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[OOC] On Shapechanging [Sep. 14th, 2009|01:48 pm]
World Tree

mharreff
Inspired by Sythyry's latest escapades involving Cloak of Another God, and those zie's got up to in the past.

Cloak obviously lends no skill in manipulating the waterform shapechange, so someone who's just put on an Orren body for the first time can't do that. But since it is still related to the physical ability of that shapechange, would someone who spends enough time in Orren shape be able to practise it? It'd take a lot of work, for something that normally comes naturally to Orren as they grow up, of course - and there'd probably be the constraints of additional Trouble as listed in the description of Cloak - but remarks here and back then seem to suggest that either it's possible or Sythyry thinks it is; I'm curious as to which.

Obviously, no amount of practise would grant the magical aspect of manipulating MuCo effects on oneself...

Speaking of which: I'd initially conceived Chrysomerax as having knacks for Mutoc and Corpador. I've thought of, instead, giving him intuitive MuCo - it'd fit with his innate shapechanging.

Stacking Intuitive Magic with the same combination of Specific Magic Power Manipulation(a la Orren with MuCo) could be... interesting. Those normally-weak cantrips could get a jolt of extra power that, relative to their normal scale, would be quite substantial. There aren't all that many practical MuCo 5 effects to be used on someone, but... Strong Arm comes to mind; for more general use, there's The Magnificent Do.
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So I was rereading the WT book... and a thought struck me... [Sep. 12th, 2009|02:34 pm]
World Tree

gavinfox
[mood |contemplativecontemplative]

I was reading about the different guilds that were founded at this or that time, and about a few of the different city states, and I realized -- a Prime city state is just as likely as not to have a completely different type of government than it's neighbor, since the most likely alliance between city states is probably a loose confederation, rather than a nation-state, right? So if they had different types of government, might they also have different economy types? And then I got to FURTHER thinking...

...what happens in the city state with the genius Rassimel in it that is the Adam Smith equivalent? What if that city state is one that actually (at least tries to) adopts capitalism / free market / fiat currency / rejects the guild system / adopts compound interest?

I'm thinking that a few things would probably happen... first. The guilds in all the nearby city states would get REALLY MAD. Second, some young entrepreneurs would probably be like, "wow, we can get lots of free labor from that mherobump tribe over there... hmmmm. Maybe we should push to get some of the dorwaying laws changed to excempt some of the more useful species..." .... but beyond that I don't have an idea. What do you guys think?
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Clarification: Sleeth RuCo? [Sep. 3rd, 2009|02:44 am]
World Tree

mharreff
I'm a little confused as to how extensive Sleeth innate Ruloc Corpador extends. The template on pp 132-133 only mentions the free cplx-5, P=5 sponts. However, it also refers to the Intuitive Magic advantage, which grants +10 to complexity limits and power, and a +10 bonus to complexity rolls and power of sponts, for magic involving that combination.

At first I thought that the reference to the advantage was for the details on the free spellcasts(the Sleeth are scary enough as it is), but I just now noticed something buried in one of the anecdotes(p 65):

" ... Also I study Ruloc and learn spells for paralysis and levitation, which are better for a Sleeth than for other people."

This would seem to suggest that they do, in fact, get the full benefit of intuitive magic. Which means that any Sleeth who doesn't have a Memory penalty can learn a number of interesting spells(Wallwalk, Dexterous Glove, I Really Didn't Fall, Levitate Others...), and it doesn't take all that much training to be able to pull off Lift the Dangling Puppy.

Now that... is scary.
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[OOC] Spell design: Splintering Arrow [Sep. 1st, 2009|06:44 am]
World Tree

mharreff
This one is for archers - giving them something that turns the point injuries of an arrow into nastier damage. Inspired by The Infinite Grenade, but not so nasty or complex.

This spell probably comes in two variants - one for wood, one for bone.

Tentative details follow...Collapse )

I'm still uncertain about some details. Complexity is the most obvious one. The magical effect is not nearly so intricate as that of The Infinite Grenade, and the spell also strikes only a single target, but it still does need to weave Creoc and Destroc together in a fairly clever way. 15 should, I think, definitely be enough, but might 10 be possible?

Also: Perhaps the spell can, if not cast with Ruloc, instead be cast with Sustenoc, so that the arrow lasts P/5 minutes? Perhaps a one-quantum-lower-complexity version, DeNn, could instead be cast on a normal arrow, such that, if it is shot within P/5 actions, it gets shredded in like fashion?
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[OOC] On Zi Ri genealogies [Aug. 6th, 2009|07:00 pm]
World Tree

mharreff
Has anyone ever established Llezcaryg's family tree or anything to do with it? Born so early(for the Zi Ri, who were in no hurry to reproduce in the first days), it seems likely zie's one of the first born Zi Ri, if not THE first. Zie's known to have had other-species lovers, but is there any reason why zie might not have descendants?

