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Unreal Estate [OOC]


trollthumper

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Rene meeting Warlock / Kid Cthullu

1d20+14=25 for Arcane

DC 15: About five years ago, a rift opened between our world and the world’s beyond.

DC 20: A fragment of the horrible creature known only as “The Unspeakable One†came into being somewhere near the Riverside.

Nothing specific to Kid

1d20+5=8 for Art, burning an HP (down to 4)

for

1d20+5=14 with the +10 bonus is 24...

DC 10: A husband and wife art team: Herbert and Lavinia were known for making strange and provocative art, and enjoyed mild success.

DC 15: It was rumored that they dabbled in the mystical arts from time to time.

DC 20: They were also heavy drinkers and users of drugs, and Lavinia died from an overdose. Herbert died soon afterwards.

Nothing to specific, but it may come up.

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  • 2 weeks later...

My suggestions

Workshop - Rules suggest that for Magic use, this needs to be purchased separately. (For artificer feat eg)

Laboratory - Again, the rules may call for separate buy for arcane use (as it is specialist) will need Ref adjudication?

Have to define the defence system - maybe Emotion Control - fear would be best bet.

A specialised form of "Personel" as per Book of Magic may also cover the ghosts in terms of them doing housework / maintaining the building etc.

Im not sure how Security System would fit in - you would have to make up some fluff as to why people cant physically enter and that (for instance) Arcane Knowledge could substitute for Disable Device to defeat the security system to enter. Such as a magical lock or something.

We need to debate Concealed or not. If we dont buy it, everyone will know its the HQ of Freedom Cities arcane heroes. Personally, I would like it to be concealed - at least from the public!

[On a related note, we could do a reputation chart for the mansion Gather Info, History, Arcane Knowledge]?

Other than that, looks good.

If we have space, other things to consider:

Bumping up the size / or allowing a custom feat "Gardens/Grounds" to represent a large area outside mansion?

Power System? Probably an old fashioned generator (maybe a bit steampunk, like a 19th Century Coal fired thing) just so we have lights on if the power cables go down. Alternatively, arcane source of power.

Various Possible Powers (The obvious ones) Im building with a PL 10 base which is how the Refs judged we should do the Lab given a PL spread over the heroes.

Teleportation 10 [Anywhere on earth, Long Range, Accurate]

ESP 9 (Scrying Pool, including to other dimensions) [20,000 miles. Dimensional 2, Visual and Auditory, Medium: Water]

Communication 10 (Mystic Communication) [Anywhere on Earth, Dimensional 2, Subtle]

Spring to mind.

Others might be a Magic Nullifcation (for getting rid of curses, hexes, etc), an ESP obscure (so we cant be spied on!), Healing type powers, or even things like Granting us mental quickness / boost WIS/INT in our "Meditation chambers". All just off the top of my head.

PS back!

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Well, Moderator verdict is we don't need to spend points to have a lawn. As for what the Security System is, we could always do like in The Dresden Files and have a ward surrounding the building that the various mystics are "keyed" to.

Okay, so, modified:

Size: Large (2 EP)

Toughness: 10 (1 EP)

Features: Defense System (the Parkhurst Ghosts), Garage, Laboratory, Library, Living Space, Personnel, Pool, Power (2), Power System, Security System (the Parkhurst Ghosts), Workshop (12 EP)

That's the build with 2 Powers, and if we want to keep it at 3 PP, we can always toss out one power for Concealed. Or we could buy up another 4 Powers and go for 4 PP. Your choice.

EDIT: Then again, at Quinn's advice, we may want to include a Fire Prevention System in this firetrap of a mansion and take 1 less Power.

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All right, so thus far we have 30 to 40 EP. So here's what we have so far:

Size: Large (2 EP)

Toughness: 10 (1 EP)

Features: Defense System (the Parkhurst Ghosts), Garage, Laboratory, Library, Living Space, Personnel, Pool, Power (2), Power System, Security System (the Parkhurst Ghosts), Workshop (12 EP)

That's 15, which means we have... another 15 to 25 EP to kick around. We could always increase the Toughness by a few measures (representing ectoplasm suffusing the walls), and for possible extra Features:

-Communications (probably a scrying crystal, or something made from dead radios)

-Concealed

-Fire Prevention System

-Infirmary (a healing nexus)

And even with all that, we've got, at the least, 10 more points to kick around. Should we put them into Powers, or Equipment?

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All right, then, so suggested Powers include:

Teleportation 10 [Anywhere on earth, Long Range, Accurate]

ESP 9 (Scrying Pool, including to other dimensions) [20,000 miles. Dimensional 2, Visual and Auditory, Medium: Water]

Communication 10 (Mystic Communication) [Anywhere on Earth, Dimensional 2, Subtle]

Emotion Control 10 [Area Burst, Limited to Calm]

Obscure 10 [All Senses, Limited to ESP]

Nullify Magic 10 [Area Burst, Selective Attack] (hex-buster)

Any other ideas?

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Come on, we're a pack of mages and nobody's throught of anything big, shiny, and explosive? For dealing with zombies (or magazine salesmen) that just won't quit?

Hehe. On a serious note, we've got an "anywhere on Earth" portal, and an interdimensional scryer, but wouldn't making a single (heavily locked, barred, security-watched etc etc etc) interdimensional portal be possible? I'm also in favor of some form of interior defenses; as in someone who we don't want coming in ends up in some endless maze (in his mind, most likely), like you'd see in most magi's places in video games or the like (i.e the Tremere hideout in Vampire: The Masquerade, the Endless Staircase from Super Mario Bros., etc). A mystical and confusing front area that leads to nowhere, unless you have the proper key.

Also, don't you need separate Workshops for Ritualist and Artificer?

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