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Mission: Zodiac


Apr. 18th, 2009 04:55 pm The demon code prevents me

So yesterday was the Frost Park chalk-off. After stopping for the winter, it has restarted. While I attended fairly consistently last year, this time was the first time that I really participated. Ariel and I worked together, and made this excellent pair of images.

We also get a bit of a cameo in Adam the Alien's video of the event.

Current Location: The Game Matrix
Current Mood: calm

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Mar. 29th, 2009 10:45 pm The steam revolution

It began in Sigil, as these things always seem to. About a decade after the Faction War, some berk calling himself a "technologist" wandered through a portal in the Lower Ward. Given his impression of the place, Sigil might have only been a few years off without his help. He was sure that all the magic found in the Cage would be a great aid to his technical knowledge and began a new discipline - he called himself a "mechanitheurge" from that day forth.

Given the nature of the outer planes, it didn't take too long for this new technology to spread across the Ring. Sigil hasn't changed much in an obvious sense, though everyday life is now powered by countless little machines that people rarely pay attention to. It's the planes that seem very different - a few, like the Beastlands, have resisted the revolution entirely, whereas planes like Acheron have adopted it just as absolutely. Most lie somewhere in the middle.

The interesting part of the steam revolution is not how it's changed magic and technology on the planes - that's nothing new - but how it's changed belief. Usually new machines or spells take hold in some small part of the planes, but they don't gain the widespread use of something like crossbows or [i]magic missiles[/i]. Steam technology works everywhere, except in a few places where the natural belief of the plane is contrary to mechanical progress. It works on both planes of law and planes of chaos, though the chaoticians have quite a different idea on how the machines work than those of a more lawful bent. In addition to weathering the storms of belief that wash across the populace of the planes, there are beliefs about steam technology. Beliefs about how it should be used, or who should be allowed to use it, in addition to the arguments over how it works and how it can be made to work better.

Current Location: west philadelphia
Current Mood: creative

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Jan. 9th, 2009 05:25 pm I don't think I'll ever finish anything

So I've revised my plan for the Planescape version of Between the Spaces. Remember how I always thought Ringwalker was a weak middle (eventually leading to me dropping that arc)? I figured out how to make it work. In that I have a different plan to replace it. Things will now go
I. The Void Engine
II. Portal-Slayer
III. Requiem
which is also a basic setup I can follow for the M:Z BtS plans (of which I'm already conceptualising and formulating, which means I'm farther there than I ever have been).

A few of you might be slightly familiar with the story of the Void Engine. I plan on working on that and making it cooler (and longer. Longer is a more important aspect it's lacking, too).

Current Location: kicking everyone's ass all the time
Current Music: Final Fantasy VII: Voices of the Lifestream - [djpretzel & Vigilante CD2 #01] Short Skirts

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Dec. 15th, 2008 12:44 pm Planar HERO final: part two

Here's my second Planar HERO document, this one detailing the various traits of the planes. This document is much more mechanical in focus, so if anybody versed in HERO sees any glaring errors, that would be good to know. Also, if those planar-savvy bloods among us see any planar traits I've missed or misrepresented, that'd be great to hear about, too.

Planar Traits )

Current Location: cipher HQ, Elysium
Current Mood: creative

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Dec. 14th, 2008 11:48 pm Hopefully my final version of these rules

Here's my main document for Planar HERO - how player characters are expected to be built. I'm especially interested in what [info]neliobelmont has to say about it, as he's my main HERO comrade, but if anybody else sees anything particularly grievous I would appreciate hearing about it. I have a document for planar effects, too, but I'll post it tomorrow or something. If I come up with no serious errors I'll send it your way, [info]bastlynn, and we can get it up on PW.

Planar HERO )

Current Location: valhalla
Current Mood: creative

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Dec. 4th, 2008 02:22 pm Elemental Plane of Fire: 1/PCs: 0

A fire-dominant plane is filled with flames, lava, and superheated toxic gases. Characters on a fire-dominant plane suffer 1d6 killing damage (fire vs. ED) every segment.

Current Location: kicking everyone's ass all the time
Current Mood: creative
Current Music: The Ting-Tings - Great DJ

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Jul. 10th, 2008 05:46 pm A line I decided couldn't go in the adventure

"Cerberus will fucking kill you. Don't fight him."

