Random gift exchange: Everyone spends a certain amount of money on a gift, packages it, and then throws it in a big bin in the center of town. Each person then takes a gift. Nobody knows who it is for, or who it is from, the idea being to simulate a deity's largesse. (Maybe?) Go to Comment
Noroale - Dark brown slightly glowing ale. 170 proof, slightly radioactive. It will either knock the uninitiated out cold for a while or give them a splitting headache. (Stats: The first time someone drinks it, they save vs poison. If they fail the save, they are rendered unconcious for 2d8 hours, if they succeed, they take 1d6 subdual damage (or equivalent).) Go to Comment
Although I rarely have the time or opportunity, my favored method of teaching the rules is somewhat like that. I discuss the character in depth, go through a few free-form roleplaying encounters, and then begin working on a character, from the ground up. Granted, it does involve learning a pile of rules that the player may not understand at first, but as the character develops, the player will begin to understand. The easiest way of teaching someone the rules is to create a character, however, because as they write down all those little numbers, they will gradually begin to see their interconnectivity. Go to Comment
In deep caves this would come in handy. Traced in the air either with light or smoke it becomes flickering, almost solid, and a gentle breeze blows outwards in all directions for a few minutes. Go to Comment
A: A kukri would be impractical. The curve is reversed.
Beyond that, I love the idea. What about different styles of strike invoking different attributes and powers? Have you ever seen Rurouni Kenshin? Imagine a standard battou-jutsu strike, complete with run up. You have speed (The run up and draw) and strength (The strike). You could potentially have a strike that doubled damage, dismembered, beheaded, etc.. Then you could have a downwards strike that stuns, in addition to damage, drawing over the shoulder, with the curve of the blade, rather than laying flat against the back, curving out from the back. You could have an upwards strike that knocks the opponent into the air, rendering them vulnerable for a while. Combine these with elements, perhaps add some different angles that had different effects, and you could have a very interesting combat style. You could have plate mail, modified so that the pauldron is inflexible on the right arm, and instead is somewhat larger, allowing freedom of motion. Remove the right arm vambrace and gauntlet, cover the arm in light chainmail, and you have a set of quickdraw plate. Good idea. Go to Comment
how about having a special class/prestige class/ability set/whatever your system uses, that focuses on these abilities? They wear a special type of armor, use primarily katanas and scimitars, and focus on these attacks. The armor could be silk, with four ply wires running at different angles through it. They don't have to be very dense, so you could have them as far apart as an inch or two, and still have some effect. If you ran two different sets of perpendicular wires, one set going - and |, and the other going / and \, you would effectively have a reduction in damage, with little or no reduction in mobility. Since this type of warrior would, necessarily, be very fast, only a slight reduction would be required. Go to Comment
Wind strike: The mage draws the sword with sufficient speed to create a supersonic shockwave in the shape of his sword. This planar wave acts exactly like the sword, but ignores damage reduction type stuff, and cannot penetrate metal armor. It has a short to medium range.
Blind strike: When drawing the sword the mage dashes forward with such speed he cannot be seen. This negates any defensive maneuvers the target may perform, and significantly raises the damage.
Air strike: Leaping into the air, the mage rotates so that he faces downwards, then just before landing, draws the sword so that he disarms his opponent, potentially literally.