Also: Would Zi Ri have a great issue with cousins mating? I have a possible genealogy for my own Zi Ri fire mage that would put the same first-created Zi Ri as both zir grandparent(through one side), and zir great-grandparent(by way of Llezcaryg).
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[OOC] Attracting Divine Favor [Aug. 5th, 2009|01:37 pm]
World Tree

mharreff
sythyry covered some details of two consecrations(Iraz Varuun and Accanax) here. Zie also mentioned some things about favoured focus items and other such elements, here.

I find myself wanting to compile a general notion of the sorts of things the gods tend to like.

I'll try to tabulate this as it gets more in-depth, but for now...

A collection of known elements for performing enchantments...Collapse )
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Possible World Tree Advantage Experience Packages [May. 14th, 2009|10:47 am]
World Tree

ziabandito555
Hey everyone. i'm trying to home brew some experience advantages for an up coming games. I'd love some thoughts on these:

Tree Mage Experience (+3) You've spent four years working in one of the most common and respected professions. Tree Mages are those who specialize in magic dealing with plants and materials made out of plants and working with such materials. They are called upon for a wide variety of jobs. You've learned Cley Base (20 Exp.), Spellbinding (5 Exp.), Herbador [noun for plants] (25 Exp.), Creoc (10 Exp.), Mutoc (15 Exp.), Ruloc (10 Exp.), Healoc (15 Exp.) and Destroc (5 Exp.) Woodworking (30 Exp.), Natural Science (5xd6 exp.), Bargain (5xd3 exp.), Meditation (5xd3 exp.), Etiquette (5xd3 exp.), Wilds Survival (15 exp.), and Pole & Staff (5xd3 exp.) You have acquired two (or three if you are a Tree Mage's Guild member) Herbador Spells of complexity 25 or below (but only ones that you could cast). The Tree Mages are one of the largest and most diverse guilds in civilization. Faking membership or using signature guild spells (Complexity 25 and higher) will garner anger and resentment from a civilization spanning organization. A member of the guild can usually find a fellow member who might be able to help in any part of civilization. Such allies will most likely not break the law or commit treason knowingly.

Merkuldum's Purifier Experience (+3) The common name for those professionals dealing with water and magic in water. You've spent four years working for a city, town or village tending the water supply and water resources. Most often Water guild members, if there is a guild in your area, have contracts with the municipality though you can be a freelance worker (a plumper essentially). Part irrigation expert, water management and sewage worker you've learned Cley Base (20 Exp.), Spellbinding (15 Exp.), Aquador (30 Exp.), Healoc (20 Exp.), Mutoc (5 Exp.), Creoc (5 Exp.), Destroc (10 Exp.), Ruloc [very useful for moving liquids through pipes or uphill] (15 Exp.), Swimming (20 Exp.), Natural Science (5xd6 exp.), Bargain (5xd3 exp.). You have acquired two (or three if you are a Guild member) Aquador Spells of complexity 25 or below (but only ones that you could cast). While the those working in water are not always guild members faking membership or using signature guild spells (Complexity 25 and higher), will garner anger and resentment from those Guild members in your area.

Fire Tender Experience (+4) you've spent four years working as a fire tender. On a world made of wood, where most buildings are wood, fire is considered a very dangerous thing. Study of Pyrador can be discouraged in many places and fire mages can be worrisome to say the least. The fact that many fire wizards die young is a fact bandied about easily when it comes to Pyrador control issues. Still there is a use for those who can command flame. Especially in cities where Fire Tenders act as expensive high class firemen. Fire Tenders are expected to help defend a city or town if attacked as well becuase of the martial nature of their studies. Some firetenders are hired to weave spells to control temperatures in homes for very rich people. You've learned Cley Base (20 Exp.), Spellbinding (15 Exp.), Spellweaving (10 Exp.) Pyrador (25 Exp.), Mutoc (10 Exp.), Destroc (20 Exp.), Alertness (15 Exp.), Bargain (5xd6 exp.), Combat Stance (5xd10 exp.), Brawl (5xd6exp.) Climb (5xd3 exp.), Dodge (5xd3 exp.) Run (5xd3 exp.) and Medicine (5xd3 exp.) You have acquired three Pyrador Spells of complexity 25 or below (but only ones that you could cast). Most cities insist on guild membership to work in such a dangerous field. An untrained pyrador user with powerful fire spells can be very dangerous. Fire Tender Guilds are not world spanning (only cities and rich nations can afford their upkeep) instead they are highly balkanized and often set up slightly differently in organization from city to city. Most guilds insist that a member known the spell Fire Flower before joining for city militia purposes.