Current Location: the Grey Waste
Current Mood: creative
Current Music: Sonic 3 and Knuckles: Project Chaos - BrainCells & SnappleMan - Scrambled Eggman

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May. 11th, 2008 02:18 pm Mission Briefing

It's been a while since I made one of these. That has to do with the fact that I haven't been working much lately, and also the work I have been doing is on paper. First, I've come to some conclusions about Between the Spaces. Most notably, I'm dropping the Planescape campaign aspect. I'm going to use BtS exclusively as the campaign arc that leads into the end of the Mythic Age. Additionally, I'm dropping the middle section of the arc. It'll just be Portal-Slayer and Requiem. However, I am currently running a BtS Planescape game, and I'll have some campaign journal action at the end of this post. I'm a little concerned that my PCs are planning the inevitable murder of Slayer, but I think I can work with that, if it happens.

Secondly, I've been doing a lot of concept and background work on Mission: Zodiac and the Mythic Age setting. At Ariel's suggestion (she's kind of like the Zodiac copilot now) I'm starting at the a beginning with the Mythic Age. Once I get the Mythic Age all worked out and playable, I'll probably write some adventures for it (most notably Between the Spaces) and then start work on the Modern Age. In this way I'll eventually have all three Ages worked out and playable. I have some ideas for the way the mechanics will go (again, on paper), and I think I'm likely to use something resembling these skills, although there are to be some changes given the work I've done since then.

And on to the campaign journal )

More updates as they come up.

Current Location: dagobah system
Current Mood: busy
Current Music: Aladdin - Robin Williams - Friend Like Me

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Mar. 3rd, 2008 09:58 pm Mission Briefing

I finished up that work on the Mission: Zodiac Planescape Document I was talking about. Basically, I wanted the magic/psychic system to emulate (in a faint way) the same systems from Planescape's native D&D. Note that the system allows for more "spells" and "powers", if desired. Now I'm back to work on Between the Spaces.

Current Location: m:Z inc.
Current Mood: accomplished
Current Music: Somebody's watching Hook in my room

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Feb. 4th, 2008 08:07 pm Mission briefing

I'm reworking Act I of Between the Spaces: Portal-Slayer. I've decided I would really prefer for it to start out as a planar game, rather than beginning on the Prime and segueing into it. I'm not exactly sure where it's going to pick up, but really it just needs to alter Act I. Act II is nice and planar. Although, actually, it would also require a reworking of Act V, as that was sort of an introduction to Sigil. Maybe I'll make Act V into Act I, and then rework Act V. That could work.

Current Location: cipher HQ, Elysium
Current Mood: contemplative

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Jan. 14th, 2008 10:22 pm Some more old things

I've updated Mission: Zodiac with the first couple chapters of some stories I have in progress (The Alchemist and the Fiend and Nexus: The Elemental Gates).

Oh, I've also put up the intro page and prologue for Between the Spaces: Portal Slayer. It's about time I got started on that.

Current Location: practicing my kung fu superpowers
Current Mood: accomplished
Current Music: Dragonforce - - Fury of the Storm

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Dec. 13th, 2007 07:41 pm Planar HERO

So, yeah. A couple weeks ago I finished up my basic guidelines for Planar HERO. Here they are now.

1: The basics )

2: Factions )

Current Location: cipher HQ, Elysium
Current Mood: accomplished
Current Music: Dragonforce - Through the Fire and Flames

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Nov. 11th, 2007 07:48 pm I should have posted this Saturday night, but

Mario Galaxy is awesome. It's like all the good stuff about Mario 64, but better. And with crazy gravity physics. From a Planescape perspective, it really helps me understand objective directional gravity.

