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Fimbulvinter

Started by Steerpike, January 22, 2012, 05:04:09 PM

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TheMeanestGuest

#90
Wait. How many times are we supposed to roll? You posted 'roll a 1d10 times' and I'm not sure what that means.
Let the scholar be dragged by the hook.

Ghostman

When one may automatically know a particular rumor, is that in addition to whatever was rolled (if not the same)?
¡ɟlǝs ǝnɹʇ ǝɥʇ ´ʍopɐɥS ɯɐ I

Paragon * (Paragon Rules) * Savage Age (Wiki) * Argyrian Empire [spoiler=Mother 2]

* You meet the New Age Retro Hippie
* The New Age Retro Hippie lost his temper!
* The New Age Retro Hippie's offense went up by 1!
* Ness attacks!
SMAAAASH!!
* 87 HP of damage to the New Age Retro Hippie!
* The New Age Retro Hippie turned back to normal!
YOU WON!
* Ness gained 160 xp.
[/spoiler]

Superfluous Crow

I'm a bit on the fence about whether to go with Mila being "East European" or stick to my Nordic roots and make her maybe Kvenlandic. I don't want her to disrupt the tone of the setting too much.
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Steerpike

#93
Sorry, I had a typo there!  I corrected it.  Here's how it works:

1) Roll 1d2.

2) Roll a d10 either once or twice, depending on the result.

3) Read the corresponding rumours.

4) If your tribe necessitates that you already know a rumour, you know 1 rumour automatically and may nor may not get a second rumour (roll a d2 - on a 2, roll a d10 as per normal).  If you automatically know one of two possible rumours, just pick one and read it.

5) Reroll duplicates results.

Make sense?  I'm probably being a bit precious with this - just thought it was a cool way of distributing rumour and maybe provoking some character interaction.  If I was doing this at a table I'd be writing the rumours down on slips of paper and putting them in a hat.

EDIT: I can understand not wanting to do the Eastern European thing, Crow - it was just a random idea.  Norse is cool!  And after all, it somehow makes sense that our only actual Scandinavian play a Scandinavian.  You could always have her revert to "Siiv."

Kindling

Ooh, 2, 5 and 6. Lovely :)
all hail the reapers of hope

Xathan

AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Superfluous Crow

#96
So, I think I finished my character, the seeress Sirje Isrelund.

note: as to the HP hack, it would require me to take Oracle as my first level which prevents me from spending my feats on extra hexes (but allowing me to take extra revelations instead). Since hexes are essentially handy travel-sized infinity spells as far as I gather, they are way more powerful (and useful) than the Oracle's revelations which are often only usable once per day.

Q: while we are talking feats, does Spell Focus: Enchantment apply to relevant Hexes (e.g. slumber which copies sleep)? Otherwise I might just take another hex since they are so damn useful. Admittedly, I might do that anyway, just felt like I was exploiting the system with all those hexes. Can't find anything else even half as good to spend my slots on.

EDIT: Notice that Winter Witch gives her a permanent Endure Elements - Cold effect. Isn't that powerful enough to keep her warm for the most part?    

EDIT: Clouded Vision is technically only that, clouded, but thought that it would be cooler if she was actually blind, sensing the world through other means. Mechanically she retains darkvision out to 30 ft. or something like that. That isn't too much of a stretch, right? Or are you planning to have us fight a whole bunch of medusas and basilisks?  

EDIT: Would I know the Hrafnii rumour? I think I have been alone for a couple of years, so I might be a bit out of the loop.

[spoiler=Sirje Isrelund]
Sirje is a  spindly starved-looking Kvenlander  with long dark hair. She was pretty, maybe even beautiful, once. Her eyes have been plucked from her skull and the empty orifices remain mercifully hidden away behind a ragged cloth blindfold. Despite bearing the marks of hard life on her face and the marks of thralldom on her back, she carries herself with an eerie elegance.
She is distant, in both personality and demeanour, and sometimes cold, unused to the ways of men. Her pale flesh follows this predisposition remaining strangely cold, even when warmed by fire.
She wears a gray dress and a thin cloak, seemingly too cold for the dark winter, but never shivers. She is followed everywhere by a white raven.    

