Strolen\s Citadel content. 
Theologa Arcana
Systems  (Mystical)   (Defining)
dark_dragon's comment on 2007-02-06 09:28 AM
Whoa... this came out a bit longer than expected!
maybe it needs a bit more formatting?

Fantastic Scroll! Shame I can't vote now...

The mancopolic pulse are a brilliant idea! they could even lead to another system entirely, with the mage simply using himself as a barrier to the flow of magic and opening the floodgates when casting a spell. This would imvolve a lot of extravagant gestures to capture as much magical essence as possible! The use of component would also be explained: they are the pieces of the barrier to their elements!

This system would also have the advantage of build in balance, since a recharge time would be mandatory to build up a large blast of magical energy! Go to Comment
Space Combat - Armor
Items  (Armor)   (Non-Magical)
dark_dragon's comment on 2008-01-13 12:41 PM
Soromon-Baphomet lucidfold field projecting battle suit
Rather than take the conventional approach to armor manufacture, the Soromon-Baphomet corporation decided to use their expertise in FTL technology to create the most advanced defensive system currently available. Using a small hyperdymensional Feinhleim fold engine, powered by the same powerplant as the Adamant Battle Systems Mark IV, it does not actually physically interact with the projectile. Instead, an on-board simultrex computer creates a localised hyperdimensional fold between the predicted point of impact and the predicted point of exit using the suit's sensor data, meaning that the projectile travels through hyperspace instead of through its intended target, leaving the other side without causing any harm to the lucidfold suit wearer.

Worn by the very best stealth operative, this suit can also be switched on to a super-low threshold mode, which deviates electromagnetic radiation through the wearer, in effect making him disappear, as no light is incident on the suit wearer.

The one downside of this technology is the energy requirements for every projectile deviated, which can easily mean that a careless operative could find himself with no armour in the intense heat of battle. because of this, the lucifold suit is often a grafted addition to a normal battlesuit. While it is powered, however, it makes the wearer completely immune to practically every attack. Rumours abound of the technology being deployed on starship, but no confirmation reports have ever been filed. Go to Comment
Space Combat - Armor
Items  (Armor)   (Non-Magical)
dark_dragon's comment on 2008-01-13 12:43 PM
Nice.....! Go to Comment
Space Combat - Armor
Items  (Armor)   (Non-Magical)
dark_dragon's comment on 2008-01-13 12:50 PM
why cant I HoH this? Go to Comment
Space Combat - Armor
Items  (Armor)   (Non-Magical)
dark_dragon's comment on 2008-01-14 05:11 AM
You can't 'step' with this on. It simply slide reality around you. If you had the velocity and turned the lucifold engine on, you can go straight through a meter thick concrete wall, through a hyperspace fold. Reality simply slides through the wearer. Its not invisibility per say, more like not being there at all. In atmosphere (and in fully transparent mode), the lucifold engine would works so hard to deviate all incoming particle that the power is drained in just a few short minutes. This is why the threshold is usually left at a high level, so the hyperspace fold is only deployed when the incident projectile/wavepacket reaches a particular energy level. This suit is rarely used for land-based operations, and far more often, it is worn in deep space ship boarding, by the heavy support troops, who blast through the hull, and then simply protect the breach. the stealth part comes in when these operatives are left around an incoming ship's path and ambush it, seemingly coming out of nowhere. because of their surprise, and the fact that they can often simply slide through conventional armour (at the cost of their power supply), you can often find that half a dozen operatives wearing the lucifold can neutralise a capital ship, simply by sliding into the bridge/engine room/weapon storage and planting charges. Go to Comment
Cloud Wall
Locations  (Fortification)   (Mountains)
dark_dragon's comment on 2007-04-02 08:18 PM
I dont quite get the setup...

is it like this:(A)
or like this:(B)
Either would work, I guess.

However I dont understand how the prisoner can see the green valey in (B), so you must mean (A) (especially since you mention a ceiling) but then, the prisoner could climb out... actually a good climber could climb out of either cells... *baffled as to how you keep people in*

Ok, you did say they were designed so no man could climb them... but then, would weathering create grips?