Current Location: west philadelphia
Current Mood: content
Current Music: mario 64 - pearl diver oc remix

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Oct. 16th, 2007 01:52 am On minds and their associated 'scapes

I think I'm unhappy with the multidimensional nature of Mission: Zodiac. For those of you that know my gaming preferences, this might seem surprising. That's only because I haven't really explained the issue. The problem I'm having is with the nature of said multiple dimensions. I've been thinking a lot about Planescape (I do that), as well as White Wolf's Umbra. The defining principle I'm seeing is that places are defined by thought and belief. M:Z planes are just kind of like other worlds. Which is interesting, in one sense. But it's not interesting enough for my ends. Although what we could call the "material world" (although I won't) is relatively nonmalleable, the outer realms certainly should be. In fact, most of them are probably made by the thoughts and beliefs of a particularly powerful mind. I'm not sure if I'm going to keep all of the strata of Others I defined earlier, and I'm still working on many of the details. But I think a lot of the concepts need some work, and I'll be getting there.

Current Location: valhalla
Current Mood: thoughtful

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Oct. 2nd, 2007 12:03 am The Booted Bariaur

Sammadre (male bariaur expert 5, free league)

Sammadre is often referred to as "the booted bariaur", as he runs a stall in the Great Bazaar by the same name. Sammadre looks much like any chocolate-brown furred bariaur indep, with swirling tattoos and a small shaven ouroboros in his flank. He keeps his head shaved and has a full, bushy beard. Most notably, though, is that he wears two pairs of boots. Whenever he's asked about it, he simply says they're for comfort.

Sammadre is known as one of the best bootmakers in the Cage, and many an adventurer have gone to his stall after some mishap on the planes necessitates new footwear. He's generally avoided by other bariaur, as they view his habits as a potentially contagious form of madness. His boots aren't the only thing that make him unusual - he hasn't left the city in many years and seems to lack the typical bariaur wanderlust. Sammadre is content to live in Sigil, making and repairing boots for people.

On occasion, somebody will come to the Booted Bariaur asking for sandals or soft silken slippers. Sammadre feels very strongly about the comfort and utility of a good pair of boots, and does his best to convince his prospective customer that boots are much better than whatever else they thought they'd like to wear.

Although nobody's been able to figure out why Sammadre likes boots so much, the biggest mystery about him is how he keeps them on.

Current Location: cipher HQ, Elysium
Current Mood: creative

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Sep. 25th, 2007 12:58 pm Across the rainbow bridge

The other day, [info]anowyn was being mopily existential about various religious quandaries, and in my excellence I bestowed upon her my view on things. Yeah. It didn't really start that way, but I've decided that if I were to accept a divinity, I'd look at it kind of like this:

More likely, it's infinitely mutable, and responds in kind to the energies and thought-forms that are sent its way. One person is Christian and prays to its God and receives little miracles in its life. One person is Wiccan and worships at the eight pagan holiday-things and has magic manifest in its life. One person is devout to the Norse gods and receives favour in battle and creative works.

I guess I'm saying, this thing that's divine, assuming it exists and pays any attention to you, can't be held down. No beliefs regarding it are wrong, because it will quietly reflect whatever you give it and expect from it. So I feel you should just settle down with something that's comfortable and workable for you and not worry about getting it "right".

That might not work for everybody. Maybe people like thinking they got it right. But I don't really have a problem with inventing a model for the universe and assuming it works well enough to be essentially correct. Really, I think there is no right. There's just perception and what works for you. There's an old Planescape adage, "belief is power". In Planescape, there are a bunch of factions competing to prove themselves right about the multiverse. But they're all kind of correct, because they believe in their view. It's not really the view that matters, but the belief.

On the topic of Planescape, I think I've finally seen enough about 4th edition cosmology to know that they're not using the Great Wheel anymore, at least not in any recognisable form. And I think I'm okay with that. Dropping support for it entirely allows those of us who like it to keep using it, just like we've continued to use Planescape themes and details unofficially for the past eight years. It'll probably be easier for us, actually, because we can just say we're using the Planescape model and people won't argue with us because the new edition has slightly altered the Great Wheel, making us all wrong.

Although, I've also realised it's not the places, people, and details in Planescape that make it wondrous and interesting to me. Although they definitely help. But I think I can take any cosmology or planar setup and turn it into an interesting Planescape-style setting. It's more about the themes and ideas than the little details. Planescape is a fun place to play, but I can take any cosmology and make it just as fun. Just because I have Kin Li'in and Carrigmoor instead of Carceri and the Plane of Fire doesn't limit the play style any. It just changes the details. A rose by any other name, as they say. I guess, to be a Planescape fan is limited. I am an afficianado of planar adventuring, an explorer of cosmologies and the mysteries of existence. We can do that in Planescape or any other planar setting.

