I like this. It is really more of a campaign idea than a single scenario, since it requires a very specific game world to make it possible. The GM who runs this will need to create said world and have the players encounter both sides, so they can make this campaign altering decision.
It works well if the players are from another sphere, teleported/ travelling here for some reason. Go to Comment
An item of destiny. The sort of thing that is incorporated into a fantasy book, rather than a game. It would take a great deal of GM finagling to make this item work in game.
This item is not cursed. It does what it does, propells you to power. So there is war and bloodshed along the way. How you handle that war/ bloodshed/ innocents in the way, would determine how long you are in power.
Then again... if you take a page from Hamlet, this item is cursed. It gets you there. There is nothing in the write up that says, you stay in power for any length of time. So soon after you "win", depending on how you go to power, you will soon find yourself deposed (by assasination, by revolt, etc). Go to Comment
I think I voted for this a long time ago. But it allows me to do it again, so I am :P
Setting or Campaign items: Yes, they are not things you can just drop into a campaign. The world has to be build around their existance. People with uber-enhanced skills (and drives and egos to match) will push the course of history. So history must be set up. Go to Comment
It is a very nice character. The cliche of noble girl giving it all up to become a theif/ bard/ wizard has gotten old for me. Still, for what it is, it is nicely executed. It has some good color elements. I like it, generally speaking. I do have some questions. ...
I want the answers for axlerowes questions, who has all my questions, and a few I had not thought of. Go to Comment
I don't remember this one, so I am commenting this on anew.
Nicely balanced, a minor power with some minor complications. Actually the disadvantages can be converted to advantages in certain situations.
In many ways, this reminds me of the Magic the Gathering Cards or Vs cards that add certain Type Line keywords (make all your humans count as animals, thus subject to animal magic). That kind of "change" makes certain abilities easier. Go to Comment
Worldwalker, the mage could easily defend themselves by use of indirect magic effects. While the attack spell will not effect the owner of the sword, they will quite nicely effect the wall/ floor/ ceiling. The sword does not protect from falling debre, telekinetically thrown (rather than controlled and used to hit), or dropping a story or two to a lower level. While the earthquake spell would be pretty desperate, the ground shaking would effect them. So it is not the end all, if the spell caster if intelligent enough.
Also an owner of this weapon would learn to fight smart as well. By applying tactics and some thoughts to the time and place of the attack, they would not need healing magics.
Magic should not be a crutch, it should be an edge. The sooner a player embraces that philosophy, the sooner they will achieve greater effectiveness for their characters. Go to Comment
How had I missed this one? I like it a great deal. It is LifeClocks from Logan's Run plus magical destiny elements. This has so many story and game uses that I am suprised this concept is not more prevolent. Go to Comment
How about the character needs to make a save to ignore any possible combat. If they fail that, they must make another save to avoid charging up directly and confronting the target. If the subjects feels invincible, they keep thinking they can take anyone or anything. Eventually a failed save will lead them to a multi-hit dice force of doom or appropriate army. Go to Comment
Will anyone with plant lore or some such skill notice these things? If they exist anywhere else in the world, you think someone might of figured out they might be dangerous. I mean "Don't sleep near Blood Vines" would rank in there with "Don't touch the poison ivy" and "don't eat the mushrooms". Go to Comment