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Thot

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Thot last won the day on April 14 2018

Thot had the most liked content!

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About Thot

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    Senior Member

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  • RPG Biography
    Been playing RPG's for 25 years, of all kinds and tastes. Even wrote and published my own (in German).
  • Current games
    Currently, I am running a Mythras campaign set in the Young Kingdoms of Stormbringer, using the magic system from Magic World. The players are in year 11 after the fall of Imryrr and try to escape the end of the world, which they found out about via visions, dreams and prophecies.
  • Location
    In the middle of the middle of Germany
  • Blurb
    Born 1976, self-employed IT networking consultant, served 4 years in my country's Navy as an officer candidate/officer back in the day, happily married.

Recent Profile Visitors

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  1. A bit outside the box, but it makes sense... I've added a plant to my setting whose sap eats away the drinker's magic points. Thanks!
  2. For punishing the most evil (by the rulers' definition) people! Thanks for this idea!
  3. I have a game world with a pretty high level of magical activity, I would say, with all five magic systems from the Mythras rulebook. Consequently, there are also authorities who need to imprison magic users of all types. With Portal being a commonly known spell, escape from prison seems to be a very common issue. So far I have come up with the following solutions that authorities might use to prevent this: Have a guard with some anti-magic stand by at all times, to negate any magical escape attempts. Have a spirit who can do that, as a "protection" spirit that protects the concept of the prison. Use the sorcery spell Imprison which, I have ruled, also works against all kinds of travelling magic. Use the sorcery spell "reduce Mana" to deprive the prisoner of his magic points, at least partially. What methods for magical imprisonment have you come up in your campaigns?
  4. Both Stargate and Babylon 5 should be reasonably priced these days, as far as licenses go...
  5. Hm, you'd prefer an accessibility limitation over a general downtuning of the Mythic Britain Christian God's direct involvement? I'll have to think about that... Hm, well, I'll probably drop the "watching a miracle" rules entirely for a similar reason. In my games, the player should rule what the character believes, not the dice.
  6. Thanks! Hm, I see. Personally, I prefer a bit more mechanical support for that, so I'll probably just drop the rate of direct godly intervention to basically "roll 01 on D100, and you succeed".
  7. What about the content?
  8. In Mythic Britain, you have a 1/10 chance (at most) of succeeding at calling either the help of God or the help of saint as a Christian priest. The latter is limited and boils down to working a theistic miracle from the list of those of the saint in question, the former is basically unlimited. Now, why would I ever, as a Christian priest, ask for a miracle from a saint, when I can have the same chance of success for a much more open and much more powerful help from Himself? Sure, the saints can be called upon by any Christian, not just priests. But all in all, it seems I am missing something here?
  9. Actually, that was the honeypot for the players to go exactly THERE: Nothing can escape from there, but also, it remains unaffected by the end of the multiverse that happens everywhere else.
  10. That's a long story.... but the answer is yes, the Trade Tongue in the new world is basically the YK's Common Tongue.
  11. Theoretically, but this new world is large enough for a lifetime... If I ever grow tired of it, I'll rather start a new campaign.
  12. It's sort of by design that they can't... I wanted to make sure that it doesn't turn into a world-hopping campaign (as they now had the Chaos Gate spell), and additionally, the sharp contrast from "the world is ending, we cannot do anyhing about it, but we can escape" to "this world is cruel and unfair, we cannot leave, but maybe we can make it better"" is an intended, well, meta-moral of the story.
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