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Everything posted by PingosHusband

  1. The common phrase around this house for that kind of appreciation is "I'd draw that." Pingo didn't coin the phrase; our daughter did.
  2. I don't remember what it was in original D&D, but it actually doesn't matter for that trick since the MU can shapechange into a bird and fly with the other birds over the castle then polymorph them. At the moment I'm running a game of Exalted, playing in a seriously weired out game of Shadowrun and also playing in a homebrewed game that is really hard to describe.
  3. A couple of stories from a game a friend of mine in college ran before I got there. Things like this are why some of the D&D rules were changed in later editions. This game was run under the original rules + supplements (that's Men & Magic, Monsters & Treasure, Underworld & Wilderness Adventures, Greyhawk, Blackmoor, Eldritch Wizardry, Gods Demigods and Heroes). They revolve around an overpowered high level Magic User. 1. He used Polymorph Other as a siege weapon by releasing small birds to fly over castles and polymorphing them into blue whales. Few of them survived the polymorph itself, but that didn't matter. Note: This was done before the Hitchhiker's Guide to the Galaxy came out, so the falling blue whale was his own creation. 2. He used a wish spell to become a Balrog (because we knew what Type VI Demons really were) with the head of a Ki-Rin. That was not his original intent. He wanted the physical power of one and the mental power of the other. 3. The Interplanar Ballistic Roc. I don't remember how this got going, but somehow he became a roc flying uncontrollably through the Astral plane at a ridiculous speed. This attracted the attention of some demons, who teleported in front of it, but it missed them, so they gated in more demons who gated in more demons and so on in order to create a giant target to catch the roc.
  4. Many years ago when I was in college, I was running a Runequest second edition game (set in Glorantha, the only place for Runequest). During this time period many games had brutal combat fumble charts. The PCs were approaching a forest in which lying in ambush were 4 Elven master archers and a Dryad (in Glorantha elves and dryads are plants). Master means having a 90% or higher skill. So this was a well set up ambush. I proceeded to roll the most absurd set of fumbles ever in which the four elves proceeded to kill each other and the dryad with bad dice rolling. The rest of the adventure was a bit of a walk for the PCs owing to a demoarlized GM.
  5. Happy Birthday!
  6. Apparently, that was the initial plan, but they scrapped it. But there are interesting bits and shards within the WOD that point back toward Exalted and interesting bits and shards in Exalted that point forward toward WOD. A few examples: 1. In both the demon realm is named Malfeas. 2. In both the capital city of the Underworld is named Stygia and exists near a place called the Venous Staircase. 3. There are a few references in WOD to two beings called the Ebon Dragon and the Scarlet Empress (important beings in Exalted). 4. The Abyssal Exalted are like super vampires and the Lunar Exalted are like super werecreatures. Exalted Fair Folk are like super faeries. 5. In Exalted the Primordial machine god is named AutoChthon and his body is a realm called AutoChthonia. In Mage, there is a mysterious place in Space called AutoChthonia that is ruled by a sentient computer. 6. Exalted has natural sources of power called demenses. WOD has similar things in both Werewolf and Mage (cairns and chantries respectively). As for the Dowager. In the game I'm running, all the Deathlords and the Abyssals were pulled into the Void when the Neverborn went into it, so they're gone. The Dowager had an escape route planned using the Well of Udr, but the Shoat of the Mire killed her just before the end. In practical terms, I can't have Exalted era bad guys (or good guys) surviving the change of the world in any useful form, because they would simply have taken over (being so powerful compared to WOD characters). So, one way or another they've been removed from being active (a lot of them are just gone, others are in various states of inactivity).
  7. Nope. The guy I saw had no pinstripes on his velvet jacket. That guy looks cool as well.
  8. Just saw a guy headed off for ComicCon in full on Joker cosplay (old school somewhere between Ceser Romero, Jack Nicholson and the Batman the Animated Series (Mark Hamill) version). It's amazing the sight of a homicidal maniac can brighten ones day.
