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Pattern Step (Space ***, Other Arcanum ***) A variant of Portal, this spell exploits the sympathetic connection between the Patterns of inanimate objects objects to allow for instant short-range transportation. Depending on a mage's knowledge of the other Arcana, he might use this spell to step through shadows, fires, or trees, reappearing out of another Pattern of the same type many yards away. Practice: Weaving Action: Reflexive Duration: Lasting or Prolonged Aspect: Vulgar Cost: None Rote Skill: Athletics, Occult, or Stealth The mage reflexively casts this spell as he moves into the space of an object or effect (such as a shadow or pool of water). He immediately disappears from his location and reappears in the location of an object of roughly equal magnitude anywhere in sensory range, where he can continue his movement if he has yards left to spare. So long as he has the mana casting a vulgar spell requires, the mage can cast this spell any number of times per turn, moving rapidly through a succession of objects. The conjunctional Arcanum used to cast this spell determines what the mage can move through. Only Arcana that hold dominion over tangible phenomena qualify, and only visible, nonsolid objects or effects qualify (the mage must be able to literally step into the Pattern used): Death: Shadows Forces: Standing energetic discharges such as fires or electric arcs Life: Yielding plant life (dense bushes or vines) or insect swarms Matter: Liquids Objects stepped through must have a Size at least equal to that of the mage. The mage must exit through a like phenomenon to that which he entered, so if he steps through a pool of water, he cannot step out through an oil slick. The mage actually makes physical contact with whatever he moves through, so a willworker intending to leap between fires or pools of acid would be wise to protect himself with other magic. Shadows the mage uses must be dark enough to almost totally obscure his body, providing a -3 concealment penalty or blinding enemies to his position alltogether. With Space 4 and a conjunctional Arcanum of 4, the mage can move through completely solid Patterns and takes no damage for doing so. A reflexive Dexterity + Athletics or Brawl roll resisted by Defense may be needed to make contact with (for instance) an unwilling human body to allow the wizard to reappear out of another human two hundred yards away. Alternatively, for 1 extra mana, he could cast a single variant of this spell with a Prolonged duration, gaining the ability to move through a given type of Pattern for the rest of the scene. Abundant Step (Space *****) In Pandaemonium, location is a function of self-perception. So it is with the caster of this spell, who gains the ability to fluidly think himself from one position to the next from moment to moment, paying no heed to the dull and inefficient process of moving one's feet. Practice: Patterning Action: Instant Duration: Prolonged Aspect: Vulgar Cost: 1 Mana Rote Skill: Investigation or Occult For the duration of this spell, the mage's movement is augmented. Instead of moving his Speed on any given turn, he may choose to instantly teleport himself to any location within Sensory range. The Potency of this spell is used to contest any Wards or other effects that prevent teleportation. Locations the mage scries are considered to be within Sensory range for the purposes of this spell. A mage who knows the Pattern Step rote may spend 4 experience points to "upgrade" it to the Abundant Step rote, becoming able to cast either as a rote spell. Ferrinus fucked around with this message at 01:30 on Nov 26, 2008 |
# ¿ Nov 26, 2008 00:15 |
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# ¿ Apr 19, 2024 16:23 |
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This spell is subject to revision. Conjure Electricity (Forces ****) Lights darken, and temperatures drop as the mage converts ambient energy into a potent electric charge that courses through his body. With a thought, he can release it into the world around him. Practice: Patterning Action: Instant Duration: Lasting, Concentration or Transitory Aspect: Vulgar Cost: None Rote Skill: Occult or Science Each success rolled adds 2B to the damage of the electric charge (so two successes make the caster the equivalent of a wall socket, five successes the equivalent of a subway rail, etc). This charge is contained harmlessly within the caster's body until he ceases concentrating. When released, the charge inflicts its damage on anything in physical contact with the mage, either directly or through some conductive medium such as water or metal. The mage can only hold one spell's worth of charge at a time - if he recasts this spell while holding a charge, he must choose which one overwrites the other. The electric charge itself is a Lasting effect, so the mage cannot simply choose to dismiss it after conjuring it; the Duration of the spell only measures how long a mage can contain the charge within himself before it escapes. A mage may treat the electric charge he holds as a normal electric charge for all purposes. He may use his action on any turn to cast spells intended to affect the charge (such as Control Electricity to amplify or dampen it, or Influence Electricity to cast it forth at enemies) without losing concentration. Each additional Target factor increases the number of shocks this spell can deliver (so by casting at a -4 penalty, the mage creates a charge that can be released three times rather than once), but the