Forum changes: Editing of posts has been turned off until further notice.
Started by Matt Snyder, September 11, 2003, 12:02:35 AM
QuoteRULESBanking TricksCan Tricks be banked without allocating them to a Muse? i.e.: be stored and used for other things after the conflict scene?
QuoteTalismansOK, what are Talismans? And what rules are you pondering for them? This could be important since I've discovered players are frequently delighted by the stuff their characters have.player and character separate.
Quote from: Matt SnyderRULES Banking Tricks Can Tricks be banked without allocating them to a Muse? i.e.: be stored and used for other things after the conflict scene? No.
Quote from: Matt SnyderTalismans OK, what are Talismans? And what rules are you pondering for them? This could be important since I've discovered players are frequently delighted by the stuff their characters have. Talismans are the term for a variety of "entities" that a character can control. In effect, these entities become a "sidekick" character the player operates. They have a Power rating, and Urge ratings, but no Muses. A talisman could be: an actual character sidekick, a retinue or crew, an aethership, an artifact or weapon, a permanent enchantment, etc. The talisman draws from the player's own Fate deck, which may drain his available cards for the scene, and therefore require some shuffling. If so, I prefer the "costly" shuffling rules wherein a player must spend a Muse point to shuffle in mid-conflict.
Quote from: Matt Snyder(EDIT NOTE -- Sorry, Trey, I acidentally edited, rather than quoted, your post just now. I think I have recovered your post. My response follows here . . . )
QuoteTalismans do not add to the characters ratings. Rather, they act as "separate characters" under the player's control. Therefore, they can add to the players TRICKS, which may indeed add to his characteristics after the fact.
QuotePlayers must complete a muse to earn talisman. They retire the Muse, and "remove it" entirely from their sheet (going from 9 Possible Muses, to 8, for example). I haven't decided yet whether its possible to get the muse back if the talisman is lost or destroyed. I'm inclined to say yes.Talismans really shouldn't be allowed for starting characters, but a group might wish to leap right into epic conflict right away with some high-powered Archons. The rules as written, however, will make it clear that starting players cannot yet have Talismans.
Quote from: Matt SnyderPlayers must complete a muse to earn talisman. They retire the Muse, and "remove it" entirely from their sheet (going from 9 Possible Muses, to 8, for example). I haven't decided yet whether its possible to get the muse back if the talisman is lost or destroyed. I'm inclined to say yes.
QuoteAegis is explicitly mentioned to be Zeus' secret police and spy agency, but what are the Aquarians? What is there goal? And what is there primary area of operations?
QuoteIt might be a good thing for the setting material to have a small section on organizations and their worlds might be a good idea. Or a noteworthy organization for each world? The same questions I asked about the Aquarians also apply to any other organizations.
QuoteOne more question - how do you decide what the starting power and urge levels of a Talisman are? And can the power level be increased through play and experience?
QuoteSetting ÆtherportsÆtherports - what do they look like? I ask since PC's will be moving through them pretty often and I suspect a fair number of their adventures will take place among them. And if you can't give a description, can we at least get some common features?
QuoteUses for Orichalcum & QuicksilverOrichalcum and quicksilver have been established as part of the setting, but what other magical materials and metals exist in the setting? And aside from being useful for compasses to the Axis Mundi, what else are orichalcum and quicksilver used for?
QuoteUnit of currency and basisDumb question what is the basic unit of currency called? And what is the basis of the currency - Orichalcum? Or something else?
QuoteHow are people awakened in this setting? And can you help make clear the difference between an awakened human and an Archon?
QuoteWhat is Mars like physically? I know its made up of warring city states and kingdoms, but are there forests, jungles, swamps, oceans, etc.? And how much can Ares (and his allied gods (Deimos, Phobos, Eris)) vary it to according to their whims? Heck, can the Eternals vary their worlds at all?
QuoteSlavery - Ancient Greece, heck, most of the Mediterranean world, made no bones about slavery. Does it exist in the 9 Worlds or not? And is it common?
QuoteTrip lengths between the various worlds? I know dramatically appropriate is the actual, but I wouldn't mind an idea of how long it takes to travel 'tween the worlds
QuoteCommunicationsSetting - is there a means of communicating among the 9 Worlds that's the equivalent of radio? Or is it all messages by æthership borne couriers?
QuoteQuote: Trip lengths between the various worlds? I know dramatically appropriate is the actual, but I wouldn't mind an idea of how long it takes to travel 'tween the worlds Time doesn't work properly in the aether. It is fluid and confusing, and therefore often unpredictable. That said, on average it may take what "feels like" days to reach a given planet. Perhaps weeks for long distances (like, going from the Moon to Jupiter, for example). You have, of course, nailed it. What is dramatically appropriate is the most important consideration!
QuoteQuote: Communications Setting - is there a means of communicating among the 9 Worlds that's the equivalent of radio? Or is it all messages by æthership borne couriers? There are no "wireless" communications of any kind. Message by aethership bourne couriers are indeed the only means of sending messages across worlds. This makes traveling the aether both necessary and dangerous. What if that message falls into the wrong hands.
Quote from: PilgrimOK, that I like, but couple it with the weirdly variable travel time and unless Hermes has an incorruptible agent for his affairs back home, his running the business while running around the 9 Worlds is much more difficult. So, if you keep both, may I suggest that Hermes has a multitude of trusted agents in the 9 Worlds? Or is rumored to have some secret form of communications? Or simplify matters, issue some rough guidelines on travel times and let him run it like a super merchant from the Renaissance?