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Lightning Steel & Sundries
Items  (Materials)   (Magical)
Nobody's comment on 2014-07-22 06:02 PM
I like the idea of having to catch lightning. Thats pretty cool. I would really like to see more of the ecology of this steel. Does it exist naturally, if it does: what is it like there? Are there any myths or rumors about it, or famous people who used it to do something great (even if untrue)? What is some cool local folklore about it? Is it hard to mine or purify, and what special precautions have to be taken by what group of people. Does it affect local trade anywhere. Can it be used in any alchemical process. Frankensteins monster?

Little bits of detail like that really take a solid idea, and make it a must have idea.

-Nobody Go to Comment
7 More Reasons Why Not Everyone is a Magic User
Articles  (Resource)   (Gaming - Genre)
Nobody's comment on 2014-04-26 12:23 AM
Magic knowledge is frequently lost. Cultures that allow magic to occur too commonly, end up destroying themselves when the technology of magic gets too advanced, and somebody makes a catastrophic mistake. The magic technology is then lost to time.

One city of mages was destroyed when the inner sanctum created a magical plague that killed everybody. Another was lost when a powerful warlock summoned the Dark Prince, who enslaved everybody, and conquered half the known world. Go to Comment
7 More Reasons Why Not Everyone is a Magic User
Articles  (Resource)   (Gaming - Genre)
Nobody's comment on 2014-04-26 12:46 AM
Only voted Go to Comment
7 More Reasons Why Not Everyone is a Magic User
Articles  (Resource)   (Gaming - Genre)
Nobody's comment on 2014-04-26 12:46 AM
Being a Magic user is a dangerous profession. Anything but a healer gets put into danger on a constant basis. Even Healers are coveted by factions and groups who see magical healing as a way to gain the upper hand in their rivalries, putting magic users of all kinds right in the middle of rivalries, wars, feuds, and every other kind of conflict, forcing peaceful magic users, or their families, to be coerced into dangerous situations. Sometimes magic users are killed just to prevent others clans from gaining the upper hand. Go to Comment
7 More Reasons Why Not Everyone is a Magic User
Articles  (Resource)   (Gaming - Genre)
Nobody's comment on 2014-04-26 12:47 AM
Nice to have a thread like this. Go to Comment
Luck Points
Systems  (Technical/ Mechanical)   (General)
Nobody's comment on 2013-10-03 04:38 PM
I disagree : ) . Although Luck points might seem to step on the toes of luck or fate type players, their abilities, which are almost always renewable, are still very valid. Those dice rerolls every encounter are a much more efficient way to gain the same +6, rather than cleaning up after the party for 3 sessions in a row. Thats the important thing here. Luck Points are measured in sessions, not encounters, not game days.

Also, Luck points aren't about real luck. They are about Fate tipping luck in your favor. Fate, not luck. And who can argue with the idea that more than one Fate is on their side supporting them? Go to Comment
Luck Points
Systems  (Technical/ Mechanical)   (General)
Nobody's comment on 2013-10-18 11:38 PM
Absolutely! In fact, roleplaying is an in-game activity that is designed to be rewarded with luck points. My only reason for not rewarding more in-game style luck points, is that most of the best in-game behavior tends to have in-game rewards built in. However, Luck Points are fundamentally designed to be as flexible as possible. It's what YOU think they should be awarded for that matters the most. Go to Comment
Volcano Trees
Lifeforms  (Flora)   (Mountains)
Nobody's comment on 2013-10-18 11:33 PM
The tree isn't really magical, it just uses principals that we don't see on earth. It uses the heat from the magma as a source of energy. It would probably have warmth, but essentially, the tree is converting the heat into stored energy, eliminating most of the heat itself, which, solidifies the magma into rock.

So, it would radiate heat, but much less than you might expect. Go to Comment
Dry Ice
Items  (Materials)   (Campaign Defining)
Nobody's comment on 2013-10-03 04:23 PM
1) It could bleed off heat in any process the GM wants. Water is an easy, and thematically appropriate way to handle, but certainly not the only way. I have made no provisions for other ways to bleed off heat.

2) I will add in my post that it could be held, but you would want to wear gloves. It's kind of like real life dry ice in that respect. The heating, and cooling is gradual enough that it shouldn't be usable as a weapon.

3) It can absolutely be shaped, worked into other materials, used for decorations. It's a mineral. The whole point of simple materials like this, is to blur the annoying line between magic and mundane, in an almost believable way. Go to Comment
30 Thieve's Items
Items  (Equipment Listing)   (Villanous)
Nobody's comment on 2011-04-18 06:37 AM


I would like to see these items have slightly more description in the item name. You call one of these items "Torch", when in fact, it specifically is a torch that reveals magical coded writing. I can think of a dozen "Torch" items that a thief would want. 



A torch that doesn't doesn't have a visible light source.



