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  • Storyteller Advice
    2 x current rating Positive Karma 1 point per box Supernatural powers must be bought with karma Guides as a Plot Device Guides are a special type of NPC Chosen whom receive advance powers so that they may better show their wards the way There is one guide for each side of the battle in a specific area a city for example It is the guides job to gather and instruct their fellow Chosen but not to participate in the battle itself though those of the evil side are not known for following rules in general The use of guides is a storyteller decision they are an excellent way to get the PC s together and pass information but they can pass too much information especially if you are going for a feeling of amazement and discovery If used the PC s guide should at some point die probably concurrent with the death of the opposing guide to keep things even leaving them without their crutch The sooner the better once they have been gathered given a sanctuary and some preliminary instruction though waiting can increase the emotional value of the death scene and the feeling of sudden helplessness Choosing Sides It is expected that most games will be run with the PC s as the good guys though running the other side can make for an interesting change of pace Even more interesting if you have enough willing players would be to have PC s playing BOTH sides with about two to four or so ideally anyway on each side This method may also require more than one storyteller as keeping up with two groups of secret plots to undo each other can be quite complicated The evil side may have an advantage in the greater ease with which it can gather karma just walk around killing people with your neat new powers whereas the good guys have to go out and do genuinely kind deeds to earn their daily bread While motivating bad guys to evil is generally unnecessary don t be afraid to have the evil doers go on a killing spree if your troupe of good is hiding out in their sanctuary For this reason the sanctuary if any should have a TV or at least a radio a daily paper at bare minimum And don t forget to drop hints ie Is anybody watching the news to tune into the local broadcasts when necessary Getting Started The recommend method especially for a discovery chronicle is to start with individual preludes with each character playing up until the time when they would meet another PC This should start with one or two days of their life before perhaps including a chance and seemingly meaningless encounter with one of the NPC s on the other side Later the Chosen has the first of their dreams probably with subtle hints by the storyteller gaining the ability to see auras and briefly seeing the character they saw before with

    Original URL path: http://justinlove.name/chosen/advice.html (2016-04-30)
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  • School Aqua
    a person you must consistently score more success on a manipulation leadership roll than their dodge if you can keep their mouth and nose covered for the entire time required for the person to drown then they die as a result see a sourcebook for complete drowning rules Mothers Touch 1k Ability Medicine 5 The subject is completely submerged in water in this ritual This power may only attempted once on a particular set of wounds System The subject regains a number of non aggravated health levels equal to the number of successes scored on a manipulation medicine roll diff 5 Every success over four may heal an aggravated wound Vortex 5k Ability Expression 7 You may turn any body of water within sight into a large but no larger than the body of water swiling vortex of doom Any thing in the area of effect of the vortex may be drawn in and taken under the surface System Make an maipulation expression roll diff 7 to determine the size and strength of the vortex It remains as long as you maintain concentration The radius of a vortex is about the length of the largest thing it can drown size and strength of vortex by success 1 a small swirl a person who knows how to swim can escape without much difficulty 2 a small vortex a swimmer will be be caught but not sucked under 3 a medium vortex multiple swimmers or small rafts may be ensared by the vortex and brought under 4 a large vortex small boats may be caputred and sucked under medium sized ones may become stuck but not submerged 5 a huge vortex medium sized ships are drawn in and submerged or capsized even large ships are held by the swirling doom Density Control 1k Ability Science 6 You have absolute control over the wieght density of water and can therefore control what floats and sinks in it with great ease This effects at most a 25 radius System Roll manipulation science diff 6 dramatic alteration of the density requires a greater number of success Tsunami 5k Ability Performance S A huge tidal wave sweeps up cutting a swath of destruction System A manipulation performance roll is made with the number of successes being the damage assigned to every thing hit by it including the caster if he ends up in the way The wave will hit in three rounds The difficulty of this roll is 5 near large bodies of water 7 10 elsewhere depending on humidity Join 1k Ability Mythlore 8 Diving into a body of water diving is not nessasary but being in a body of water is you turn yourself into water itself free to flow throught the seas or form it about in a manner simmilar to Control Water System Make a manipulation mythlore roll diff 8 if you succed you may enter your new form returning at will Aqua Aspect Mind Primary Emotion discipline Bane magic susceptiblity Opening

