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Topics - Delmorian

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I had an idea about a different Holy Warrior, and how to empower them.

Either a Tattoo, or possibly engraved on the bones (like sam and dean from supernatural) a symbol that lest the wearer/weilder empower a Construct which Surrounds the wearer/weilder, like a suite of armor.

How would you go about constructing something like that inside the rules frame work.

I figure either go shamanic, adding "bears strength, eagles sight, salmons wisdom..." and so on, or actually simulate a creature of legend, a jann, or a winged knight, or what ever. Possibly something Hindu, with extra arms and a blue skin tone. Any sugestions, rule wise?

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DFRPG / Sixth Law question/debate
« on: March 18, 2011, 03:49:08 PM »
I asked this question elsewhere, and was directed here.

The sixth law, as I understand it is:
"Thou shalt not swim against the Currents of Time" and is intended to prevent someone from changing the past or seeing the future with the intention of changing it. (some creatures living in past, present, and future at same time see it, but are not interested in altering it)

My question was, are other forms of cronomancy allowed? I have been considering a character for the RPG (with which, I admit, I have no skill or knowledge, just realize, I am a gamer, and SOME DAY, when my group gets over its 0 edition Rules Cyclopedia kick it is currently on, I plan to shift their objectives this way...) and I wanted to figure out of the concept was worth wile for me to atempt.

As we all Travel through Time at a constant rate of one second per second, and in the same direction, from the past, through the present, to the future, I figure it is not against the laws of magic to travel forward in time. Otherwise, wardens would be chopping off their own heads constantly, over the guild of their "temporal transgressions". ;D

My thought was... what about Altering the velocity you travel at, or altering the velocity ANOTHER person travels at, through the use of magic.

Example: My wizard and his posse are jumped by a big bad and his goons. We realize the goons are going to pin us down till big bad can get off his big powered up blast and kill us all. (Big Bad, being bad, doesn't care about the laws of magic) Soooo, I manage to pop off a bit of thamaturgic cronomancy in which I hop Big Bad ten minutes forward in time, basically hyper-accelerating him so that in one second to him, ten minutes pass, real time. This lets me and my posse finish up the goons, and set a good strong containment circle in the spot where bad is going to be popping in. I realize I would have to have some sort of "place holding" pattern to make this work, as if it was just "hop forward to exact same spot in space" then the bad would be in the same spot, but the EARTH would have moved on. Depending on the rotation of planet and so on, could be High in air, or under ground. Neither way would that end well for him, or me (not being a big bad, I DO care about first law infractions) but that is one way I can see legal cronomancy working.

Another way could be using Cronomancy to heal an injury, by increasing your experienced time, to allow it to heal "naturally" in the course of a minute, what would have taken months.

I can also see an NPC character, like the observer from Fringe, traveling forward through time, hopping from day to day, skipping over the dull parts and stopping in every year or so, till some objective was achieved or some fated event occured.

So... cronomancy.

Coments, observations, opportunity to riddle my idea with bullets of scorn and derision?

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DFRPG / For those building cities for their games...
« on: August 03, 2010, 04:55:22 AM »
I am going to use this thread to put up interesting links to sites regarding mythic, mystical or other wise helpful "spooky" stuff for areas around the country. If you wished to, you could join me.

This is a link to Sacred Indian Mound and Burial sights
http://www.sacredsites.com/americas/united_states/united_states.html

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