A heatless torch that produces sparks that follows airflows, for finding hidden cracks and passages.



A torch with hidden explosives or smoke bombs.



A torch with a hidden dagger.



A torch with a hidden compartment for maps and valuables.



A torch with a secret vial of oil thats can be quickly broken, flinging flaming oil into the eyes of unsuspecting enemies.



A torch that has a sparker attached that can be lit instantaneously with one hand.



A torch with a quick release clapper, to snuff it out in a hurry.



All of these are Torches, but plainly, all very different (maybe I should start a list of awesome torches). A list of 30 is not a normal item submission. It isn't designed to be a solo idea for GMs to read through and use in their plot. They are filler material. Something that the GM can scan through quickly, on the fly, to equip and outfit rooms and characters with. For this reason, those numbered titles become extremely important. They need to give a GM, who hasn't read this post in three weeks, a quick clue as to the item's usefullness, when outfitting his dastardly NPCs. Something like "Torch of Coded Writing" would be more useful.



Additionally, if you are mixing magical with mundane, it would be helpful to know quickly which is which. Mundane items are usually easy to aquire, and should be outfitted to far more characters than magical ones. I can't imagine a low level thief or con who wouldn't have a fake id on their person. I can imagine very few who would have a "Warning Amulet". That distinction would be useful.



Separating Genres would also be nice. You mix Fantasy with Sci-Fi here. Your Sci-Fi Items, at the least, should be at the end, probably with some sort of header. At the most, they deserve a separate post.



 



-Nobody

Go to Comment
The Highway
Plots  (Crisis)   (Single-Storyline)
Nobody's comment on 2013-05-09 09:04 PM
Only voted Go to Comment
Feeling Sword
Items  (Melee Weapons)   (Cursed)
Nobody's comment on 2011-08-23 11:43 AM


Do people usually feel debilitating pain in battle? I thought that most pain is delayed in the first few minutes of serious injury. I have personal experience with a broken arm, that felt fine for almost 20 minutes, but was bent the wrong way.


Go to Comment
Jirix, City of Ice
Locations  (City)   (Tundra/ Arctic)
Nobody's comment on 2010-05-13 11:07 AM
You set a fire and a chimney, like everybody else in the world. That ice isn't going anywhere. Go to Comment
Jirix, City of Ice
Locations  (City)   (Tundra/ Arctic)
Nobody's comment on 2010-05-14 04:29 PM
Will make an edit Go to Comment
Jirix, City of Ice
Locations  (City)   (Tundra/ Arctic)
Nobody's comment on 2010-05-14 05:23 PM
I would say that the difference between citizen and resident alien is moot. Go to Comment
Nobody's comment on 2010-03-17 08:47 PM
I have to agree with echo mirage. These curses aren't very fun, and in my opinion, don't add much flavor, since many of them only ever happen once.

What I would like to see is a potentially fatal progression that can be stopped by releasing or letting go of the item. I understand that these are artifacts of great power, but even still, instant death is a bit harsh. I have enough ways to kill my players without having to resort to this kind of barbarism.

What this SHOULD be, is some sort of not-so-instant-death way of convincing players that they don't want to use that artifact anymore. Not to convince them never to touch anything ever again.

Wracking pain, Temporary blindness, Temporary insanity, glue secretion (they stick to everything), Morphing into a plant (can be uncursed). These are all interesting ways of saying, sure, you can pick it up, but you can't channel it's power without regretting it.

Alternatively, I could see this becoming a nice magical diseases and curses thread.Things that have to be cured or they result in death.

If you want ways to convince players not to run around in traffic, there are more graceful ways to do it. Go to Comment
Nobody's comment on 2010-03-17 08:49 PM
I wanted to add that some of these are really great. The theme music one is brilliant. Go to Comment
Puppet Familiars
Lifeforms  (Constructed)   (Any)
Nobody's comment on 2010-01-27 11:05 AM
To mimic:

I think, that whenever you create an item, you shouldn't stop there. You should think about how other people use it. How others percieve it. How people interact with it.

I find that when I think about how something will indirectly affect others, or how non-adventurers will use something, that these things take on a life of their own.

Honestly, if I had the time, I could have rambled on forever about the puppet parades, and how the people dress up like puppets and reenact battles, and how some puppets take to adventuring, or how men are often jealous of juju because he can get away with things that they get slapped or scolded for.

I mean, this stuff just writes itself. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Nobody's comment on 2008-08-04 08:18 AM
She thinks that EVERYONE is evil, and so she is going to kill them all.

When she is done, she intends to kill herself.

Her motivations aren't very rational from a normal perspective, and her world view is largely developed from Stockholms syndrome, and several psychotic disorders caused from years of extreme abuse. Go to Comment
Ambrosia
NPCs  (Major)   (Combative)
Nobody's comment on 2008-08-01 05:01 AM
OK, I will change it. Go to Comment
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