Illusionist Experience (+3) You've spent four years working in the field of entertainment. Illusidor, the noun of illusions and images, is not a noun that is treated with a great deal of respect. Yes a powerfully trained person can create very impressive illusions but most consider other nouns more utilitarian. Illusidor is studied by artists, entertainers, vagabonds, traveling salesmen, and more of the fringe when studied outside of more classical education circles. You've spent time in these artist circles and might have experience as a con artist or a salesmen. Some are the equivalent of photographers specializing in sustenoc and illusidor. You've learned Cley Base (20 Exp.), Illusidor (20 Exp.), Creoc (10 Exp.), Mutoc (10 Exp.), Destroc (10 Exp.), Sustenoc (10 Exp.), Guile(15 Exp.), Search (5xd3 exp.), Disguise (10 Exp.), Alertness (5xd6 exp.), Etiquette (5xd6 exp.), Bargain (5xd3 exp.), Empathy (15 exp.), Flirting (5xd3 exp.), Sneak (5xd3 exp.), slight of Hand (5xd3 exp.), Forgery (5 exp.), and Law (5xd3 exp.). You probably have one or two complexity 20 or lower Illusion spells. If their is a guild involving illusidor (far from certain) you might have higher level spells and access but only as a member. In some areas being member of such a guild will mark you as a flighty flake of a person.
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Looking for Game, Tournament and Demo Hosts for Anthrocon09! [Jan. 6th, 2009|09:34 am]
World Tree

swift_fox
[Please pardon the X-posting]

Hello Furry gamers and Happy New Year!

Do you enjoy running Table Top RPG's or boxed games? Are you an avid CCG Player experienced in or wanting to try to host a game or limited tournament? Perhaps you're an active LARP'er and would like to try your paw at hosting a one off LARP? Maybe you've got a crate full of mini's and want to set up the opportunity to play with others?

Are you attending Anthrocon this year?

Then I'm looking for YOU!

I'm Swift Fox and I'm heading up the Table-top Gaming Track for Anthrocon 2009. Anthrocon is the world's largest convention for those fascinated with anthropomorphics, which are humanlike animal characters. We are a collection of artists, animators, writers, costumers, puppeteers, and just everyday fans who enjoy cartoon animals and their kin. This Summer we will convene at the David L. Lawrence Convention Center in Pittsburgh, PA, from July 2-5, 2009 for workshops, panel discussions, an art exhibition and a dealer room, and much more! Our theme for 2009 is "OMG Aliens!"

Right now I'm looking for furs who want to share their talent, imagination and skills as game or
tournament hosts for their favorite table top role playing game, board game, CCG, miniatures game or LARP. Games need not be furry themed. We've had folks run "Paranoia," "Apples to Apples," "Settlers of Catan," "Magic; the Gathering," and even "Warhammer" at cons before. If you want to step up and host it, we'll give you the time you need and promote it by putting it on the schedule so others can see it.

If you are interested in hosting a game, tournament or demo at Anthrocon 2009; If you know someone who'd be perfect that I should contact; I encourage you to touch base with me at foxesden AT hotmail.com if you have questions, suggestions or just want to open a dialog with me.

Thank you for your time and consideration. I look forward to hearing from you.

Glen "Swift Fox" Rockhill
Table-top Gaming Track Head
Anthrocon 2009 "OMG Aliens!"
July 2-5 - Pittsburgh, PA
www.anthrocon.org
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Higher Order Materials [Jan. 2nd, 2009|04:30 am]
World Tree
ruscumag
[mood |quixoticquixotic]


   Since there haven’t been any answers over here, for today, it's some speculative World Tree Physics. Now, World Tree has a lot of detail, but - like every game - it's hard to say what's going to happen when experimentive player-characters start trying to pry open the pandora's box of unconsidered possibilities with their bare brains. Here is what they found in the box labeled "Higher Order Materials".

   Now: we know that there are the basic materials of the twelve nouns, all relatively (very relatively in the case of Durador) easy to manipulate with magic.