Soul strike: The mage, when drawing his sword, angles it so that the light strikes it just right, and this resultant flash stuns or potentially knocks out any opponents in the area. Go to Comment
One thing about this fighting style, Ria, is that actual battoujutsu fights rarely lasted longer than a few seconds. This style is so deadly that after one or two strikes, it would be over. That is the reason it was developed. It would not be unreasonable to assume that a low powered character (Forgive my use of D&D, but it is easiest for me), say about 2nd or 3rd level, would be able to take out an enemy as high as three or four levels above him, if he could act first. However, he would probably have a penalty for the rest of the combat. That is the reason sometimes it wouldn't be used. It would be something to use against significantly stronger foes, but not something to use lightly. Go to Comment
Prayer wheels/tops/rings would have prayers to a specific power engraved on them, right? So what if an ancient temple has potent prayers and benedictions stored, but they are untranslated? Translate them, and you could find the names of new powers to request for help, and tap a whole new source of magical might. Go to Comment
So the more powerful the spell, the more the wheel needs to spin, right? Why not also link the prayers to the material they are printed on? Then you limit the Bey/top priests because it is impossible to make a top out of marble/granite/whatever. However, they can get more revolutions faster, so they can have more powerful versions of weak spells. Then when you are talking about REALLY powerful spells, you can hook the wheel up to an attended water wheel, gear that way the heck up, so the prayer wheel is spinning nearly as fast as a top. Suddenly you can take a marble wheel, inscribe a prayer, hook it up to a geared waterwheel, and generate phenomenal spell effects. However, if I read the current technology right, they don't have high quality metal bearings or driveshafts. This limits the use of wheel technology. Something like a waterwheel, geared to spin a 1 foot wide prayer wheel at, say, 1000 rpm, would probably shake the lower end (the area where the prayer wheel is hooked up) apart in something like 10 minutes. So you can generate a fairly powerful spell effect relatively quickly, but not for very long. This makes a waterwheel an ideal reactive defense system. Imagine if your tower outposts sight an opposing force, relay word back (perhaps using a top-powered communication spell) to a water mill, which springs into action, generating a targeted spell which turns the ground in front of the invading force to a swamp/forest/briar wood. Useful, ne?
Another idea would be to have linked wheels. Especially if you use powered wheels, you could use one as a power sump. If you have one large wheel, with several smaller wheels with identical prayers inscribed, and say the large wheel turns at a very low rate, powered by water, attended by assorted acolytes, you could also have other, smaller wheels, being turned by apprentices, which are linked to the large wheel, and thus allow it to build power more quickly. This application could be taken so far as to allow multiple bey priests to link their tops, so you could have VERY fast spell effects with several priests working together. It could even have limited battle possibilities, as it would allow such a quick focus of power that you could create offensive spell effects like a gale or a storm. Go to Comment
Utterly beautiful article, Ephemeral. I love finding other language geeks. Oh, and Strolen, THIS is why there are separations in Rhapsody. I am inventing languages that sound like the respective styles, and since they are primarily racial languages, you don't get much bleed.
Daya hass fin derech!
May your spear be sharp. Go to Comment
The problem with that is there would be no new energy flowing into the system. What if they earned energy from things like: Spells cast in their dungeon, HP lost, Kills, things like that. Think of the energy as like a 50/50 ticket, where the adventurers who complete the dungeon recieve experience, the Dungeon Master recieves energy. Go to Comment
"Three days ago a god fell. We looked to the east and saw a great cloud rising into the sky, as the ground shook and a mighty wind cast us upon our backs. Then the ash began falling. It has not stopped. People cough and choke on their own fluids, eyes swell, and hair falls out. Is this the end of the world? I am the only one left in the village who can see. Please, if you recieve this, we need help."
An asteroid of sufficient size impacting an earth-sized planetary body would create a mushroom cloud and minor radioactive fallout. This kind of imagery, used on players who are familiar with the effects of nuclear weaponry, can create a great deal of tension. Go to Comment
SeaClans: The six seaclans are Dolphin, Gull, Ray, Kraken, Shark, and SeaDragon. These totem animals serve as mascots rather than any deep symbol of the clan. These seafaring organizations are filled with land based saliors and fishermen. They ply the seas and deeper waterways. They function like guilds for ocean sailors
The clans have their own homeland. These people live on large floating rafts- human made islands, as well as vessels of all varieties docked to it. These wetfoots never set foot on land (or only do it for a few hours at most).
Rat Clan: This guild is nominally related to the seaclans. The Rats ply the rivers and marshes of the world, as well as do longshoreman work. The seaclans hold the self proclaimed "rat clan" in contempt and the officials see them as just a Guild of River saliors and longshoremen with a funny name. The Rats hold their title with pride and will take it out on anyone who gives them grief about it.