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Messages - Heathen

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1
Mage: The Ascension / Re: Casting Magick, Step By Step
« on: March 31, 2020, 05:57:19 PM »
Reserved.

2
Mage: The Ascension / Casting Magick, Step By Step
« on: March 31, 2020, 05:55:35 PM »
The Effect of What You're Doing
As mentioned earlier, every magickal act is referred to, in game terms, as an Effect. Generally, Effects get described in terms of the Spheres you use to perform that Effect. Looking for flaws with Entropy? That's an Entropy 1 Effect. Changing your hair from brown to blue? That's a Life 2 Effect if you're using Spheres instead of hair dye. Firing a hypertech pulse-cannon? That's an Effect using Forces 3 (to create the destructive element) + Prime 2 (to provide the energy that creates that element). Whatever a mage does with Arete and the Spheres has an effect upon the local reality. And so, when you're figuring out what you want to do, you're deciding upon the Effect you wish to create.

Game Terms vs. Character Terms
As a roleplaying note, please remember that characters NEVER call what they're doing %u201CEffects.%u201D A witch will cast a spell, a Black Suit will activate a Procedure, a scientist will pull a lever or punch a command into her keyboard, but you won't hear any of them proclaiming %u201CLO, I EMPLOY MY ARETE TO CAST A FORCES 3 EFFECT ON YOU!%u201D That's game talk, not character talk.

Spheres: The Foundation of Each Effect
Practically speaking, a Sphere determines what your character can do. In a broader sense, the Spheres reflect your character's knowledge about the metaphysical forces he employs. When you're determining what you can do and how you can do it, the Spheres provide the foundation of your abilities. To command fire, for example, you need to have the Forces Sphere. The various Spheres and their capabilities can be found in the previous section.

How Many Effects Can I Use at Once?
A mage can cast only one Effect per turn, even if she's using Time 3 magick to speed up her activities. She may, however, keep any number of Effects running at a time, although it becomes more and more difficult for her to do so. Game-wise, you add +1 to your difficulty for every two Effects you have running at one time %u2013 that is, +1 difficulty for two Effects, +2 for four Effects, +3 for six Effects, and so on. And by %u201Crunning,%u201D we mean an Effect that demands ongoing concentration - a summoning, a force field, weather control, and so on.

As an overall note, an Effect that has a Time-based trigger, one which has been locked into another Pattern, or one that has been cast but whose duration has not yet expired, does not count toward that total. If Lee Ann enchants a guy, and if %u2013 thanks to the number of successes rolled %u2013 that enchantment lasts for a week after they part company, then Lee Ann does not have to concentrate on the Effect in order to keep it going.
If she wishes to extend the Effect beyond its original duration, however, then it counts against the number of Effects that character can employ at the same time.

Instant Effects and Rituals
Many Effects take place instantly; if you throw a lightning bolt, for example, that Effect is over once the bolt hits its target. Rituals, on the other hand, demand intense concentration. No more than two Effects can be used at once during the casting of a ritual

Rotes, Procedures, and Other Prepared Effects
Mages like to be prepared. Thus, although freeform realitycrafting is any mage's prerogative, many characters employ previously prepared Effects %u2013 rotes, spells, Procedures, Adjustments, and so forth %u2013 as part of their mystic or technological bag of tricks. For simplicity's sake, we'll just call such Effects %u201Crotes%u201D
for now. Certainly, no good Technocrat would be Deviant enough to use words like %u201Cspell%u201D or %u201Cmagick%u201D to refer to what he does, but the various terms all mean the same thing as far as game systems are concerned.

Knowing and Learning Rotes
Rules-wise, a rote is simply an Effect that your character has used before or learned from someone else. Some groups teach rotes as part of basic training, whereas others pass them along to their close friends, apprentices, and so on. Beyond the story-based opportunities to learn such tricks, there's nothing special about a rote. You do not need to spend points to learn one, nor are you limited to a certain number
of rotes. If your group wants to reflect the process of learning rotes from some other character or source, simply roll your character's Intelligence + either Esoterica (for mystic techniques) or Science (for technomagickal rotes), with a difficulty based upon the highest Sphere in that rote + 5. Learning a Rank 1 rote would be difficulty 6, and a Rank 5 rote would be difficulty 10.