Current Location: practicing my kung fu superpowers
Current Mood: thoughtful
Current Music: Kiss - Detroit Rock City

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Jan. 17th, 2007 01:45 pm The Traitorous Prince

We needed to free the Frozen Prince.

The three stood at the roots of a great ash tree. Sitting at ease in the branches was an old man, a cloth headband slid low on his face to obscure his right eye.

Surely Odin would know. He gave his sodding eye for knowledge of all things.

Though his mouth didn't move, the old man spoke. When he was done speaking, he set a wide-brimmed hat upon his head and disappeared.

The All-Father wasn't surprised at all. It was almost as though he was expecting us.

He told the three that only the most potent of flames could pierce Levistus' prison. He told the three that his nemesis, Surtr, lord of the fire giants, could provide that flame.

We should have been suspicious that he would direct us to his rival. Maybe if we had listened...

Surtr's palace on Muspelheim was just a quick portal away. Paradoxically, when he heard that Odin had sent the three, he was quick to comply. He said that flames of the strength they required could only be acquired by the children of Fenrisulfr.

Of course, the great wolf would only let us at his kids if we freed him first.

Freeing the wolf Fenrisulfr was a much more difficult task than meeting either of the gods. But it was done.

With a grin, he told us to let Tyr know he could have his hand back now. We never got the chance to deliver that message.

With Fenrisulfr free, Hati and Skoll were soon to follow. Skoll headed straight for the Plane of Fire, where he quickly devoured all the flames and energy within. On the material plane, suns slowly winked out, fires in hearths died away, all worlds grew cold. Fimbulwinter had begun.

According to Surtr we needed to get Skoll down to Stygia. He was strangely uninterested in the wolf once it had gathered all the energy.

When the wolf Skoll was brought to the icy prison of Levistus the wolf immediately began to sniff vigourously at its base. As Skoll's nose touched the ice it instantly melted away. In only a matter of moments the entire mountain of ice was gone. Levistus scratched the wolf's ears, pleased at its service. Though he did not speak, he fixed the three with his empty gaze and they knew: Another Reckoning was to come.

Looking back, Odin seemed sad. Why, if it would bring about the end of all things, did he help us so readily?

Current Mood: accomplished
Current Music: VnV Nation - Beloved.2 - Genesis (Apoptygma Berzerk Remix)

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Nov. 13th, 2006 01:37 am Obscure planar phrasologies

Known more colloquially as 'cant'.
"Throwing mithril": To start a fight or become violent. Derived from one of the Sigilian assassin's guilds preference for well-made mithril throwing knives.
"Dancing in Elysium": Pleasant, easy going. Indicates that everything is going perfectly.

Current Music: Machinae Supremacy - Cryosleep

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Nov. 2nd, 2006 01:22 pm On the Blood War

The Blood War is conflict. Consider that the entirety of the Outer Planes is a great big larger-than-life representation and idealisation of mortal thought and belief. If that is so, the Blood War represents conflict and battle, violence and hatred. It is death and bloodshed for no purpose and every purpose worth fighting for. The Blood War touches everybody's life, casts its shadowy pallor over every place on the Wheel. Anything anybody ever does helps fuel one side of the Great Conflict or the other. People live, breathe, and die for the War.

Current Music: Tool - Parabola

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Sep. 28th, 2006 10:10 pm Planar HERO - Magic

I've been thinking a bit about magic in Planar HERO. While I don't want to restrict any players to a specific style or methodology in their magic, there are planar traits that tend to complicate the lives of magic-users. It feels, to me, mildly anti-HERO to just smack arbitrary environmental limits on a character's powers, and yet these planar traits are important to me. Thus, I came up with a solution. If the special effects of your magic dictate it to be relevant, I present some Limitations for spells.
Elemental (-1/4): The power uses an elemental force to deliver its effect. This means that some characters will resist the effect more, and some will have increased effect from it. Elemental spells are notoriously difficult to cast on opposing Inner Planes, although there might be a small bonus on the matching plane. Multi-elemental spells I envision as being very simple, but I don't feel like explaining it now. Suffice it to say that I don't believe it to be necessary to ever take Elemental on the same power more than once.
Requires Astral/Ethereal (-1/2): The power requires a connection to either the Astral or Ethereal Plane. If the character is on a plane not connected to the required plane, it cannot be used.