   One of those materials - Herbador - also has a higher manifestation or isomer; the wood and sap of the World Tree itself. World tree wood and sap is highly (add 20-50 complexity) resistant to magic, is invulnerable to ordinary levels of force (although there are broken branches, indicating that it is not truly invulnerable), and is extremely difficult to ignite but tends to burn almost indefinitely once so ignited (there is little information available on whether or not such flames can be extinguished normally; the information on it burning indefinitely is from an author’s comment).

   Indirect arguments - as to durability, resistance to heat, and so on - can be made to support the idea that the glass which makes up the Sun is a similar higher-order Durador material, but the world tree book itself makes no direct statement on the subject that I can recall offhand.

   One can create a basic wooden object with a Complexity-10 spell. Making it permanent will require Sustenoc, and probably around +10 complexity.

   Permanently converting one type of wood into another is probably around complexity 20 as well.

   Ergo, making a basic object of World Tree Wood, or turning a wooden object into World Tree Wood, should be around complexity-40 to -70. Turning the tissues of a living plant into the equivalent of World Tree Wood might be even harder - after all, killing it would rather miss the point - so we could tack on another 5-10 points worth of complexity.

   Interesting, if generally not too practical.

   However...

   There are still eleven nouns to consider - Airador, Aquador, Corpador, Durador, Illusidor, Locador, Magiador, Mentador, Pyrador, Spiridor, and Tempador. Do they also have "Higher" states or isomers? If they don’t, why not? If they do, what are they like, and what effects does incorporating them into things have?

   For the purposes of the last game, it was assumed that such Isomers existed, and that World Tree Prime bodies contained at least modest amounts of elements other than Corpador, Magiador, and Mentador - most notably Airador, Aquador, Illusidor, and Pyrador - on the grounds that Primes had to breath, drink, and remain warm (in addition to eating) to continue functioning. Moreover, it was assumed that some of those other elements were closely linked to various attributes. Ergo, here is one version of the possible effects of the higher elemental isomers. Has anyone any other ideas?