Sirje was born into a secluded fishing village in northern Kvenland. She was taken in by the völva of the village from a young age due to an uncanny talent at reading the omens sent to the village by their patron Eslen the Blind Huntsman, a mythical figure strangely remniscent of Odin, the southern god.
At the night of her first moon's blood, she was taken to the sacred well Mirmulnir and offered her left eye to its waters as the price for wisdom, as was customary among the völva of her people.
She slept unsoundly that night and was awoken by screams and fire, echoing her dreams, as an unkindness of Hrafnii raiders tore through her small village in the pursuit of wealth and thralls.
She was taken. The Hrafnii were quick to note her predilection for prediction and the chief of the warband kept her as a personal pet and unwilling advisor on the long return journey home.
She tried lying, but the lies caught in her throat, and the chief would always know whether she spoke truth or falsehood. Whenever she lied she was given to the soldiers as punishment. She tried escaping. The first time they caught her they took her other eye. They argued that if one eye was the price for wisdom, two eyes should give her enough wisdom not to try and run again.
She ran again and again, but, blind and starved, she never got far. They took to keeping her in a cage. It was here she was first visited by Samran, the White Raven. She knew the Hrafniis' own scarred völva kept one as a pet, feeding it choice morsels from the battlefield, and had nothing but contempt for the animal and what it represented, but this one was different. It talked to her. Told her secrets. It spoke of the future.
Sirje was brought to the chieftain again. For once, she told the truth of what she had seen, and heard, but the chieftain did not believe her. He was used to her lies.
That became their undoing. They fell into a Blodbard ambush and Sirje was forgotten in the chaos. The raven came to her again and it led her through the darkness, fleeting from tree to tree until she was safe and the screams distant.    
She made her life in the forest, under the tutelage of the White Raven, secluded from the outside world. But now the spirits-that-be are telling her to leave. She senses it in the cold, cold air. Sees it in the unseen flights of birds above, hears it in the rustling of leaves, and feels it in the innards of her animal prey. Samran tells her it is time, but yet she stays, waiting for a final sign.
[/spoiler]

[spoiler=Mechanics]
human seer 1/winter witch 1 (nature mystery, portents patron)

STR 10 +0 (0)
DEX 12 +1 (2)
CON 11 +0 (1)
INT 16 +3 (5)
WIS 12 +1 (2)
CHA 14 +2  (5)

HP: 11 (1d8+1d6)

BAB +0
AC 11

CMB +0
CMD 11

FORT +0
REF +1
WILL +5

Speed: 30ft

Melee attacks:
Dagger +0 1d4 19-20/x2
Quarterstaff +0 1d6 x2

Skills (5+7 points):
Bluff +4 (2)
Diplomacy +6 (1)
Intimidate +7 (2)
Knowledge (Arcana) +8 (1)
Knowledge (Nature) +7 (2)
Knowledge (Religion) +7 (1)
Heal +5 (1)
Sense Motive +5 (1)
Survival +2 (1)


Special Abilities:
Oracle's Curse (Clouded Vision)
Patron (Portents)
Witch's Familiar (white raven)
Ice Magic (+1 cold DC)
Cold Flesh (Endure Elements - Cold)
Revelations (1)
Hexes (2)

Feats:
Extra Hex (Slumber)
Spell Focus (Enchantment)

Revelations:
Natural Divination

Hexes:
Evil Eye
Slumber

Oracle Spells (spontaneous):
Orisons - Detect Magic, Light, Detect Poison, Spark
1st (4) -Cure Light Wounds, Murderous Command, Charm Animal

Witch Spells (prepared):
Cantrips (3)  - Daze, Message, Dancing Lights
1st (2)-Frostbite, Charm Person

Equipment:
Ragged blindfold
Bone charms
Bone-handled knife
Grey dress and thin travelling cloak
A small satchel (containing herbs, flint & steel and other essentials)
A fur blanket for sleeping
Food for a week
A bag of etched rune stones
[/spoiler]

[spoiler=*For Steerpike's Eyes Only*]
Was thinking they could encounter me in the woods (insert blizzard if necessary) and seek shelter in my house. I would then guide them/join them/follow them depending on their initial reaction.
[/spoiler]
Currently...
Writing: Broken Verge v. 207
Reading: the Black Sea: a History by Charles King
Watching: Farscape and Arrested Development

Polycarp

#97
Well, I hope this is all legit.  If my luck on my hp roll holds out, how can I lose?

Edit: I do have one question - Druids are supposed to know Sylvan.  Since Sylvan doesn't exist, are there any bonus languages that I do know on account of my druidity, or is it just scrapped?