mage can only release one charge per round. Duration factors increase the amount of time the mage can retain the charge after he ceases concentrating. With Forces 5, the mage may cast this spell with a Prolonged duration, causing the electric charge to remain locked within him for up to a scene or more without any need for concentration. At Forces 5, this spell may be cast at Sensory range, though its duration changes to Transitory. Instead of his own body, the mage just creates a furious malestrom of electricity at a point in space that he can perceive. This might be a single person or a pool of water many people stand in. Either way, the bashing damage the spell deals is applied immediately to the target or targets. Target factors create charges in multiple locations (though the damage from multiple charges does not stack on single targets) and Duration factors cause the charges to last for multiple rounds. If this spell is cast with an area of effect at Forces 5, the area is centered on the caster. The damage dealt by this spell is treated as completely mundane damage from electricity and is reduced directly by any applicable armor and other damage-reducing supernatural effects so long as some potential means exists (a vampire's superhuman speed allows it to break contact almost immediately, an enchanter's fateful protection allows him to miraculously and inexplicably survive the equivalent of direct lightning strike, a necromancer's entropic shield nullifies and consumes the electricity even as it lashes out). The muscles of enemies damaged by this spell generally lock up and spasm with the voltage; affected enemies must succeed on Strength rolls to move from where they stand on their next turn. A mage who knows Control Electricity can upgrade it to Conjure Electricity for 2xp, using the same dicepool to cast either spell. Ferrinus fucked around with this message at 03:50 on Feb 6, 2009 |
# ¿ Nov 26, 2008 01:29 |
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1 experience point for some cool roleplaying and 1 arcane experience point because what is that mysterious glyph...? Interesting fact, anyone who contemplates the glyph can buy one of their mental attributes (or their Composure) higher with XP with zero training time. You just need to stare a few hours. 54 XP, 33 AXP And here's the conversation, for those who missed it and are willing to destroy their vision trying to read it. The Conversation posted:<Ferrinus> Enoch didn't actually carve out a new room for the lot of you, you might have been disappointed to see. No, he led you down a short corridor to a bare, rectangular chamber and gestured with his staff to the floor, causing a number of stone slabs to simply rise out of the ground. He shuffled off without a word.
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# ¿ Nov 26, 2008 06:07 |
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Hi, folks! I wanna run tonight, December 3rd. Let's start gathering in IRC around eightish...? I dunno post at me to say if/when's good for you.
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# ¿ Dec 3, 2008 22:16 |
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Instill Emotion (Mind ***) A more potent variant of Emotional Urging, this spell causes intense passions or inhibitions to bloom within the subject's mind. The feelings are powerful to the point of distraction, bedeviling those who try to ignore them and enlivening those who give in. Practice: Weaving Action: Instant, target may resist reflexively with Composure + Gnosis Duration: Prolonged Aspect: Covert Cost: None Rote Skill: Empathy or Intimidation(special) If this spell defeats its target's resistance roll, it plants a powerful emotion chosen by the caster into the target's mind. For the spell's duration, the target suffers a dice penalty equal to the caster's Mind dots when not acting in accordance with the emotion. This penalty affects all actions consciously initiated by the target as well as reflexive rolls to perceive or realize things but not rolls for entirely involuntary actions such as resisting further supernatural powers or staying conscious despite bashing damage. Targets always know, if only subconsciously, what kind of actions they can must take in order to escape this penalty. Also, once per scene, the target of the spell may enjoy a bonus to a mundane dice pool or static value as though he had spent a willpower point - someone filled with fear could grant themself +2 to their Defense against an attack, while someone filled with killing rage could enjoy +3 to an attack roll. If the target of the spell somehow fulfills or satisfies the created emotion (sleeping with the object of lust, escaping a monster) they can apply the bonus to any mundane roll they want within the scene. By default, this spell creates general, undirected emotions: a target filled with fear will react more strongly to things that might have already scared them, but generally behave normally. The caster can attempt to amplify and focus the emotion created by accepting a penalty to his dicepool. With a -1 penalty the caster can designate classes of objects or entities (cause a fear of spiders), with a -3 penalty he can specify specific objects for emotions (cause the target to fall in love with the caster) and with a -5 penalty the caster can be arbitrarily specific and write out effective scripts of actions for the subject to perform (cause a target to want an expensive object desperately, so they steal a firearm and then use it to rob the store in broad daylight, before then using