cdi
world class sprinkler
I would like to run a game with a much lighter tone than is typical.
One centered around some of the sillier aspects of the setting.
One featuring Bureau-bums working for the Most Excellent Designers of Destiny and Sidereal Conjunctions. You have an office, a good job, reality warping kung-fu, and are on an eternal quest to obtain more office supplies.
Yes, there will be excursions dealing with Cthuloid pixie elves, Solars run amok, unbound Demons, rampaging Lunars, and all the other threats to the Fate you and your colleagues planned during the weekly Mercuryday morning meeting.
A meeting, incidentally, where the Five-Score Fellowship regularly thinks up the best plan ever!
Preliminary chargen and houserules:
- This is a Sidereals game. You may play a Sidereal.
- Custom charms require the approval of all Five Maidens. They are busy playing the Celestial PS3 and can not be disturbed.
- Autochton and Gaia will review any custom artifact or equipment requests. They are very picky.
- b0rked Sidereal charms will remain b0rked. That's part of their charm.
- No Sidereal Martial Arts and Crafts Charms at chargen. After chargen SMA styles will be approved or rejected on a style-by-style basis. All approved SMA styles will then be modified to repair mechanics issues.
- This game will be very broad in scope. As such, you should probably start with no more than four charms in any one ability or six charms in any two abilities. This is a suggestion, not a hard-and fast rule.
EDIT: In case it's not clear, you start with the usual 12 charms and use standard Sidereal chargen.
-cdi
One centered around some of the sillier aspects of the setting.
One featuring Bureau-bums working for the Most Excellent Designers of Destiny and Sidereal Conjunctions. You have an office, a good job, reality warping kung-fu, and are on an eternal quest to obtain more office supplies.
Yes, there will be excursions dealing with Cthuloid pixie elves, Solars run amok, unbound Demons, rampaging Lunars, and all the other threats to the Fate you and your colleagues planned during the weekly Mercuryday morning meeting.
A meeting, incidentally, where the Five-Score Fellowship regularly thinks up the best plan ever!
Preliminary chargen and houserules:
- This is a Sidereals game. You may play a Sidereal.
- Custom charms require the approval of all Five Maidens. They are busy playing the Celestial PS3 and can not be disturbed.
- Autochton and Gaia will review any custom artifact or equipment requests. They are very picky.
- b0rked Sidereal charms will remain b0rked. That's part of their charm.
- No Sidereal Martial Arts and Crafts Charms at chargen. After chargen SMA styles will be approved or rejected on a style-by-style basis. All approved SMA styles will then be modified to repair mechanics issues.
- This game will be very broad in scope. As such, you should probably start with no more than four charms in any one ability or six charms in any two abilities. This is a suggestion, not a hard-and fast rule.
EDIT: In case it's not clear, you start with the usual 12 charms and use standard Sidereal chargen.
-cdi