    Original URL path: http://justinlove.name/chosen/aqua.html (2016-04-30)
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  • The Way of Artifacts
    see the chest open X Temporal Hourglass When turned upside down from it s original state the world around the bearer speed rapidly by at a rate of X 1 rounds to the holders one When turned back the other way the holder experiences X 1 rounds to everyone else s one X is recommended to be only one in most cases Firesand A small bag of sand This sand has an incredible amount of friction and feels extremely hot when it rolls or is rubbed May cause damage Valor Sword a 6 5 broadsword It gains one level and a minus one to difficulty each time it s owner proves extraordinary valor It loses one of these levels and it s associated bonus each time it s wielder shows cowardice Pendant of the Erie Eye A small round pendant made out of stone but looking unnervingly like a real eyeball The wearer gains a supernatural sense of approaching danger at the responsibility of the storyteller to provide Crown of Transgression A golden crown with a single emerald in it Upon close inpection an hourglass is inscribed on the back of the gem The wearer experiences time as if under the effect of a level five Transgress see Tempus Aspect Warp they age at a rate 10 000 times less than normal Astral Clothing This pile of cloth upon aquisition takes on whatever shape and coloration the owner desires It heals all damge to it automatically except for magical attacks targeted against it It is completely fire and stain resistant although it offers absolutly no protection of any sort to it s owner expcet against the heat or cold of the climate Unlike normal clothing Astral Clothing remains with you whenever you undergo any form of transformation thus allowing you to stay decent at all times Ring of Chaos The wearer of the Ring of Choas is affected with the bane of Ignis Aspect Chaos at three levels higher than they posses it at level three if they did not have Ignis Aspect Choas at all before They may also activate the level one power Chaos Surge as if they had it X Sword of the Tides A 6 A 4 X A sword with A set a the beginning of each of your turns to a number between 0 and X It has a small spade inscribed on it X Great Defender A 6 4 sword with X difficulty to all parry rolls Amulet of the Knowing Eye A small flat gold amulet carved in with a simplified likeness on an eye on one side The wearer has greatly heightened senses resulting in 2 difficulty to perception rolls Lenses of Clarity A pair of eyeglasses which give the wearer perfect eyesight and the ability to see through all manner of illusions Cloak of Invisibility Makes the wearer invisible when the cloak is tightly wrapped around them Any action which protrudes from the cloak cancels the effect May be detected

    Original URL path: http://justinlove.name/chosen/artifct.html (2016-04-30)
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  • Arts
    you could add two dice to your to hit roll and one to your strength roll on one hit Art of Concentration 9 x6 For each dot you possess in Concentration you may at the beginning of every turn add one dot to any attribute or ability you must possess the ability already for the remainder of the round This may not allow a trait to go above your normal trait maximum Art of Exertion 3 x2 For each dot you possess in Exertion you may spend up one extra willpower to gain an auto success on roll When you exert yourself the merit Self Confidence has no effect Art of Channeling 2 x1 For each dot you possess in Channeling you may cause one health level of damage to yourself to gain one auto success on a roll the wound penalties gained in the process do not effect that roll Art of Common 5 x3 With this Art you may transfer resources between yourself and others to maximize their effect Physical contact is always required and the other person must be willing unless otherwise stated You may transfer memories between yourself and another The memories are not moved but copied You may transfer karma between yourself and another You may transfer willpower between yourself and another You may transfer health levels between yourself and another You may temporarily transfer an attribute point between yourself and another willing subject This transfer may last or up to a day You may attempt to perform a transfer on an unwilling subject Roll your willpower diff 7 opposed by their willpower diff 6 The net success in your favor is the number of units which may be transferred You may make a transfer on any willing subject within sight You may attempt an