that object to...). Targets of this spell can reflexively spend willpower points to try to quash the sudden urges they feel. Each point allows them to reroll their Composure + Gnosis resistance roll, accumulating successes above their initial total with each attempt until they match the spell's Potency and escape it. This does not dispel the spell, but does reduce its effect to that of Emotional Urging - the target still feels the emotion created, but not to such a powerful degree that he cannot recognize it as inappropriate or false and simply ignore it. Empathy may be used in rote castings of this spell to create any emotion, but Intimidation can only create fear or hate. A mage who knows this rote may also use it to cast Emotional Urging, and if he already knows the Emotional Urging rote when buying this spell as a rote he can pay the difference in costs to upgrade to Instill Emotion instead of buying the spell from scratch. Overpowering Urge (Mind ****) This spell creates so powerful an emotion in the target's mind that the target cannot help but obey it. Practice: Weaving Action: Instant, target may resist reflexively with Composure + Gnosis Duration: Prolonged Aspect: Covert Cost: 1 Mana Rote Skill: Empathy or Intimidation(special) This spell functions as Instill Emotion, except that targets have no choice but to obey their passion. A fearful target must run or surrender when confronted with danger, an enraged target must attack the object of his wrath, etcetera. As with Instill Emotion, targets enjoy a bonus to a nonmagical dicepool or resistance trait equal to that of a willpower point up to once per scene, except that if the spell's caster is present he may decide when the subject uses this bonus if it's still available. Victims of this spell can resist it by reflexively spending willpower just as with Instill Emotion, except that successful resistance does not fully dispel the spell - instead, it is downgraded to an effect identical to that of Instill Emotion, which must be fought off anew. Empathy may be used in rote castings of this spell to create any emotion, but Intimidation can only create fear or hate. A mage who knows this rote may also use it to cast Emotional Urging or Instill Emotion, and if he already knows either of those rotes he can upgrade them to Overpowering Urge by paying the difference in rote costs rather than buying the spell anew. Ferrinus fucked around with this message at 09:43 on Jan 19, 2009 |
# ¿ Dec 3, 2008 23:47 |
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We paused mid-session! But take 2 XP anyway, bringing you to 55 XP. Also, +1 Arcane XP for seeing a one-way sympathetic connection, 34 AXP. The initiative order was: Medved(grappling lego), Bad guys, solomon(possessed), socharis, adramel, lego(grappling medved), tombheart(possessed, grappling matryoshka), matryoshka(grappling tombheart), arrian some of your enemies are invisible, prepare for this!! Ferrinus fucked around with this message at 06:32 on Dec 4, 2008 |
# ¿ Dec 4, 2008 06:29 |
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Danhenge posted:lol good thing the other spirit command dude isn't around FERRINUS, AT BEGINNING OF TRIP: "So do any of you have any extraordinary senses active beyond mage sight?" MASTERS OF SECRET KNOWLEDGE: "nope "
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# ¿ Dec 4, 2008 18:06 |
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Gonna run tonight!!! Same deal, start showing up at like 8 or 9ish. yeah this was posted a 4:20 pm
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# ¿ Dec 10, 2008 22:20 |
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Nicolae Carpathia posted:i probably won't be around till 9:15ish That's okay! (you're unimportant)
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# ¿ Dec 10, 2008 22:55 |
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Since you guys are approaching level 4 Arcana I should write this up. MAGICAL MIND CONTROL Intimidation or Persuasion can be used to power the following spells. Each represents a single upgradeable rote within the same Arcanum, so if you know Greater Beast Control you can upgrade it to Telepathic Control for 2xp and use the same dicepool to cast either spell, at your leisure. Death 3, Control Ghost * Covert * No Cost * Prolonged * Target contests with Resistance reflexively Spirit 4, Dominate Ghost (new spell) * Vulgar * No Cost * Prolonged * Target contests with Resistance + Rank reflexively Spirit 3, Control Spirit * Covert * 1 Mana * Prolonged * Target contests with Resistance + Rank reflexively Spirit 4, Dominate Spirit (new spell) * Vulgar * 1 Mana * Prolonged * Target contests with Resistance + Rank reflexively Mind 2, Beast Control * Covert * No Cost * Prolonged * Target contests with Resolve Mind 3, Greater Beast Control * Covert * No Cost * Prolonged * Target contests with Resolve Mind 4, Telepathic Control * Covert * 1 Mana * Prolonged, Transitory vs. Supernaturals (Prolonged vs. Supernaturals at Mind 5) * Target contests with Resolve + Gnosis reflexively Mind 5, Psychic Domination * Vulgar * 1 Mana * Prolonged, Transitory vs. Supernaturals * Target contests with Resolve + Gnosis reflexively By default, succeeding on this spell allows the mage to assign the target a single, immediately-completed action. A target could give up an item, unlock a container, issue a single attack against an enemy, walk through a door. Targets intensely opposed to the caster or under stress are only affected for a single round, but calm or unsuspecting targets can be given