tumbler, if you don't want to go by the die roll, Connected lets me use a Hero Point to 'automatically secure the favor' and I'll spend it if you prefer.

And 'The Gm has the right to veto any request if it is too involved or likely to spoil the plot of the adventure.'

as promised a list of urban fantasy (mostly)
these are on my shelf, so many are older. there are more in boxes and piles in the closet, on the floor, etc; but these were easy to make a list of

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.
Straight druid till wildshape, then a combat class (ranger/natural weapons or fighter for feats).
Leave wisdom low (might want to grab a wisdom bonus race), put stat increases into your odd numbered stats.
Grab the feat that gives you bonus levels of wildshape when you multiclass.
Go back to druid once you get a wisdom enhancing item.

Could be fun.

tumbler wrote:
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.
Or pay for the sense, but role-play using it for awhile as a detect, then 'up-grade' to full sense.

Rigor, I'm not sure John would be agreeable to the Warden having a public office in the building,
It would become 'The Warden's Building' with a public reputation.
It might also be bad to have a public office in a Fomor held town.
He could probably be convinced if others are in favor.

A private office is completely different as is living space.

Thanks, Rigor.
I'll go with that.

VideoGeek, Latimer is welcome in the building.
He can carve out workshop space as well.
Does he want a storefront or to be part of the pawn/repair shop team?
It could work that's he's separate but takes 'special' orders or that he uses the bookstore as a message drop (if Rynjin ok's).
He could also be using the place as a day job while on probation, though we'd have to determine why the Warden hasn't recognized anyone there.
Or he could just have an apartment, but otherwise not involved.
Your decision.

latest version, adding mental link for commands and adding lots of range for the Awakened to operate in.

"Waken the Toys" Alternate Power: Animate Objects R6 (Flaw: Touch range to activate) Power Feats: Mental Link, Improved Range R5 (max range 30,000 ft./5.6 miles) (total 18 pts) 1 pt

Animate Objects is Ranged, Sustained.
It makes an object into a construct under your control. (possibly verbal control in the absence of any extras, flaws, or power feats. I would presume non-verbal control if I stay in contact with the construct.)

(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 don't want the animated object active if I switch slots of the array.

I do want to not have to be touching it the whole time it is active.
As a ranged power, do I need to be in range of the object for it to stay active?
Or do I just need to take the free action as defined by Sustained duration?

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 seem to remember you need an extra at + 1 or +2 per rank.

I tweaked John's Animate power again.
Now it's normal ranged, but listed as a complication that to initiate the power John must touch the target.
It may not actually be a complication, but it's not a full limitation or other power flaw and it's not really worth a drawback.

OK, tumbler?

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.
If it does, this will show how I want to do it.

joined building sounds even better than my description

maybe shared back rooms, with the loading dock/garage accessible from all?

Rynjin, do you want a corner building for more storefront windows?

John would prefer fewer windows, more dim lights

It's late and the alarm clock awaits.

G'night, Folks.

tumbler wrote:
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?
(by someone more familiar with city buildings than me?)

The "Base"
Equipment: Base R1 (total 5 pts)
Toughness: 5 = 0 pts
Size: Medium (Warehouse) = 1 pt
Garage = 1 pt
Living Space = 1 pt
Security Systems = 1 pt (non-magical)
Workshop = 1 pt

Living Space is 'enough for PL residents", which means for 7.

From Rynjin
Base contributions:

-Toughness +5 (steel reinforced concrete)
-Library (Is the bookstore area)
-Power System
-Fire prevention system
-Computer system

From Deko

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

(Warning: Wordy)

From Dresden:

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.[3]
The Obligations of Guest and Host are almost holy to the Supernatural world.[1]
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.[4]
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.[2]
Traditional courtesies are respecting safe passage and Losing to a guest with grace.[4]
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.[1]
"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[1]

From Westeros:
Guest right
The guest right is a ancient and sacred tradition, that goes back thousands of years in Westeros to the First Men.[1]
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.[1] 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. [2]
A lord with a bared sword across his knees is making a traditional sign that he is denying guest right.[3]
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.[4]

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"[1] 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.” [2] 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[3] provides an in-depth analysis of the laws affecting places of public accommodation.

From Tropes:
Sacred Hospitality
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

Unseelie Accords:

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.[1]
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.[2]
· Beings have license to deliver and receive messages, and to have safe passage granted them so long as they do not instigate violence[3].
· Part of a pledge of safe passage or conduct is the promise not to drug any directly offered food or drink[4]. If it is targeted at a group, rather than a specific individual, however, then it is acceptable. [5]
· 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. [6]
· 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[7]:
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. [8] [9] [10]
· An individual can sign onto the Accords as a freeholding lord[11]:
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.