  9. One of the things that's unusual about this game is how NPC heavy it is. Usually, my games have a small number of locally important NPCs, who the PCs interact with as necessary for the furtherance of their lives and goals. There will also be another small number of NPCs doing their own things that will lead to later adventures (especially if the PCs don't interfere). But Exalted is different. Each Exalt is capable of affecting the world in large and serious ways, and the PCs interact with them a lot more because of that. Also, it's not uncommon for an adventure to require one or more NPC Exalted with specialized knowledge or skills to accompany the PCs. Furthermore, each of these NPC Exalted has their own Motivations (the heroic impulse that made them worthy of Exaltation in the first place) and Intimacies (those people, things, and social groups that they have positive or negative attachments to). And none of them will just sit on their hands and wait for things to happen. They exist to fix and/or change the world and by The Incarnae, they're going to do that. As a result, I have a lot more NPC actions and interactions going on, even without yet having more than one NPC Exalted bad guy. Just having 20ish (for now, more are coming in as adventures happen) more or less good guys each with their own interests and agendas is pretty complicated. I'm stretching my GMing in ways I hadn't done for a long time (voices, for example, are getting a work out). A standard game of Exalted has, in theory, 700 Celestial Exalted, but long distance travel is rare in standard Exalted so there are usually only a small number relevant to any area. Running in modern day, however, means that any NPC can quickly get involved in any adventure, and anybody's actions can have consequences that affect the entire world.
  10. They should probably be sooty and dirty what with all the forge work and the boulder throwing and what not.
  11. The Imperium always had rather broad policies on the draft. The Zhodani on the other hand... I ran one game of Traveller in college. I had way too many supplements and ended up with a very weird party. Including one IBIS agent (Imperial secret service) and one Sorag agent (Zhodani secret service) carrying on an intraparty secret battle. It was not a successful game.
  12. † Scout Bo Han A486BA Age 26 2 terms Service History: Attempted to enlist in Merchants. Enlistment denied. Drafted into scouts. Voluntarily reenlisted for second term. Death in service. It's no fun dying during character generation if you don't roll the dice yourself. After trying this a few times, it looks like survival depends on being denied reenlistment. Actually got one all the way through to retirement. Merchant 2nd Officer Chloe Pérez 562BB8 Age 42 6 terms Cr21,000 Skills: Auto Rifle-2, Mechianical-1, Medical-1, Navigation-2, Prop-Driven Aircraft-1, Steward-2 Benefits: 6,000/yr Retirement Pay, Auto Rifle, Low Passage, Low Passage Service History: Attempted to enlist in Merchants. Enlistment accepted. Commissioned during first term of service as 4th Officer. Voluntarily reenlisted for second term. Voluntarily reenlisted for third term. Voluntarily reenlisted for fourth term. Voluntarily reenlisted for fifth term. Promoted to 3rd Officer. Voluntarily reenlisted for sixth term. Promoted to 2nd Officer. Retired after sixth term. Also her last three stats are BB8, so I should see about shifting her to a Star Wars game.
  13. I haven't looked over 3E, but I've read some of the discussions of it and some of the wiki entries. They seem to be trying to open the game up a bit for a wider range of play types. It sounds interesting, but it doesn't fit with what I'm trying to do with this game. I'll probably look into it eventually.
