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Old 06-18-2011, 04:01 PM   #121
Lamech
 
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Default Re: [OOC] Worlds of Fire

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Originally Posted by Totem View Post
[OOC: I've replied to this once already... Something ate it.]



"Under moonlight" does sound cooler, but as I've point out it's not the same as "at night". Decide which it is, and be aware that different worlds will have different effects on both moonlight and night in general: looking through my current plan for the campaign I can see half a dozen situations at least where there won't be time for 8 hours of prep, a few where there won't be a moon, and a couple where 'night' is going to be a fairly dubious term. This will apply to almost any modifier that anyone uses sooner or last in all likelihood (including "Tech").
Under moonlight, definitely under moonlight.
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Which would be a lot of work for no real return. So, yes, spells learnt using Wild Talent are just counted as normal spells for your character.
Sweet.
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Old 06-19-2011, 02:54 AM   #122
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Default Re: [OOC] Worlds of Fire

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Under moonlight, definitely under moonlight.
See my earlier notes about what counts for moonlight.
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Old 06-24-2011, 01:01 PM   #123
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Default Re: [OOC] Worlds of Fire

Did you count in the search roll for the +1 for Pad Down?
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Old 06-26-2011, 06:49 AM   #124
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Default Re: [OOC] Worlds of Fire

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Did you count in the search roll for the +1 for Pad Down?
Hm... That would be a no... Partly because it's "Pat Down" (I know, I know, if it had just been the once I wouldn't have objected), and partly because I'd worked out that if there was a modifier for patting down someone it would be a penalty instead because it's an imprecise way of working. I've now checked; I'll repost the Search results with the appropriate changes.
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Old 07-02-2011, 10:05 PM   #125
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Default Re: [OOC] Worlds of Fire

I got back early... also I this thread was about to fall of into the nether...
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Old 07-09-2011, 04:36 AM   #126
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Default Re: [OOC] Worlds of Fire

The universe the game is currently in has indeed been upgraded to Front Line status. As such since Fate has been revoked, divination (through such things as Oracle, Precognition, ESP, Psychometry, etc) will not work any more, and any kind of Destiny will not function. You can still spend the points on them (you may end up on a world that isn't on the Front Line), but they will not work here and now.

You can also spend points on things like Psychology, Tactics, Strategy, Intelligence Analysis and so forth and use those instead: mystic divination won't work, but any method that doesn't rely on asking Fate for a hint is fine. Also Luck, Danger Sense and other split-second phenomena of this kind are unaffected as they rely much more on the immediate future rather than long-term probabilities.

Regarding time travel: I'm not just saying "no you can't", I've got a legitimate reason in the plot for it. Plus, Jumper (Time) is a 0-point ability anyway, so you don't lose out that badly. You can try to use it if you want, but if you're on the Front Line then don't be surprised if you immediately get told to write up a new character sheet (even if you have Extra Life).

Oh, and on that note, one of the good points (don't say I never give you anything): everyone gains (at no cost because it's plot based) the following.
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Extra Life (Must win against a specified challenge; cannot be used if it is being relied upon; can only be granted, not purchased) [0]
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Old 07-09-2011, 09:30 AM   #127
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Default Re: [OOC] Worlds of Fire

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Regarding time travel: I'm not just saying "no you can't", I've got a legitimate reason in the plot for it. Plus, Jumper (Time) is a 0-point ability anyway, so you don't lose out that badly. You can try to use it if you want, but if you're on the Front Line then don't be surprised if you immediately get told to write up a new character sheet (even if you have Extra Life).
On the time travel note: I wasn't expecting to get to ever change the past. If you allow time travel to change the past (and think too hard) really stupid things result. The idea with the cultist specifically was to banish them into the future which creates a lot less problems, since it would be the equivalent to placing them in stasis, and turning them insubstantial and invisible for however long. And I'm fine with the "don't on front-line worlds" and just as a note I would also be fine with saying "No you can't have that spell".

So to summarize, I assumed massive railroading was possible if I ever went back in time, and it is okay to ban/limit any spell you want. And of course, your idea is fine.
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Old 07-09-2011, 10:21 AM   #128
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Default Re: [OOC] Worlds of Fire

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On the time travel note: I wasn't expecting to get to ever change the past. If you allow time travel to change the past (and think too hard) really stupid things result. The idea with the cultist specifically was to banish them into the future which creates a lot less problems, since it would be the equivalent to placing them in stasis, and turning them insubstantial and invisible for however long. And I'm fine with the "don't on front-line worlds" and just as a note I would also be fine with saying "No you can't have that spell".

So to summarize, I assumed massive railroading was possible if I ever went back in time, and it is okay to ban/limit any spell you want. And of course, your idea is fine.
Rather than, "No you can't have that spell," it's a case of "don't use that spell on these worlds." It's perfectly fine to have the means to time-travel, but very significant individuals will be upset if it is used on a Front-Line world. That is, in either direction; it's the act of time-travel outside the norm that is the issue rather than necessarily going back and changing the past (though that is ultimately what it is meant to prevent... More of that once we reach the Western Harbour; you don't want the other side getting the idea of time travel into their... Heads?).
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Old 07-09-2011, 07:48 PM   #129
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Default Re: [OOC] Worlds of Fire

Hmm...
I've prepared plans of action:
1) Someone goes out an gets a bunch of ready to eat things. Things that can be prepared in the abandoned building. (Which probably means none). And several days worth, so we don't get tracked or ambushed on food runs.
2) We brainwash the two cultists with something like "SoD: the party", so they won't betray us. Lie and say we want to meet Chu'dam to try and figure out the benefits of working with him. Also one of the nights I prep the wild talent. If we can't talk to Chu'dam we find Guy instead.
3) I try to materialize Chu'dam (its a necromantic spell), if that works we pump him full of lead, and burn the corspe and hope he has neither unkillable II, or III, or that cool plot based extra life. If he doesn't materialize we punch him really hard with the gauntlet.
3b) If we don't get to Chu'dam, we grab Guy and run. Maybe he'll know something more.

Option two: I cast summon demon: (this world) and hope I have enough energy to grab Chu'dam and I win the quick contest, and Chu'dam is the only demon on this world, and he can kill himself. Then we tell him to kill himself. (Or beat him to death with the gauntlet.)

Option three:
We do more research into how to kill a demon. I take it the guy on the phone has no clue? I would recommend grabbing Guy and interrogating him.

Option four and more: You guys?

P.S. If anyone wants this all done IC, I can do that too... Totem are either of the two spells, know by John not to be valid? (Summon Demon/Materialize)
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Old 07-10-2011, 01:40 AM   #130
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Default Re: [OOC] Worlds of Fire

We don't have the Gauntlet anymore.

Indigo disappeared with it.

Which I should probably tell Ben...

Damn...
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