Odds Market:
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.
Other frontage stores were a furniture outlet and a bakery. The furniture store featured showroom windows flanking the entry, as well as a 2nd floor warehouse space accessible from the rear by way of an automated ramp and a rear warehouse-style door. The bakery contained the required ovens, refrigerators, and freezers, and also had a dine-in area large enough for the whole Odds family and friends on holidays and customers the rest of the year. An addition space was intended for a commercial office such as the family accountant, with a reception desk, conference room, file room, and three offices.
Above the businesses, and connecting to the bakery and market apartment, are 5 other apartments. (One loft, 2 one-bedrooms, and 2 two-bedrooms.) A shared stair and hall allows entry to each as well as to a joint living room originally intended as ‘family space’ for the group. Shared basement space lies under the whole block, with the standard HVAC, plumbing, power room, back-up generators and fuel storage, and storage space found under commercial buildings.
The building went empty after the family dwindled due a series of accidents and disappearances, ending with the final elder Odds retiring to Florida after their last surviving child was committed to a mental hospital.
The extended building was on the market for years, but went unsold as the layout was unsuitable for separate living or businesses. It was eventually purchased by an out-of-town investor. The first tenant was John Bertanzetti, who added “Pawn/Repair” to the front of the market. While the business is not known for its regular business hours, it does offer reasonable rates for the repair of tools and equipment (if the work appeals to the owner) as well as honest loans or sales on property. Bertanzetti, who quickly became known as ‘Odd John’ in the neighborhood, acts as maintenance representative for the absentee-owner. The next tenant was Aaron Drachmen of Drachmen's Books, a specialty bookstore. Bertanzetti and Drachmen live on the property.

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 South typically means south of the Mason-Dixon line; though we don't usually claim Maryland unless they're bringing crabs to the hoe down.

Any state who was part of the Confederacy counts as Southern.

Texas is big enough to allow themselves to be in either the south or the central US.

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.
The spin off books deal with a woman coming into the powers of a shaman and building a tribe, in a setting of self-help books and local committees. And her dealing with Swift, now the Midnight Mayor of London.

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.
Very urban magic, as well as a bunch of systems of spell casting.

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?

George R R Martin. as in the Game of Thrones author.

It's a shared world super-powers setting with a bunch of really good writers doing short stories and mosaic novels, where they work together to do a single, book length story.

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.
It's the switch mechanism that makes it tough.

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 was one short story where he works (with a hypnotist, I think) and can program the powers he'll have.
It works, but requires him to be to much under control of whoever helped him, so he doesn't do it again.
At the end of the story, he mentions certain low powered abilities can stay with him (and proves it by making a glass of water play- the theme from Casa Blanca maybe?)

There's a lot of good stuff in the Wildcards books.

I will endeavor to bold John's dialogue, not a problem.
Ya'll have been writing so well I wanted to look literary.

In regards to the multiple personalities/multiple powers concept, I have two words.

Captain Trips

(of Wildcards)

Mark Meadows gained different power sets and completely different personalities when he ingested certain drugs.
He changed powers, looks, and even sex and background.

We may have missed a bet.

Boston covers an area about 1/2 water, and we don't have anyone who does water effects.

Or has a boat.


I had intended that Animate require touch to activate, but re-reading makes me think the target needs to stay within range to stay animated.

So I'll add Power Feat: Extended Range R6 to give it a 30 ft range. I'll keep touch to start, though.

I tweaked John's sheet again.
I didn't like making climbing rolls- it felt like something Odd John would be able to do without rolling.
(I think he's going to like being up high or on roofs.)

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's a good way to have an idea of what a character can do in a special case, but not clutter the sheet up with alternate powers.

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.
New Power:
"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.
Humans in the books have guns and so did the lost 'red' human gunslinger who ended up on Golarion.

Since his use of the gate was accidental and one way, it gave him an interesting background , but nothing overpowering.
The character just kept Knowledge (Engineering) and Craft (Alchemy) high to represent his greater knowledge of guns and such.

I won't be on-line much this weekend, I have family in town.
I can probably catch up on sunday night

Possible sword names (from Wiki)

Terry Brooks: The Sword of Shannara
• The Sword of Leah: A sword carried by the Leah family for generations, later given the ability to cut through magic.

• Sword of Light: Wielded by Gourry Gabriev. The metal blade could be removed from the hilt, allowing Gourry to summon a blade of coherent magical energy that could affect creatures immune to normal weapons or to most magic. The energy blade could also serve as a spell focus, and was used as such by Lina Inverse. In the anime, it was one of the five Dark Star weapons and also given the name "Gorun Nova."

(I kind of like the idea of a bookstore owner carrying a fictional sword.)

Rynjin wrote:

Base contributions:
-Toughness +5 (steel reinforced concrete)
-Library (Is the bookstore area)
-Power System
-Fire prevention system
-Computer system

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.
If so, Masterwork is a feature for equipment and would seem appropriate for your sword.

Are the 2 powers Linked (a 0 modifier) or can they be used separately?
That works easily, but another option is to make them alternates.
Go old school Excalibur style, with the blade doing penetrating damage, but the scabbard doing nullify (or drain, for a more expensive but less all-or-nothing effect).

tumbler wrote:

Is the security system magical?

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.
Nothing to discuss,there.

The mechanic for reducing a powers cost to less than 1 pt per rank is this.
A 1 pt/R power with a -1 pt/R flaw would cost 1 pt/2R's.
It's discussed under the flaws/advantages section.