Also, I've been thinking about elementals. While it seems perfectly logical to me that, say, a fire elemental is completely immune to a fire-based attack, HERO (rightfully) does not have any kind of absolute defence. As a small patch, which I consider only applicable to elementals, I offer the following:
Desolidification, Persistent (+1/2), Inherent (+1/4). 0 END (+1/2), Only to Protect Against (Element) (-1); AP: 90; RP: 45
What this does is make the elemental completely immune to any attacks with the appropriate Elemental limitation. A power with Affects Desolidified will not affect the elemental. As a setting rule/GM handwaive, the Desolidification does not interfere with the elemental's ability to interact with the world - it is, in fact, only desolid with regards to an elemental attack.

Furthermore, I've been considering martial arts in the planes. I think, for greatest simplicity, I'll just use martial arts styles from Ultimate Martial Artist. I consider it a Good Thing (TM) for warrior-characters to have a martial arts style, although it's not entirely required. On a similar vein, I would encourage characters who use normal weapons (or cool magical weapons based on normal weapons) to buy the normal weapon as detailed in UMA or the HERO core book.

Now... I think I have some characters to go revise, with some of these things in mind.

Current Music: Gregorian - The Dark Side - The Four Horsemen

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Sep. 8th, 2006 01:44 pm And you see now, you cannot do both

The other day I posted my description of the ultroloth on the Wizards boards, and it occured to me that giving them a big two-handed sword to lay into enemies with was kind of silly. So I changed that. Used the points to power up its characteristics a little, and give it a different use-in-melee power.

Current Music: DarkCecil13 - Final Fantasy IV - Leap into the Darkness OC Remix

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Sep. 6th, 2006 01:35 am Will you be paper or will you be meat?

I made a slight update to the Planar HERO edition of Janus Aran, who is not yet Ringwalker. Most notably, I thought up something more to include in my Master File of Planar HERO Guidelines (tm). It's about factions.

Basically, there are two parts to faction membership: belief and, well, membership. Belief should shape the powers you buy for your character - see Janus' Cipher Intuition for an example of belief becoming mechanics. Membership, I figured, should be represented by a perk. I figure a namer should just have the membership perk (it's three points). Maybe a couple other abilities, based on faction. Higher-ups get more benefits - in Janus' case, I gave him a couple contacts. Sometime in the future I'll come up with a more detailed list of suggestions for what I think might be appropriate in-game faction membership perks.

Oh, and since I'm such an inspired cutter tonight, you get a second Yugoloth Supremacy lyric this post. This one would be from Heart of Darkness.
"Father/Mother carve us deeply"

As a note, whenever I conjure up new lyrics, I'll be updating my reference post. This is the only time I'll be making such an announcement, which is really just to let you know that said post will be an up-to-date repository of YS lyrics. In case anybody cares.

Current Music: Yugoloth Supremacy - Reforging Souls

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Aug. 18th, 2006 02:56 am Planar Personalities

Much as I might prefer, Planescape isn't just about the exemplar races. It also has its share of mortals, and that's what I have for you today: six Planar HERO characters.
Cerivan of Ignus )

Eril )

Janus Aran )

Mal'haken, Who Dances with Sandstorms )

Nasim Kiyanfar )

Xirlorxial, the Empty Maiden )

Current Mood: creative
Current Music: Sublime - 40 oz. to Freedom - Date Rape

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Aug. 2nd, 2006 08:35 pm Expanded media

In thinking about the Between the Spaces storyline further, I'm considering new ways to use it - different game systems, maybe busting out a VERGE game based on the story. In so considering, I'm thinking it could be useful to genericise the storyline - strip out that which makes it Planescape. Now, clearly, I'd keep those elements if I did something like run a BtS Planescape game (again). But I'm thinking the more ways I can use the story, the more versatile I am in telling that story. Especially if, as I mentioned, I intend to use it as some background to Mission: Zodiac.

