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Everything posted by IsabellaRose
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Fuck, Marry or Kill the poster above you and why
IsabellaRose replied to EternalAsh's topic in Forum Games
fuck because that's the most I usually want from someone -
well-paying job
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I love this - streamlined, unique, and still functional and fun! Here's the idea this sparked for me - yes, everyone CAN use magic, but without training they lack the skill to properly manipulate the power they can call up. They might be more like... I don't know - untrained superheroes, with wild explosions of power having catastrophic effects on the world around them. If that were the case, there would almost certainly be some kind of "coming of age" ritual that identifies everyone's capability, and groups that seek powerful people to mold to their own purposes. There would probably even be groups that specialize in each element who search out the ones they want, like jedi taking children who are strong in the force to train. You also gave me another idea. If you are strong in one element, but have an affinity for another, there should be different applications for such things. For instance, if you're strong in water but ruled by fire, perhaps you have a strange "quenching" affinity, the worlds' natural firemen. But if you're strong in fire but ruled by water, perhaps you have a steam affinity. I'm not sure how they'd all map out, but it just struck me as an interesting concept. Obviously the most powerful would be those whose affinity and strength match. I imagine that, like Dresden Files, you have a few things you've done so often, from your training, through your adult life, that they become your "go to" tools. A fire mage may have a "flamethrower" spell that he can just blast off at enemies because he's done it so many times, practiced it, worked on it over and over until the forms, words, emotions, whatever is required can be called upon without a second thought. Maybe you have so many points to split up for these "rote spells" that you just know off the bat - you could have a lot of low level magic, or a very few, very powerful rote spells.
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nympho lover
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nude girls
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benign empire
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Not guilty. Laptop. I don't do much from my phone - work pays for it and I don't trust that they won't check what craziness I'm up to on it. The next person has a job-related benefit that they like (like you get to take home a meal at the end of your shift, or work pays for your cell phone, or you have a company car!)
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Fuck, Marry or Kill the poster above you and why
IsabellaRose replied to EternalAsh's topic in Forum Games
Marry to add to our group harem so we can all just play when the mood takes us -
I'd put a timer on it - if you haven't replied within X days, we'll progress the scene assuming your character takes the most logical/character appropriate action. Otherwise, these things have a way of withering on the vine when one person doesn't respond for a while.
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I like the idea of added complexity for the system and the fiction. I think I based part of my idea on how magic works in the Dresden Files game. In theory you can do anything, but you have to test against your skill to craft and mold the technical aspects of the spell - to get it to do exactly what you want it to do, and against your magic power level to be able to hold/control the actual magical energy required until the spell itself is complete and ready to be released. If you screw up the skill roll, the spell might not do exactly what you want, or might be less effective - but you've still called all that magic and power into the world, and it's going to go somewhere. You can internalize it, take damage/stress/whatever or let it go and affect the world around you - magical collateral damage. Adding other casters to a ritual should be able to help control the power or craft the spell. A focus you have made for yourself, like a totem, wand, voodoo doll, etc. would help you to craft the spell. An anchor - a lock of hair, true name, etc. could help focus the spell on that person. Maybe even "places of power" like ley line nexuses, burial grounds, sites of ritual sacrifice - those could also help. Possibly even the energy released during the death of a sacrifice, the strength of a lovers' emotional connection to their lover, the sexual energy released during tantric rituals, etc. could be harnessed. I wrote a story where the only magic was emotion/sensation based - dark magicians caused pain, fear, and death to work their magic, while the good magicians used sex magic to work their spells. The most powerful wizards had harems of the most sensitive and skilled lovers to help them work their most powerful spells. It was quite the lewd magic world.
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Guilty, currently 2x guilty. Although, I'm pretty sure the reality is that they own me, not the other way around. The next person has a fish or more than one fish.
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Nice! What did you use to create the map? I've been using Inkarnate, but not much lately as I haven't required many maps since quitting the 5e world.