orders that take more than one round of combat time to complete so long as those orders don't take significant amounts of time - an unwilling librarian might find a book for the dominator but won't spend an afternoon compiling a stockpile of sources. The target does not need to be able to understand the mage for this spell to take effect, although it must be capable of understanding the command in principle. The precise wording of the command does not matter, as the magic transmits the caster's intentions directly. A mind controlled subject remains itself, but acting on a decision it refuses to reconsider. They will approach their orders as intelligently as usual, so someone ordered to kill a dangerous enemy won't try to do so unarmed unless that's how they normally operate. Subjects are incapable of acting to sabotage their own orders, though, so even a subject that knows they're under control won't (for example) loudly warn everyone they meet that they are not in control of themselves. Targets controlled by Mind spells are generally not aware of it unless they have some way of deducing or detecting the magic's operation; targets controlled by Death or Spirit spells are always aware. Spirits cannot be forced to violate their bans by any means (it's not a matter of will; they are literally incapable of taking certain actions) and Domination spells must be used to cause spirit beings to violate "bans" that merely penalize them rather than outright forbidding courses of action. This spell cannot force subjects to spend willpower points on increasing dicepools or static defenses (though they may end up spending willpower anyway to pay the cost of using certain powers). A controlled subject can struggle internally to sabotage an action it is forced to take by spending a willpower, either removing 3 dice from a single rolled action or reducing a static resistance trait by 2 for one attack. The caster can take penalties on the casting roll to create greater effects: -4: The target will obey a single command for the spell's duration. A target told to flee escapes the caster's sight and does not return until the spell ends or is dispelled, for instance. A target told to protect the mage will indeed follow them and guard them from attackers, but will probably refuse to render any other aid and possibly even interfere with the mage's other actions. -6: The spell no longer consists of a specific order. Instead, the mage imposes unnatural servitude on the target; for the spell's duration, they faithfully obey any orders given to them that they can understand. Even a target that cannot communicate with the mage attempts to aid or protect them insofar as it realizes it needs to. The caster may reduce the penalty for complex commands by 2 if he allows the specific wording of commands to manner. In this case commands must be transmitted to the target in a language it understands, and it must abide only by their wording, not their spirit. Unacceptable Orders Mind control spells cannot cause targets to take obviously self-destructive actions. This encompasses actions that are both directly suicidal (jumping off a cliff, shooting one's self in the head) and those that are tantamount to suicide (standing still and not fighting back against attackers, dispelling protective enchantments or throwing away weapons in the middle of a fight, attacking packs of werewolves alone and barehanded) but can cause targets to take risky or consequence-laden actions (trying to kill a foe that isn't judged to be insurmountable, stealing something in broad daylight, destroying one's career or reputation). Causing a ghost to abandon or harm an anchor or causing a spirit to abandon or harm a fetter is considered assigning a self-destructive order (but a spirit or ghost that is anchored to or possessing something inconvenient can, in the short term, be ordered to recede and allow the subject to control itself). In the latter case, the subject can spend a willpower point reflexively to grant themselves a second resistance roll against the spell in addition to lowering an action's dicepool, adding onto those garnered in their initial attempt to resist at the time of casting. If the combined successes match or beat the spell's Potency they can ignore the command or any repetitions of it within the same day, but are not necessarily free of the spell. A subject can only attempt to outright deny the consequences of a specific order once per scene (even though continuing a fight presents constant danger, the subject only gets one roll unless the fight continues through multiple scenes) but may resist multiple orders individually (a subject is forced to start a dangerous fight, and is later forced to wreck their reputation). The vulgar "Domination" spells break this rule - subjects have no ability to resist dangerous or ruinous commands, and can only spend willpower points to attempt to resist commands which are blatantly suicidal. Subjects of mind control forced to violate their own Conscience (or Wisdom or similar traits) may treat such violations as risky actions for the purposes of resistance. At the storyteller's discretion, a subject forced by magic to grossly violate or destroy the principles or people they most hold dear (a mother ordered to kill her child, for instance) may add their Conscience rating to the second resistance roll. Ferrinus fucked around with this message at 07:56 on Mar 4, 2011 |