This is all sort of related to my issues with Ringwalker, as well. While I think he's an interesting character, and has a story of his own to be told, I'm not really sure how much it fits into Between the Spaces, other than a side story going on sometime during whatever happens in the middle. This is especially true if I want a non-Planescape BtS, as Ringwalker is intrinsically tied to D&D's Great Wheel.

On the other hand, I feel I can do a lot more (especially with Requiem) if I'm not bound by someone else's setting.

Really, rather than "generic" Between the Spaces, I think I really just want two distinct versions of the story - one set in Planescape, the other set in a world of my own devising.

Current Music: Disturbed - Ten Thousand Fists - Pain Redefined

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Aug. 2nd, 2006 04:46 pm Thoughts on Between the Spaces

I think that Ringwalker needs a lot of work. It might even end up not being Ringwalker anymore, although he'll probably still be a presence. But I don't think it's really enough of a story on its own, as it is now. Something as epic as Between the Spaces needs a stronger middle than it currently has.

Current Music: Red Omen - Chrono Symphonic: Fire\Light - Hymn of Valor

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Aug. 1st, 2006 10:35 pm Stripped from us were fear and passion

I added some descriptions to my HERO writeups of the ultroloth, balor, and pit fiend.

Here's a highlight from the ultroloth's description: "If it has time, it will vivisect a fallen opponent, telepathically narrating the process to the opponent's allies."

Current Music: Yugoloth Supremacy - Heart of Darkness

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May. 12th, 2006 08:25 pm I blame [info]shiguma, for not being here to entertain me

So I've finished the pit fiend, and I think that's all I'm going to do today. It's now been updated with flavour text.
Pit Fiend )

Current Mood: creative
Current Music: Afro Celt Sound System - Volume 3: Further in Time - Shadowm

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May. 12th, 2006 05:55 pm Tears of blood, anguish is like breathing

As I was writing the balor, I thought of a way to make the ultroloth's teleportation powers more efficient. So I did. It's still 1200, but now it's less points in powers and more in characteristics. Oh, yeah, and I added flavour text to the finished balor )

Current Mood: accomplished
Current Music: Yugoloth Supremacy - Malediction

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May. 12th, 2006 04:04 pm More babbling about Planar HERO

I got the ultroloth down to 1200 points, and that's where it's going to stay. So, I'm now officially redefining high-end non-unique exemplar to be 1200 points.
Another game decision I've made:
Characters larger or smaller than human-sized shall use Inherent Growth or Shrinking to represent that. This goes directly against what HERO 5E says we should do, but I don't care, because I like it better that way.

Current Mood: creative
Current Music: djpretzel - The Revenge of Shinobi - Consent (Make Me Dance)

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May. 12th, 2006 03:16 pm Scour away your hate and joy

Oh, I thought of a couple more things for Planar HERO, revolving around skills. First, I'm assuming literacy is free (which doesn't mean you have to take it with all your languages). Second, racial language (like Infernal or Ignan) trumps Planar Trade for native language. Although, I assume most characters will be pretty fluent in Planar Trade. Third, everyman skills:
Acting
Climbing
Concealment
Conversation
KS: Some kind of planar knowledge, tied to home plane
Navigation: Appropriate to home plane (Usually Dimensional and Land)
Paramedics
Persuasion
Stealth

Also, I figure we'll be using rules for Weapon Familiarity.

The revised ultroloth will be coming soon. I'm working on it right now.

Current Music: Yugoloth Supremacy - Fields of Apathy

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May. 10th, 2006 06:03 pm Planar HERO

I think the ultroloth I made was too powerful. I'm considering how strong I want to be the top-level nonunique exemplar to be, and I'm strongly leaning towards 1000 points.