Effectively the only way you could do this is by having concrete technology. the entire cell would then have to be a single poured concrete block, or a sanded down pit of rock, but the civil engineering involved would be a momentus task for most fantasy kingdom, who are still building castles out of stone blocks. Perhaps instead of being a castle this could be a volcanic rock cliff face? the volcanic rock, being ressilient to weathering, could then be smoothed down so that the prisoners cannot limb it. However, I think that if this was made out of stone blocks, rather than carved into a cliff face, the prisoners might actually be able to climb it... Magic might help, though, or a particularly slippery type of algie, growing on the rocks, would then stop people climbing onto them.

edit:Actually, I take that back, thinking of the engineering knowledge of the romans, a kingdom without modern methods could probably pull it off.

On a different note, the locale is very good, and the sense of remoteness is well written. Still not sure which way the cells are pointing though... Go to Comment
Mateljan, Kerke-Mage
NPCs  (Scenario Based)   (Criminal/Espionage)
dark_dragon's comment on 2007-04-02 07:55 PM
Really good idea! The exact kind of hook, details and background needed. 5/5 Go to Comment
Urn Beast
Lifeforms  (Ethereal)   (City/ Ruin)
dark_dragon's comment on 2007-09-22 08:31 AM
excellent idea, well executed. Go to Comment
Battle Sashes
Systems  (Combat/ Warfare)   (Defining)
dark_dragon's comment on 2007-04-03 03:59 AM
I really like this idea, the flavour and texture it adds to the schools really brings the world to life. You can definitely imagine two rival schools in a town in a classic Romeo&Juliet saga, or many other possibilities for this.

Perhaps the training goes deeper than the sash itself, and student can also recognise each other by the way they fight (the same way soldiers can recognise which nation you come from by studying the way you walk (which was influenced by the way you were taught to march)). Now, an impostor could pretend to be from a school by wearing the sash, the pcs unaware that they are being duped, feeding them misinformation, bringing tons of plot goodness! Go to Comment
Tagma Drakontas
Society/ Organizations  (Natural)   (World Wide)
dark_dragon's comment on 2007-04-03 05:00 AM
Brilliant! Really well written and a great addition to any game world! Go to Comment
Company of the Broken Oath
Society/ Organizations  (Combative)   (Country/ State)
dark_dragon's comment on 2009-12-01 09:53 AM
This came up on the frontpage as a random sub. I like it! I'm wondering about the oath they take though. "spell of obedience to the spirit of the Company and to it’s Captain." It seems that the captain holds the company's power in his hands. a corrupted captain could be a serious force to be reckoned with. Nice sub Go to Comment
Adventurer Guilds
Systems  (Societal/ Cultural)   (General)
dark_dragon's comment on 2007-02-05 12:23 PM
How about a private entreprise of mercenaries a la grey company?

How about a game based on a small guild (10-12 members) which would be more like a group of trouble-shooters-for-hire than a proper guild. Allowing the players to feel that the company for which they work is their own rather than a big brother esqe guild. This also allows for contract work, but the effects is much closer to home.

eg: with this new contract, we'll be able to afford that extension on our Headquarters we always talked about...

(ok, ok, cheesy and cliched, but the idea remains the same, they can work towards goals that they care about more than some international guild. This could in fact be easily represented by guild chapters, if you were so inclined.) Go to Comment
The Bridge of Fates
Locations  (Other)   (Water)
dark_dragon's comment on 2011-11-30 07:47 AM
Only voted Go to Comment
Gaming is Like Pizza
Articles  (Rules and Advice)   (Game Mastering)
dark_dragon's comment on 2007-04-03 03:46 AM
Hey Moon,
I was wondering what exactly is "en mes pleis" which is definitely not modern french for in place since that is the more simple "en place"? never come across it before... Go to Comment
PC Death and the Threshold of Acceptance
Articles  (Humor/ Editorial)   (Gaming - In General)
dark_dragon's comment on 2008-01-13 08:26 AM
Nice post moon, very well put. I ditto Muro

Pointed to it after some of our characters died. I'm of the opinion that there are only two reasons a character should die:
1. Player stupidity (the character's player, not other players)
2. Heroic sacrifice (up to the players)

Both as a GM, _and_ as a player.

In general, every dice roll should be thought out. There should be both a positive AND a negative outcome, but those should be cool and dramatic for everybody. If you don't have a cool and dramatic outcome after every dice rolls, (success, failure and the various degree your system allows) you shouldn't roll.