  • Airador: Enhanced Airador is flowing, always in motion, and never vitiated. A few breaths of Enhanced Airador will obviate the need to breathe for weeks or months - or support a fire similarly. If trapped inside something, it will remain a constant whirlwind of activity, more closely related to lightning than to ordinary air. Infused into a body, Airador is related to Strength and Consciousness or Perception: everyone knows that suffocation will render you weak and increasingly unable to move, just as it will render you less and less aware of the outside world. A creature infused with Enhanced Airador will gain substantial bonuses to Strength and Perception. They also tend to occasionally emit sparks and to make an Orren in a wild rush look calm, still, and collected. Without the countermeasure of Enhanced Aquador, the energy in them is almost impossible to contain.
  • Aquador: Enhanced Aquador is quiet and lazy, almost impossible to boil, and capable of absorbing vast amounts of other material - dissolving salt , sugar, and dirt by the pound, absorbing fire, and even absorbing magic, allowing the creation of "potions" or storing cley. Still, everyone knows that it’s aquador that keeps flesh flexible (just try bending a piece of dried meat). Creatures infused with Enhanced Aquador gain bonuses to their Dexterity, and become virtually immune to poison, but suffer minor penalties to their Agility and tend to become slow, stolid, and must draw twice for initiative and keep the worst card unless they are also infused with Enhanced Airador.
  • Corpador: Enhanced Corpador is tough, virtually incorruptible, extraordinarily nourishing, and terribly slow to digest. If you somehow manage to eat a meals worth, you should be good to go for the next year or two - although, like burning World Tree Wood, digested Enhanced Corpador yields normal remains. Creatures actually made of Enhanced Corpador gain greatly increased Stamina, innate armor, roughly double their vitality, and become stiff and slow - suffering minor penalties to their Dexterity and Agility.
  • Durador: Enhanced Durador is generally more of the same - even tougher, stronger, and more resistant to magic than Durador is normally. In fact, it tends to cleave through normal materials like they’re barely there - it’s so resistant to magic that the normal "matter" of the tree offers little or no resistance to it. Of course, that means that it’s almost impossible to make or work with, and practically impossible to hold onto unless it’s held by other enhanced materials.
  • Illusidor: Enhanced Illusidor does not loose detail with distance. A sign put up using Enhanced Illusidor will be no easier to locate from a hundred miles away - but once you look at the spot, you will be able to make out the details clearly. A similar sound from miles away would be very faint - but if you heard it at all, you would hear it with perfect clarity. The effect may or may not extend to people’s memories of such things however. Creatures with Enhanced Illusidor aspects always make an impression, their words and demeanor are unforgettable, and they gain substantial bonuses to Charisma.
  • Locador: As a rule, Locador is found around creatures, but isn’t directly associated with them - unless they happen to be powerful enough to carry around their own pocket-realities. Enhanced Locador is of a higher dimensionality, and can thus overlap numerous areas of mere three-dimensional space at once. Thus Enhanced Locador can be used to travel from place to place without the bother (and risks) of mystical gates and can even be used to allow creatures and objects to manifest in more than one place at the same time. Of course, this also allows things to come to you, and for you to be assaulted from various locations at the same time. Not only is this very dangerous, but without Enhanced Magiador it becomes extremely confusing.
  • Magiador: In the external world, Magiador seems to blend smoothly into the Higher Isomers; more powerful spells become more and more enduring, more effective, improved in various aspects, and harder to disrupt. Still, items infused with Enhanced Magiador become far easier to enchant, and will often demonstrate magical properties and functions when simply prepared in the proper fashions, similar to Formula Enchantments. Others will actually accumulate reserves of cley on their own, similar to a Glory. Creatures which have been infused with Enhanced Magiador gain a moderate bonus on all their magical skills, immunity to cley overcharge problems, and a fair power bonus on every magical effect they create. They may or may not be able to transcend some of the normal limitations of magic: there is some speculation that it would allow the user to act as a patron for lesser mages, granting them a certain amount of power in turn. Unfortunately, they will find it near-impossible to graft boxed spells made with normal Magiador and are similarly immune to most lesser magical effects - no matter how helpful.
  • Mentador: Enhanced Mentador is - of course - associated with things that think, although it also appears in devices that operate under programs, in which case they will be able to develop their own responses to new situations. In association with spells and devices it provides extraordinary flexibility and a limited amount of volition. In association with places, it carries memories, records emotions, and stores information, all powerfully enough to overwhelm lesser minds who experience them. Living creatures infused with Enhanced Mentador gain substantial bonuses to Memory and Wits. In addition, their thoughts are durable enough to survive unattended: they leave psychic impressions on objects, their drifting thoughts may inspire ideas and dreams in others, and their minds will survive after death, drifting around as programmed specters which exist to pass on their information.
  • Pyrador: Enhanced Pyrador will consume normal elements with terrible speed, easily ignite World Tree Wood and burn other enhanced elements normally, and is almost impossible to extinguish through normal means. Now, everyone knows that people who are chilled become stiff and clumsy, thinking and reacting slowly. Creatures infused with Enhanced Pyrador gain substantial bonuses to Agility, and become resistant to extremes of temperature, but also tend to need enormous amounts of food.
  • Spiridor: While creatures infused with Enhanced Spiridor gain substantial bonuses to Faith and Will, the most impressive effect is that their spirits do not need to be anchored in a body of some other element. If you kill their material body, they may continue to hold their nonphysical aspects together as free spirits - thinking, recalling old memories, casting spells, wandering about, and otherwise making a nuisance of themselves. Unfortunately, without Enhanced Mentador to provide discipline, the emotions of creatures with Enhanced Spiridor tend to run amuck.
  • Tempador: Enhanced Tempador broadens the normally one-dimensional stream of time. Things that exist in this state experience multiple realities, and the results of those realities, simultaneously, and may decide which ones to make real. They have the privilege of existing in many ways outside of normal time - able to survive or evade most attacks by simply selecting a reality in which no injury resulted, able to act with incredible speed by simply choosing those lines of time in which they act when desired, and so on. Certain powerful divine artifacts - those indestructible things at the center of incredible strings of coincidences which seem to manipulate the fates of all who come in contact with them and appear and vanish seemingly of their own wills - exist in this state. Living creatures which attempt to exist in this state invariably either reflexively select a state in which they never made such an attempt or go utterly mad if they aren’t also infused with Enhanced Mentador and Enhanced Spiridor at the time. Even then, it will usually require eons by normal reckoning before they can effectively pull together the facets of their new minds to act effectively in this state.

   Unfortunately, effective experimentation with the higher isomers requires extraordinary magical skills and powers - to the point where, if you can play with this sort of thing, you’ll find that your vast powers just became slightly more vast. Ah well.

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Happy Holidays! [Dec. 24th, 2008|03:52 am]
World Tree
ruscumag
   Well, Merry Christmas to all, and to all a good game... Since the holidays (regardless of which winter solstice holiday you prefer) may give me time to rummage through more of the old files, and possibly get set up for the next game, is there anything anyone here would like? Characters? Spells? Speculative World Tree Physics?
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