    Original URL path: http://justinlove.name/chosen/arts.html (2016-04-30)
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  • Path of the Beast
    hour Disgusting 4 By spending one turn concentrating and spending one point of karma and one point of temporary willpower you may make your body do unnatural things eyes bug out tongue stretches etc Roll your wits intimidation vs their willpower for each remaining success a witness is at 1 die next turn Berserker 4 At will you may fly into a berserker rage ignoring all health level penalties You will ruthlessly attack enemies in this state and are unable to flee Control may be regained if a willpower point is spent and a willpower roll succeeded in Danger Sense 4 You have a forbidding sense of upcoming danger Huge Size 4 You gain 1 extra hurt health level Slimy 5 2 extra successes are needed to grapple you and rolls to soak fire damage are made at 2 difficulty Tough Hide 6 2 die to soak not usable vs fire Claws 6 Str 3 brawl attack all dex checks involving fine hand movements are at 1 difficulty Palpita 6 You have leathery flaps of skin under your arms which may be used to glide Gills 6 You gain gills on your neck in addtion to your lungs allowing you to be just as at home below water as above it Retractable Claws 8 When extended you may make a str 2 brawl attack although any fine finger control checks are at 1 difficulty when out Animal Transformation 9 You may transform into an animal chosen at the time the power is acquired Each transformation costs one positive karma returning is free Slow Regeneration 10 You regain one non aggravated health level per day Wings 10 You have fully functional wings and may fly Your choice of feathery leathery or bat like Mist 10 You may transform into a mist

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  • Shcool Caelum
    strength athletics roll to remain standing with each success reducing your successes by one If any success remain they fall and must attempt to soak one damage per remaining success for the fall Whirlwind 3k Ability Drive 7 A swirling vortex of air forms and begins throwing everthing about System When the tornado is formed make a dexterity drive roll any time something is picked up and thrown it takes a number of damage equal to your number of success from the fall You may maintain the tornado for only 1k per turn Lightning Spear 2k Ability Melee 6 enchantment Upon casting this spell provided there are storm clouds overhead A straight bolt of lightning stikes the ground within arms reach of you and a length about your hieght remains there Thereafter until the bolt is dismissed or thrown it is as solid as any piece of metal and you may reach out and grasp it System When you cast the spell make a dexterity melee roll The number of successes is the number of dice of damage any being other then youself takes if they contact the the spear resulting in an effective damage rating of strength number of successes If the spear is thrown it does an amount of damage equal to twice the number of sucesses but becomes non solid in the process and is lost Difficulty of a staff is 4 for melee throwing requires the skill throwing use standard difficulty of six Windstorm 3k Ability Expression 4 Violent winds roar through an area about 50 wide in a direction of your choice System No roll is required This has the effect of a Gust cast against all things within the area of effect except dexterity expression is rolled instead of crafts Weather Control 1k Ability Firearms 9 You may evoke a change in the weather This change is not instantaneous but will happen as soon as possible System Most effects require no roll If appropriate thunderheads are around you may call lightning Roll dexterity firearms diff 9 to hit if the roll is successful roll 10 damage dice Disperse 2k You may turn into air itself and dispers youself providing no target for physical or magical attacks and allowing you entrance into any place that is not air tight You may reform at any time which takes one action also System No roll is required but the transformation requires one full turn to complete Caelum Aspect Jester Primary Emotion confusion Bane lies lies lies While truth is sometimes stranger than fiction you find lack of truth far more amusing You are a compulsive lier you may make simple statements of fact or things which are obvious lies ie refering to female as he unless are trying to convince people otherwise things such as hello or DUCK Telling someone things such as your name or what you did today or any other story for that matter is however impossible unless you succeed in a willpower roll

    Original URL path: http://justinlove.name/chosen/caelum.html (2016-04-30)
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  • The Path of Chaos
    area 1 2 3 Attributes 4 5 Talents 6 7 Skills 8 9 Knowledges 0 other traits Extra abilities arts etc chaos may not effect karma knowledge if none reroll or randomly select a special ability from a players guide or other appropriate source to be possible gained You may also choose to include Willpower in this category Second die trait Attributes Strength Dexterity Stamina Charisma Manipulations Appearance Perception Intelligence

    Original URL path: http://justinlove.name/chosen/chaos.html (2016-04-30)
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  • Character
    will vary depending on the type of campaign being run If the players start with no powers they should start with 30 50 probably depending on if you have experienced players who will do good deeds from the onset and need to be given less to start or inexperienced who may not grasp the necessity of niceness at first If they may start with powers up 100 may be used

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