In term of tactical situation, I'm with Strolen. Make them _feel_ the pain, with consequences, injury, etc... but don't kill them outright.

In effect, what I'm saying is that the GM has the responsibility for metagaming and keeping the game dramatic and cool, for both players and GM, and shouldn't kill the a player's characters unless the character a)deserves it because of stupidity (in which case the player will mostly agree) b)has acted in a way that would bring death on themselves (in which case the player will mostly agree)

Players start to complain when they die and feel they were helpless and powerless. Your players should never, never ever feel helpless and powerless in a situation. Otherwise, they're not playing the game. You're playing them.

(On exception: horror, where feeling helpless is the entire point.) Go to Comment
Shelandra Batwind
NPCs  (Minor)   (Mystical)
dark_dragon's comment on 2007-01-15 08:04 PM
Awesome: 5/5



"Please forgive my butler, he is a little hard of hearing"

"NORBERT!!... ah, here you are..."


"Now gentlemen, what would you like to drink?" Go to Comment
Falconry or Hawking
Articles  (Resource)   (Game Mastering)
dark_dragon's comment on 2007-09-24 03:35 PM
I dont think that this guy got the citadel and what we do here... Nevermind... or, maybe, we should direct him here and he'd think twice before advertising... Go to Comment
Falconry or Hawking
Articles  (Resource)   (Game Mastering)
dark_dragon's comment on 2007-09-24 03:38 PM
Wow, moon, you got quite a bit of info in here... cool! will probably come in useful at some point! Go to Comment
dark_dragon's comment on 2007-03-15 03:25 PM
Sure spells (in game) are not things to throw about, and you have to perform processes, but it makes more sense to have the toolkit be congruent with what you want to do.

Moon, you make it seem like you have a general DIY (Do It Yourself) toolkit, and that this is to be used for all tinkering. But if you want to fix electronics, you'll not be using a wrench! and if you want to fix your plumbing, you'll not be using a soldering iron!

I think that this "system", although fine in its own right, really lacks flavour. I understand your comments on the "jewel of blabla", and that the components act as focus for the spell, which would otherwise be nearly impossible, but the genericality of the components makes for a bland in-game system. The mage just gets the toolkit, draws a circle and pooohwah! Maybe the players should involve themselves more in the spell casting, think about what they want to do and then carefully select the right component,

eg: the firemage will light a candle, for the element of fire, then use a ruby as a focus, because of its association with fire, and perhapse prepare a very 'hot' meal as an offering for the spirit of fire, etc, etc...

just an idea... Go to Comment
dark_dragon's comment on 2007-03-16 08:30 AM
Sorry, Moon, I didn't mean a system like that...

Not the mechanical system, but the system of symbolic links to magic. (ie: the systems the characters think about, not the players!) the dice rolling has nothing to do with it, but it would be nice if the players (as spellcasters) think of how their character perceives magic.

Rather than just say:
"Hey, I draw a chalk circle on the floor and summon a demon" {roll dice}

They might say:
"I want to summon a demon of the plane of fire, so i'll use some ashes and us a ruby as a focus, and i will light a small candle as a trigger" {roll dice}

Note here that the dice rolls can be exactly the same, the way the player thinks about his character is not though, and a generic toolkit makes magic seem less mystical and more like just another trade. (then again, this might be what you want for your game...) its a flavour thing, rather than a mechanical thing.

Maybe some game Mechanics have tables to get the exact score if you use a particular component. But, as you pointed out this makes for rather long winded casting! What you could do mechanically is up to you. you could say any sympathetic focus gives a higher chance of success, or that a focus is required, or anything you fancy. you could even ignore any mechanical effect and leave it pure flavour. Clearly kudos has to go to player who will think about what his character perceives and carefully select how he will do magic, and I think that the toolkit post doesn't foster this attitude enough. (although having components at all is a step forward to think about magic, even if there is an infinite numbers of way you could do it.) Go to Comment
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       By: Aramax

This magic greatsword has a minimal effect verses the unarmored but becomes more powerful vrs chain, then plate.Monsters
are mostly considered hide but some like dragons would be plate

Ideas  ( Items ) | November 18, 2012 | View | UpVote 4xp