If you want to have characters discover rotes through research or mystic/ technological tomes, use a Perception + Research roll with the same difficulties given above. This way, a hidden library or forbidden codex can present new and interesting opportunities for a sharp-witted character. Naturally, the mage must share a focus with the rote in question before he can use it to his benefit. A Man in Black isn't going
to get far with a voodoo curse unless he adjusts his thinking to accommodate such Deviant ideas! A character who wants to adopt a rote from a different practice or paradigm would be casting that Effect at +2 difficulty, as if he were working with unfamiliar tools%u2026 which is, of course, exactly what he's doing.

Step Two: Ability
Once you've gone through Step One, you know what your mage is planning to do and what he'll use in order to get the job done. The first question in Step Two is simple: Can he do it, given the things he knows and the things he employs? To get your answer, check your character's focus and its associated Traits to see whether or not he has what it takes to accomplish what you've set out to do. The question of
Spheres is easy enough; if you've got the appropriate Rank in the appropriate Spheres, then in game terms, yes %u2013 your character can do it.

Focus: How Your Character Does It
The second part is a bit trickier: Does your mage BELIEVE that he can do such things? Sure, maybe you've got Forces 3 and Prime 2 on your character sheet. A Black Suit can't just snap her fingers and make fireballs appear, however. Such feats don't fit her focus %u2013 they violate her beliefs. She can't conjure fire using someone else's focus, either; if you gave her a rune-carved staff, she'd try to hit someone with it, not summon a firestorm. That sort of nonsense is Reality Deviance, and so %u2013 Spheres be damned %u2013 the Black Suit could no more conjure fire with a staff than she could fart unicorns and shoot them into space. So that's where roleplaying comes in.

Belief, Practice, and Tools
In Mage's previous iterations, Focus referred to the tools that a mage used to cast her Effects. Now, however, we've expanded that term to encompass the beliefs (or paradigm) that a mage accepts as the source of her power; the practice she uses in order to direct her beliefs toward intentions; and the tools that she uses in the course of that practice. Previous chapters have shown how those three factors depend upon the background of each individual mage. The Focus and the Arts section later in this chapter explores the many different options your character could use. For right now, simply remember this: when you cast an Effect, your character's FOCUS determines what she does. And that focus depends upon the character herself.

As detailed in Chapters One, Two, and Six, mages focus their Effects through a combination of paradigm, practice, and tools. Step Two involves thinking from your mage's perspective - ignoring the dots on your character sheet in favor of whether or not your character would believe in what you have in mind.

If the answer is No, as with the Black Suit mentioned above, then think of another way to make things happen. Okay, the rune-carved staff won't work%u2026 but a lighter and some hairspray would! In the story, the agent rushes to the bathroom cabinet, grabs the Aqua Net, pulls a lighter out of her pocket, and there you go. Now your Black Suit can conjure a fireball with a Forces 3/ Prime 2 Effect, using the lighter and the spray can as a focus instrument.

This is a Fragment from Mage The Ascension, 20th Anniversary Edition.

3
STEP 1: Download `Grand Theft Auto San Andreas` from (www.finalnights-rp.com > DOWNLOAD GTA:SA)

STEP 2: Extract the compressed folder.

STEP 3: Download `San Andreas Multi-Player` from (www.finalnights-rp.com > DOWNLOAD SAMP); run the installation in the previously extracted folder. This application file is certified by www.sa-mp.com and www.finalnights-rp.com to be clear from all viruses. If you wish to make sure, feel free to run a virus scan before downloading.

STEP 4: Run samp.exe that has been installed in the GTA SA folder.

STEP 5: Press the check green symbol that is on the top left of the window.