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.
The spell does not, and for many of the powers in your device, it will stop working each sunrise/sunset- which doesn't seem to match Harry's item's effects.
The blasting rod doesn't blank at dawn, the ring that stores movement to beef up a punch doesn't drain at sunset, his amulet doesn't stop glowing, etc.

Say a power costs 2pts/R.
An easy to lose device with R10 of the power would cost 12 pts.
A -1pt/R flaw would reduce the cost of the power to 10.
The same device with the power/flaw would cost 6 points.
Applying the flaw to the device instead of the power would cost 8 points.

In this case, putting the limitation on the device, not the power would result in a higher cost.
That's what I meant by putting limitations on devices giving weird results.

Would you give a hero point if the laws of the country/state the character lived in prevented him from using his powers to deal with a problem?

Breaking a law of magic as defined by the council of wizards would be in the same category.

A P.U.F.F. is the bounty paid to a person who kills an eligible monster in the Monster Hunter International series.
I don't remember what the letters stand for.

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.
Dresdenverse magic would steadily act on wards and other constant effects, but instant effects, such as creating fire, would not really be effected.
Allowing them as a limitation means you always get a point break on your magic abilities, even when they aren't really being limited.

PUFFs would be complications.
In regard to PUFF's, are magic users considered monsters?

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?

'Evening, tumbler. Are you up late or not in the eastern time zone?
Though now I think about it, it's not that late.

Deko, I looked at your character as you asked.
No glaring errors by rules, but there's a couple of things you might want to consider.

PL 7 has a maximum rating of 7 for attack bonus and for power rank, but, with GM approvals, allows trade offs.
That is the absolute total of the two numbers should not exceed 14, but you can have one be +8 and the other be +6, or other such variations.

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.
There is a feat which gives a +2 attack per rank to a specific weapon if you wanted a back up like using your shotgun as a club or using brass knuckles or a sap.

The PL maximum for Fort, Ref, and Will is 12, not 7 like Toughness.
( a factor I forgot when doing my build and plan to change).
Saves for Toughness are 15 + power rank of attacks, but failing them whittle you down based on how badly you fail the roll.
Save for powers using fort/ref/will are 10 + power rank, but failing can have a much more severe result.

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.
The write up for John is more a collection of ideas than a chosen role in the party.
As a fighter, he might need to depend on a gun; as a rogue, he's got skills and could just animate the lock to open it.
He can do a bit of healing, if you're willing to let the concept stretch to helping living things heal.

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.
I also considered Super-Senses: Detect R2 with Acute for a touch ability (or taste would work) to identify matter.

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.
As a changeling style fey, he would have been taken from his home as a child, altered by his time with the fey, escaped to return, found his precise memories of the years gone are faded, be trying to fit back into his life, and have powers related to his alterations.
He would appear normal to normals unless he uses his powers, but non-normals would know there was something about him supernatural.
Powers would be chosen to fit the party.
This would work best if it fits tumbler's ideas about the fey in his world.

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 was thinking a transmuter, someone who could alter matter into other types of matter.
Basic idea was someone who could change his bullets into the specific bane needed versus a monster he was trying to stop, but I started thinking about the true story behind the fable about spinning straw into gold and how the poor Rumpelstiltskin was controlled by his true name and forced to work himself to death transmuting gold and how his captor bred him to human woman hoping for a child with his powers.

I like all three, but the redcap would be easiest to fit into pretty much any campaign.
The changeling would be affected by tumbler's world's fey.
And the transmuter would be the most potentially damaging to the campaign in terms of power.

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're not familiar with the setup for the game, your character was stolen by the mysterious Fey for something they saw in you.
You are changed/mutated/taught to fit the role they wanted you to play (whether it to be beast, worker, entertainment, etc.) and kept for years.
You have escaped, crossed the middle world, and returned to mortal earth.
Only to find they replaced you with a fake when they took you and no-one missed you.
Good luck building your life again- and while your old masters may come looking for you, first you'll have to deal with your replacement and the other changelings who can see you as you have become even if normal humans can't.

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.
There was also a bit about the things you could find in the middle world (I think it was referred to as the Hedge) and the Goblin Market (which reminded me of a Neil Gaiman setting).


Color me interested.
I've got both editions.

If asked, I'd say 3E is a slightly better system, but unless you're going full-on supers it won't matter.
I'd prefer whatever the DM is most comfortable using for his setting.
Besides I have a bunch of 2E books I never got to use.

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?
What power point to skill ratio?
(There are recommendations that you change the skill points per power point ration for games with more emphasis on lower level powers, though 140 points at R7 should mean we don't need to worry about that.)

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 can make a character to fit the party if needed but I'll look back over the occult book to see what's calling to me.

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;


There's also the Dead Man's Headband, from Ultimate Equipment.
+2 compt. to intimidate, +1 DC to fear effects for 3600 gp.
And it makes it hard for you to lose your hat.

Did you say a rabbit infestation?

Does that happen often?

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