In other news, I've made a number of assumptions regarding Planar HERO, and I think these assumptions basically encapsulate the setting rules.
1. PCs are 200 point characters (100 base, 100 disad).
2. Nonexemplar characters should use NCM, though they get the 20 points for it. I'm considering the idea of buying 2-3 points in a characteristic as a power, to represent 'racial bonus', and thus get around the NCM restrictions.
3. I've abandoned my idea of an 'equipment pool'. Instead, characters will just buy equipment with their points, and represent them being equipment with Focus (and, when appropriate, Real Weapon/Armour). This streamlines characters, I think, and gets us away from the D&D paradigm of 'treasure as the goal'. Also, it allows, say, a master swordsman to use ONE BLOODY SWORD his entire game career, rather than falling into the encouragement (and almost necessity) of constantly replacing your weapon with a better one found in the dungeon. Think: how many D&D characters have a named signature weapon that they have a good rapport with? Compare: how many awesome literary characters do?
4. I don't believe in point maxima. If you want to spend 150 of your 200 points on a single power, that's your problem.
5. Alignment is represented by Psychological Limitations. Each component of an alignment (law/chaos and good/evil) are represented by their own psych lim. Neutral doesn't have one, unless you're really neutral (which is okay, too).
6. I assume hit locations and knockback will be used.
7. Most importantly, I ditched the inane idea I had of making planar races into package deals. I realised that Planescape characters are all about being wacky and unique - your race is just another excuse to do that. I don't want to say like D&D that because you're a tiefling, you can make darkness. I'd prefer it be like 'I'm a tiefer, and since my grandfather was a balor I can shoot fire from my eyes'.

That will be all. I'll notify you when I've toned down my ultroloth.

Current Mood: calm
Current Music: Afro Celt Sound System - Volume 3: Further in Time - Further

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May. 10th, 2006 04:15 pm Between the Spaces I: Portal-Slayer

Recovering the Stolen )

Current Music: bLiNd - Zelda II: The Adventure of Link - Temple Trance OC R

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May. 5th, 2006 09:05 pm Man made god, but the general made man

So, I was feeling particularly inspired today and wrote up an ultroloth in HERO. He's been reduced to 1200 points and had flavour text added. In any case, here it is )

Current Music: Yugoloth Supremacy - Fucking the Baatezu

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Apr. 18th, 2006 06:35 pm Between the Spaces: Portal-Slayer

Behind the Scenes I: Samaerna's Quest )

Current Music: Tuatha de Danann - Tingaralatinga Dun - Tingaralatinga Dum (

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Apr. 17th, 2006 01:46 am Just an effigy to be disgraced

I've come to the conclusion that Trent Reznor is a planewalker, and he probably knows about Eco-Mono's portal to Sigil.

Current Music: Nine Inch Nails - The Downward Spiral - Closer

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Apr. 14th, 2006 03:56 pm Scour away your hate and joy

Does Every Day is Exactly the Same by NIN remind anyone else of the Grey Waste? I was just wondering.

Current Music: Nine Inch Nails - With Teeth - Every Day is Exactly the Same

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Apr. 10th, 2006 02:49 am Scour away your hate and joy

So, I figured out a starting point for Planescape According to Janus Aran. I don't really mean for it to be anything awesome or spectacular yet, it's just a bit of an overview. Helped me get into the feeling that I was doing something for the project. With this out of the way, I think I can do work on some of the specifics.
Themes and Cosmology )

Current Mood: tired
Current Music: Yugoloth Supremacy - Fields of Apathy

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Apr. 9th, 2006 11:14 pm Man made god, but the General made man

I've decided I should rewrite Planescape. I mean, take the basics: planes, exemplar, themes, and reimagine them, how I would have done it.

I know, I hear you saying, "But you can't rewrite Planescape! It would be too awesome; people would DIE." It's too late, though. I've already got some ideas, and now it's going to happen. I just need to figure out where to start...

Current Mood: crazy
Current Music: Yugoloth Supremacy - Fucking the Baatezu

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Apr. 2nd, 2006 09:52 pm If it were delivered by yugoloths, they'd've looked inside the box

Between the Spaces: Portal-Slayer
Mission 2: A Job for Estevan )

Current Music: Katamari Damacy Original Soundtrack - Katamari Fortissimo Da

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Mar. 20th, 2006 03:23 pm Between the Spaces: Portal-Slayer

This is really late, I know. I've been lazy busy.
Portal-Slayer: Kylie the Tout (part two) )

Current Music: A Perfect Circle - Judith - Judith

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