# ¿ Dec 11, 2008 01:01 |
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If you guys are wondering about spirit possession, by the way: Spirit possession (and fettering, if the spirit chooses to place itself within the physical structure of whatever it's fettered to) is a means for spirits to hide from detection. The Spirit 1 spell "Spirit Tongue" spell will only perceive a spirit possessor if its Potency beats the successes the spirit got on its Fetter/Living Fetter/Possession roll. Otherwise, the spirit is undetectable to him and considered to be outside of Sensory range. The Exorcist's Eye spell will immediately detect the presence of a possessor and is not resisted except by rare, theoretical powers which specifically make a possessing spirit extra-hidey, but all it tells you is whether or not something's in there. The Exorcism spell requires an extended ritual and successes equal to the Willpower of the possessor (which the caster does not necessarily know), but fortunately does not actually need to target the spirit - you cast it on a person or object, and if you're lucky the spirit is cast out. A spirit ripped from an anchor with an Exorcism ritual can't use its Possession numen again until at least a scene has passed, more if the mage includes extra duration factors (as though the spell had a base duration of Prolonged) Within the first hour of a possession, a mage can cast Exorcism on a target as an instant action, rolling against the possessor's Resistance + Rank and immediately expelling it on a success. Past that hour, though, the spirit's grip is too strong to break without ritual magic. This pertains to you: Possessions enabled through Supernal magic may be dispelled as Supernal magic as well as through normal channels.
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# ¿ Dec 11, 2008 01:34 |
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The Body of Gabriel Norsworth Part 1 completed! +3 XP for saving a cute lil kid 58 XP total.
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# ¿ Dec 11, 2008 07:18 |
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I foresee myself being pretty busy until Friday or so!!
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# ¿ Dec 14, 2008 17:45 |
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Nicolae Carpathia posted:to be honest as the only character without nightsight i wasn't really paying much attention during this section you guys really need to wrap your head around the fact that almost every magical buff can be targeted at other people, and also cast at a penalty to hit multiple targets as an example, there's no reason solomon and lego should go around without mage armor on
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# ¿ Dec 18, 2008 00:59 |
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Nicolae Carpathia posted:Yeah, but casting Mage Sight and Mage Armor on other people requires more Arcana dots, doesn't it? Third Eye is Mind 1 but Opening the Lidless Eye is Mind 2, and I don't see any spell letting me cast Misperception on someone else, at least not within the first three dots of Mind. all personal mage armors are 2, and mage armor can be cast on other targets at 3 there's definitely a level 3, targeted Misperception, you just missed it
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# ¿ Dec 18, 2008 02:26 |
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Nicolae Carpathia posted:If there is one it is invisible in my copy. There's one to cast Mental Shield on other people, Mental Wall, but nothing for Misperception. huh, that's strange. well i'd definitely let you do it
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# ¿ Dec 18, 2008 03:26 |
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Dammit Who? posted:No Mana For Mudbloods true incidentally, i'd like to play saturday night or on the weeknights of next week, because i'll not be really busy then. don't hold me to this though because i may be absent for other reasons
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# ¿ Dec 18, 2008 06:22 |
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Dammit Who? posted:SIDESTORY REPORT: Arrian reads a book about manticores, finishes paperwork for local archivist daduchoi, wonders what girls are like This Is Living
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# ¿ Dec 24, 2008 22:22 |
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All right, fags, I'm done hiatusing. Whoever wants to play today (Jan 4 09) should start collecting in IRC.
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# ¿ Jan 5, 2009 02:30 |
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The Curious Case of the Duchess Part 1 completed! +3 XP for some exploration followed by an awesome vampire standoff. Big ups to Medved for upholding Mage Pryde. 61 XP total. +1 AXP for getting the inkling that vampires enslave humans. Learn more! 35 AXP total.
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# ¿ Jan 5, 2009 12:37 |
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Branigan posted:ferrinus can we roleplay getting debriefed by our superiors about the "haunted house" sometime it seems like it would be fun :3 Probably, yes! Most likely not tonight however.
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# ¿ Jan 6, 2009 04:04 |
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Actually if some people wanna play tonight we could do something probably
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# ¿ Jan 7, 2009 02:55 |
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Dammit Who? posted:drat, i was hoping for a guardian or a hierarch i believe you mean a thearch. also we're about 2 play!!! get over here!