[ic=Kylfa]Kylfa the Kvenlander
Male Human Druid (Bear Shaman) 3
XP: 7,770

Initiative +2
AC: 18 (+2 Dex, +4 Hide Armor, +2 Large Shield)
HP: 27 (3d8+6) [21/27 Currently]
Fort +5, Ref +3, Will +5
Speed: 20 ft.

Melee Attacks:
Club +4 1d6+2 x2
Bite/2 Claws +4/+2/+2 (1d6+2/1d4+1/1d4+1)
Ranged Attacks:
Sling +3 1d4 x2 50 ft.

Str 14, Dex 14, Con 14, Int 10, Wis 14, Cha 8
BAB +2; CMB +4 (+6 grapple); CMD 16 (18 vs. grapple)
Feats: Improved Unarmed Strike, Improved Grapple, Multiattack
Skills: Handle Animal +5 (3 ranks), Heal +8 (3 ranks), Perception +8 (3 ranks), Knowledge (Nature) +8* (3 ranks), Survival +10* (3 ranks), Swim +8 (3 ranks)
Armor Check Penalty: -5

Special Abilities: Nature Bond (Strength Domain), Nature Sense*, Wild Empathy (+4 vs. bears and wolverines), Woodland Stride, Strength Surge (5/day), Totem Transformation (3 mins/day), Trackless Step

Orisons (4): Know Direction, Spark, Mending, Purify Food and Drink
1st (3 + domain): Cure Light Wounds, Shillelagh, Goodberry, (Enlarge Person)
2nd (2+ domain): Frost Fall, Aspect of the Bear, (Bear's Strength)

In sack:

Hide Armor
Winter Blanket
Cold-weather Outfit
Furs (Bearskin Cloak)
A pouch full of berries
Dried reindeer jerky
Clay jug
Spell component pouch
Signal Horn
Necklace of various animal teeth
Engraved comb made from reindeer antler
Knotted club
Crude hide-covered wooden shield

Kylfa is a large man, great in height and breadth, but he is often slightly stooped.  His face is wind-beaten and his brow craggy, but his brown eyes are soft and calm-looking.  His hair is dark brown, nearly black, and is tied in a ponytail behind his head, though this is rarely seen beneath the face of the bearskin that he wears over his body and head.  His beard is long, unkempt, and typically matted with twigs and leaves (sort of like this picture, except not grey).  His voice is low and rumbling, and he often grunts when thinking, annoyed, pleased, or confused, or really anything else.

[/ic]
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Steerpike

Cool characters!

You're right about the endure cold effect Crow - my mistake.  I like the missing eyes thing, so keep that, no worries.  There won't be any medusae.  And I'll leave it up to you if you want to learn the Hrafnii rumour.

Steerpike

#99
First session is completed!  It went very well - some close scrapes but with cleverness and coordination, no one died and the party escaped their captors.

Everyone who participated gets 600 xp.

The party is currently heading north, searching for shelter.  The settlement of Wulfheim is probably nearby, Ironwood to the east, and the Orm-Fells to the northwest.

Xathan

Just wanted to say I had a great time, and cannot wait for the next session!
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.
3. Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.
4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.
5. Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.
6. Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.
7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.
9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
10 Copy of this License: You MUST include a copy of this License with every copy of the Open Game Content You Distribute.
11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.
12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.
13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.
14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.
15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Steerpike

Me too!

Crow made an interesting suggestion about the possibility of running a game every two weeks or so, maybe alternating with my regular CE game.  If I were to do that, how many people would be able to make Monday at around 12 EST?  I know that my CE players (Ghostman, TMG, Crow, Kindling) can all make that day.  Xathan, you said you could make Monday afternoons - would that be too early?  How about Leetz and Polycarp?  If we could make it work, that would give us a pool of 7 players which is almost ideal, since even if half the people don't show up there's still enough people to play (especially if I rope in random drop-ins from the chat) but if everyone shows up it's not a total brouhaha.  This way I'd also get to continue the regular CE game without having to worry about devoting an excessive amount of time to one over the other...

Polycarp

That will probably be fine for me.
The Clockwork Jungle (wiki | thread)
"The impediment to action advances action. What stands in the way becomes the way." - Marcus Aurelius

Kindling

I'd be cool with that. Also, are we using the slow medium or fast xp progression?
all hail the reapers of hope