  14. That's a pretty good description. The PC Alchemical in my game had exactly that attitude in his last life. So his job in the Locust Crusade (the Alchemical Invasion) was to gather up people to act as new souls. His initial idea was to carry a batch of babies back to AutoChthonia, because they're small and portable. Unfortunately, he discovered that in Creation, babies aren't raised together in community creches. Rather they're in individual households. So he had to give up that idea and concentrate on other things. I've been having fun playing around with variations on the soul system, putting things together that White Wolf left lying around in places. Side note: One of the annoying things in all White Wolf games is that things are usually only explained in one place, and you often need to read multiple books to put together the necessary information. This isn't so bad at the moment because one can buy used book cheap on Amazon, but at the time it would have been unbelievably frustrating. So, here are a few things found in different sources. 1. There are six castes of Alchemical Exalted. The Alchemicals are the prototypes for Exaltation. AutoChthon designed them but did not actually build any in the Primordeal War. Orichalcum Caste is the prototype for Solars. Moonsilver is for Lunars. Jade is for Terrestrials. Starmetal is for Sidereals. But there are two more types that have no corresponding Exaltations: Soulsteel and Adamant. 2. They say several times that at the end of the Primordeal War, the Primordeal called She Who Lives In Her Name (she's the principle of Hierarchy) destroyed swathes of Creation in a fit of pique. Even those who lived through this cannot remember what existed before that she destroyed. They suggest that she might have wiped out some Incarnae and types of Exalted. 3. In the Infernals Book (and only in that book). It is explicitly stated that Malfeas (the Demon King) killed two Incarnae and that the Exalted who were Chosen of those Incarnae went made and killed each other. This lead me to consider the possibility that those Incarnae and their Exalted correspond to the Soulsteel and Adamant Castes. The Soulsteel caste equivalent might well have had something to do with what happens to Souls between lives. The Adamant Caste equivalent might have something to do with the mysterious Convention on Oversight which oversees the Sidereals. Then again maybe not. I'm not going to say what I've decided about this until it shows up in game.
  15. No Transformers. There were giant robots and nanotech androids and an illusory army and the most headache inducing fight I've ever run. But the adventure worked out, so the PCs are in the process of destabilizing the Technocracy which will over the course of time destabilize the entire world. Out of this I can make an arbitrary number of adventures. But there will be fewer robots in disguise, so while the opportunities for over the top gratuitous conflict with massive SFX will increase, they will not resemble Michael Bay movies, nor will there be merchandising tie in products. <The Syndicate Begs to Differ> Exalted Brand Shampoo: Revive your Essence. Blue Fate Perfume: Bring your own joy. Lunar Lingerie: Eclipse your Solar Mate. </The Syndicate Begs to Differ>
  16. Over the course of this week, Pingo has been doing a huge amount of painting because of tomorrow's adventure. She's posted them in Show Off and WIP. For those of you who know the World of Darkness, it's the PCs and some NPC Exalted invading Iteration X's base AutoChthonia. For those of you who know Exalted. That isn't the real AutoChthonia. The initial fight is going to be insane (the players already know and are eagerly anticipating it). It's 5 PCs and 4 NPCs against a huge number of cyborgs and robots. And that's just the beginning of it. The adventure gets more complicated, but the messiest fight happens at the start. One fun thing about this game is that I can run things that in a WOD campaign would be final battles of the campaign, or adventures so hard as to be impossible for any party of WOD characters. This is that kind of adventure. This place is meant to be impossible to attack. So, it's difficult for Exalted characters. The PCs and NPCs will have to pull out all the stops. Designing this adventure lead me to the realization that the idea of a Boss Fight as a the hardest battle is militarily strange. In general, the most difficult fight when attacking someone is the first breach of a siege. That's the bloodiest and most complex part. The attempts to have easy beginnings leading to harder endings require setting up strange and artificial series of challenges that are more akin to a Mystery Cult initiation ceremony than they are to anything military. The Lord of the Rings has three big battles and all of them are breach attempts: Helms Deep, The Battle of the Pelennor Fields and the fight at the Black Gate. And none of them are how the important matters are resolved. I will neither confirm nor deny the relative importance of this opening battle to the resolution of the adventure.
  17. I'll be posting on this thread as well, but because Pingo is a player I'm going to have to avoid giving away too much that the Players don't already know. The differences in fundamental cosmology between Mage and Exalted were some of the trickiest to work out. Fundamentally, Exalted magic is based on the world having fundamental processes put in place by the Primordials when they made the world, whereas Mage magic depends on consensus reality. At first these might seem insurmountable, but there was one aspect of Exalted that could be turned into something like Consensus: namely the powers of the Fair Folk which depend on imposed story telling to cause effects. But these powers were confined to Raksha, so I needed to do some finagling to make human belief produce similar effects. However, there is an odd little bit about humans in Exalted. They were originally created to be just weak enough to be afraid, and just imaginative enough to pray for help. In other words, humans were originally tools that turned fear into prayer and prayer in Exalted has power. In the transition I set up between the Exalted World and the World of Darkness, the Gods became inaccessible, so the massed human prayers created localized magical effects (consensuses) which the first Mages used to shape the world around them. In terms of power, this means that Mages can do a lot, but the Exalted can usually overpower them unless the consensus has serious backing or a very large mass effect. There are a few more relevant elements in this, but those aren't yet fully understood by the PCs, so I'm going to have to leave it at this.