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Fuck, Marry or Kill the poster above you and why
IsabellaRose replied to EternalAsh's topic in Forum Games
fuck for <insert good sounding reasons here to cover up the fact that we should just fuck> -
masochist tendencies
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I like the idea of people ascribing divine power to things that aren't divine. Mostly because then we can have a character with zero of the "divinity" that group thinks is required to do that kind of magic do it anyway, and throw their entire religion off balance. I like the idea of a ritual slow build, like you roll consecutive pools attempting to attain a set number of successes. The longer it takes you to attain the required number of successes, the longer the spell takes to cast. Example out of context - if you were casting a spell to release someone from a 6 rating curse, you'd need to get 6 or 12 or whatever successes to defeat it. It would take as long as it takes to do so. Maybe every round taxes your magical resilience, and if you lose control that power can overflow from your spell out into the world. I dunno. I like magic to be powerful, but messy if you screw up. I like the idea of elemental based magic. What would be the difference between Life and Void?
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Mostly guilty, but not for the food restrictions, for the weird cultish behavior. The next person is in love.
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love games
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Fuck, Marry or Kill the poster above you and why
IsabellaRose replied to EternalAsh's topic in Forum Games
Fuck, as I've forgotten my bf -
Guilty. Water. The next person doesn't drink enough water.
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highland gathering
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Not guilty.. unless it's ordering something different every time? I like to try new things. My favorite order is to ask the barista "what's your favorite? I'll have one of those." The next person has a favorite meal they either get out or eat at home.
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Fuck, Marry or Kill the poster above you and why
IsabellaRose replied to EternalAsh's topic in Forum Games
Marry, because endless sex, and who said I want a boyfriend? -
I say a globe. Maybe we work on a single continent and the various beings living there. Screw actual gods. They might be there, they might be made up, but nobody knows for sure. There is no "divine" magic. At least that's my two cents, but I'm willing to play it a different way. Maybe the gods are only as real as the peoples' belief in them? I feel like that's been done, but it would make the need to get new followers a driving force for priests, at least if they knew. And I vote for magic being something other than Vancian magic, because all that spell memorization BS is just tired.
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One of my favorite things ever is the world-building used in Smallville (of all things!) - There's a system (now adapted with only the barest of bare bones into Cortex Prime) called Pathways that has built my three favorite game worlds ever, and I've been playing in homebrewed worlds longer than some people here have been alive. The system really works best for games where all the characters know each other and they will be adventuring in a set area - one city, one star system, and place where certain locations can be important to the players across multiple sessions (like a high school, a coffee shop, a superhero headquarters, a secret lab, a moon base, etc.). If you're going to be keeping things in one general area, this system is awesome (although I did use it for a multiversal game where even though it was all in one area, each of those areas could change depending on the weird variations in each multiverse). Basically, you make a big relationship map. Everybody adds their character and links them a new NPC, specifying their relationship to your character. Next turn you link your character to a location and why its important, then you also link either your NPC or location to one created by someone else. IT goes on like that, adding new, linking existing, until your NPCs and locations are linked to a bunch of other NPCs and locations, and some of those are linked back to each of the PCs... it creates this crazy web, and people build off of what each other creates. It's makes an amazing, cohesive world that feels real. In one game, I created the NPC of my twin sister and linked my character to another character's older brother as "ex-boyfriend". They linked my sister to them as "is dating". Then someone linked my sister to the dirtbike racetrack one of the PCs races at with a "always wins races at" link. My sister, who would have been a nothing NPC, maybe someone the GM could use to kidnap or threaten, was suddenly important to 3 PCs, dating one, and keeps beating another in dirtbike racing. By the end of the setup, she became the cornerstone of the adventure, an NPC so important that when she went missing, all the PCs needed to find their sister, girlfriend, best friend, and mentor. The GM barely had to work to get us invested - we all cared about those places and NPCs because we made them!
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slut's desire