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# ¿ Jan 7, 2009 04:35 |
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why not undermine reality by casting vulgar spells!!! The Curious Case of the Duchess Part 2 completed! +2 XP. 63 XP total.
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# ¿ Jan 7, 2009 08:37 |
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here are a few rough sketches of Case imm (in my mind)
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# ¿ Jan 8, 2009 04:08 |
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Branigan posted:i hate this dude you can probably learn the first rank in a couple days if you worked at it
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# ¿ Jan 8, 2009 07:59 |
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attention mages: i could run mage today. who wants 2 mage
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# ¿ Jan 11, 2009 01:05 |
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Dammit Who? posted:The aging house shuddered violently, clouds of dust drifting down from the rafters. Medved knelt, gazing at the badly damaged wooden floors beneath him. It was so close, he could feel it! It was only a matter of finding the key... The house shook again, and Medved heard an inhuman roar echo down from the roof. Socharis? He hoped so. Tombheart's necrotic stalkers should keep the Seers' blessed assassins at bay as long as Arrian's warding kept them from teleporting, but the werewolves knew these cursed woods better than anyone. No matter. A few seconds more, and... aha! Drawing his hand in a mystic pattern along some seemingly-innocuous scratch marks in the floorboards, Medved almost shouted in triumph as a part of the floor lifted up and away, revealing the very tome he'd gone through fire and death to retrieve. Reverently, he brushed the dust from its cover and opened it... +1 AXP, 36 AXP Total
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# ¿ Jan 11, 2009 02:59 |
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bran-i-gan damm-it-who should i be ex-pec-ting you Ferrinus fucked around with this message at 03:29 on Jan 11, 2009 |
# ¿ Jan 11, 2009 03:26 |
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Enoch Part something completed! +2 XP. 65 XP total. +1 AXP for entering the Shadow for the first time. 37 AXP total.
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# ¿ Jan 11, 2009 09:33 |
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Nicolae Carpathia posted:I was thinking. We really have a conundrum to deal with, regarding the two Seers we captured. I'd say an extended Mind 3 spell can keep them asleep or comatose for whatever duration you buy up, while an extended Life 3 spell (and abundant foliage/soil/whatever) can keep their bodies satiated and otherwise in biological stasis. This would be a disadvantageous course of action for you because the Life spell would certainly be Vulgar, it would take hours of casting (seriously, three hours per roll), and for as long as the spell holds it counts as one of those that your Gnosis maintains. You can only maintain Gnosis + 3 spells at a time. Plus, you miss out on an interrogation, or at least an Enoch-enhanced one. It's an advantageous course of action because it would almost certainly fire off most or all of your Virtues and you also avoid acting like despicable human monsters.
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# ¿ Jan 15, 2009 07:02 |
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Branigan posted:maybe enoch will decide to be nice
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# ¿ Jan 15, 2009 09:00 |
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join the seers
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# ¿ Jan 16, 2009 10:03 |
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Dammit Who? posted:i have an elegant solution to the seer problem which will take me a mere three weeks to research in a well-stocked mystic library join the seers
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# ¿ Jan 17, 2009 02:01 |
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Nicolae Carpathia posted:do there exist campaigns where you play as a banisher or seer, and the banishers and seers are depicted as the good guys yes this one
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# ¿ Jan 17, 2009 07:23 |
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just wondering if overall, today would in fact be a nice time for having some exciting storytelling and exemplary roleplaying from everyone as we roll forward with our Mage game. so does anyone want to play today?
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# ¿ Jan 18, 2009 00:31 |
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Nicolae Carpathia posted:umm have you been watching the same mage games as i have are you kidding, this game has some really well-realized characters. there's aron, enoch, case, ashley, bart,
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# ¿ Jan 18, 2009 00:41 |
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Nicolae Carpathia posted:oh ferrinus hey you haven't met ferrinus yet (he's a mortal who inexplicably has encyclopedic knowledge of every mainstream supernatural in existence)
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# ¿ Jan 18, 2009 00:43 |
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he's also rakishly handsome
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# ¿ Jan 18, 2009 00:44 |
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# ¿ Apr 19, 2024 16:23 |
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Nicolae Carpathia posted:when we meet ferrinus matryoshka is going to put a round behind his ear and then the universe in its entirely will dissolve immediately
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# ¿ Jan 18, 2009 00:46 |