  18. Lyrics for those who are interested. My Friend the Kitbasher. I told the Kitbasher, I had some parts to glue. I told the Kitbasher, I had to shave them true. And then the Kitbasher, she gave me this one clue. She told me: Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. I told the Kitbasher, the minis fall to bits. I told the Kitbasher, the parts they would not stick. And then the Kitbasher, she told me this one trick. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. You can keep your minis from me, so they will be unmodded. And I'll admit, I shouldn't blowtorch hobbits. But I went out and bought shinies that make things so much keener. And they'll amp up my armies to be so, so much more meaner. Hold these, stick this here. Ring. Fang. Hold these, stick this here. Ring. Fang. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. Bang on and: Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang. Hold these, stick this here. Ring. Fang. Hammer, hammer, things clang.
  19. On the whole, I like to make adventures that are directly relevant to the PCs. Along with that I try to assist them to come up with PCs that are rooted strongly in aspects of the world that will lend themselves to good adventures. I also try to encourage the kind of cooperative party that's willing to help with each other's problems. Taken together this produces several benefits. 1. Lots of adventure hooks to draw upon. 2. Characters that fit into and therefore have an easier time affecting the game world. 3. Everyone knowing that their characters will be central to some of the adventures. Therefore, they tend to put more work into the characters which leads back to #1.
  20. The following piece of pedantry comes from my attempts (in college) and later to learn Old English. In Old English there are certain conditions wherein an unvoiced consonant becomes voiced when sandwiched between vowels or vowelish things like r's and s's. As a result, the f in dwarf is unvoiced (i.e. it sounds like f). But the f in dwarfs is voiced (i.e. it sounds like v). So pronouncing it produces something closer to dwarves than dwarf-s. Old English did not have standardized spelling. As a result both of these spellings can be found. To make even more trouble, indeed at the risk of starting a religious conflict, let me further note that the d in Odin isn't a d at all, but an eth, a letter that looks like a d but is pronounced the way modern English pronounces 'th'. It too is voiced between vowels, so a more proper pronunciation would be ah-thin. We now return you to the question of who needs more trolls or drow, because those are also variants of the same word as dwarves. Ah, Germanic languages, just as messed up as those derived from Latin, but less Romantic.
  21. As Pingo said, I love that scene. It's the most Norse mythology thing that ever happened in the entire run of Thor. Here are a couple of images from that part of the comic
  22. There was a Knights of the Dinner Table comic about this exact thing years ago. The DM had a Gelatinous Cube down at the bottom of the pit, so the character fell gently and slowly down into a slow oozing dissolution starting with his feet.
  23. Apparently, there is one.
  24. Pathfinder, not 4e. (Though PF witches have Patrons, they are smaller scale, and much less malignant.) One of the Cryptic Clues - The Dreamer's in his chamber. The King's upon his throne. The Queen is in the abattoir, And dances all alone.... So, if the name of one of the locations is Carcosa, on the banks of Lake Hali, do you think that the PCs will figure it out?.... (Not the final locations - but one of the charts is there. They will need to go to a Masqued Ball.) The Auld Grump Spelljammer Cthulhu / King in Yellow. That sounds like fun. As to whether they'll figure it out, it depends on how well read your players are and how paranoid.
  25. Star Trek has a universal translator technology. So everyone speaks English because of that. Maybe introduce Babelfish into the campaign? Damon. Not really necessary since Tongues spells exist. Because of that and similar magic items a GM can decide whether or not to make languages an issue in games like this. If you want to use them, use them, if not make translation magic items pretty common. For example, one might have enchanted conference rooms in interplanetary port cities that allow everyone in the room to understand each other.