STEP 6: Copy the IP (185.203.119.198) and paste it in the field. Press enter.

STEP 7: Now you will see the server has been added to favorites. You can double click on the server and press connect to play the server!

4
Server Rules / Server General Rules
« on: March 19, 2020, 01:37:41 PM »
Common Courtesy
Be mindful of others and think before you write. There is absolutely no need to be hurtful or aggressive on this platform. At the end of the day we are here to enjoy our time and create a memorable experience.

Metagaming
Using Out Of Character information In Character (metagaming) is not allowed. Inciting someone to metagame is also against the rules. This includes emoting information that other people have no reason to currently know — your /me's and /do's should not state what others cannot see, hear, touch, smell or taste.

IC Communication on 3rd-party Platforms
Using VoIP programs such as Teamspeak, Skype and Ventrilo to communicate IC whilst in-game is strictly forbidden.

Powergaming
Powergaming can be defined as performing acts that are not humanlike; forcing roleplay on others without giving them a fair chance; making up things which did not happen so that you can benefit; roleplaying things which are not possible script-wise so that you can gain an unfair advantage.

Exploitation of SA-MP physics
SA-MP physics and movements in-game are hardcoded and cannot be changed via scripting so the following is forbidden to avoid non-roleplay situations:

Code: [Select]
Bunnyhopping — jumping repeatedly to move around quicker.
Olympic swimming — continuously swimming without roleplaying that you are exhausted.
Hopping/Tapping on bikes/motorcycles — hopping about continuously or tapping W to go faster.
Chicken-running — running around in a zig-zag motion to avoid being hit by bullets.
Ninja-jacking — pulling players out of their vehicles with no roleplay.
Vehicle surfing — being on top of a vehicle to ride it, instead of being inside of it. This includes pretending someone is in the trunk of your car while they are actually on the roof. If you wish to kidnap someone and roleplay them as being in the trunk, they will have to occupy a script-wise seat.
Drive-bying as the driver with an SMG — shooting others from the driver seat of the vehicle.
Drive-bying without a driver — shooting others from a car with no driver in the car.
Tackle — abusing the /tackle command to force a player into an animation


Third Party Modifications
Third party modifications that give you an unfair advantage over other players are not allowed. Think before you install programs or mods, because if we find out that you are using something you should not, you will be banned permanently. If you think or know someone is cheating, it is your obligation to report them.

Deathmatching
Killing another person without a sufficient roleplay reason (deathmatching) is not allowed. Unnecessary provoking falls under this rule as well. Terrorism is strictly forbidden unless done with admin permission.

This also includes revenge killing — when you respawn after being executed and then kill (or at least attempt to) the person who has just murdered you. Your In Character memory is wiped off everything that led up to your death when you are killed, so you should forget about your attacker.

Repulsive Roleplay
You need OOC permission from all parties involved to perform the following on the server:\
Code: [Select]
Rape
Cannibalism
Pedophilia
Bestiality
Necrophilia
Dismemberment

If prior OOC permission is given by all parties involved, the roleplay must happen away from the public, where it will not potentially be interrupted. Subjecting others to see repulsive roleplay falls under this rule.

Destroying Property
You are required to have an advisor's approval and supervision to burn/destroy a house or business. You can ask for such a permission through (/assistme), but make sure you have a sufficient IC reason behind your plans.

Code: [Select]
Credits (for the structure): DamianC

5
Changelog / 9th March
« on: March 09, 2020, 01:23:15 PM »
* Server-Related Update(s):
- (/rplogs; /me and /rpf) no longer cut short when the message is too long.
- (/rplogs) now has `Next` button in the newly opened pages.
- The `Downgrade Background` option has been implemented.
- `General Faction` and `Faction` command trees have been added to (/help).

* Werewolf-Related Update(s):
- Activation of Gifts no longer requires a crouch.
- `Werewolf Advisors` are now capable of editing the `Rank` trait without the confirmation of Chief Advisor.
- - Characters with `Fair Glabro` Merit are no longer affected by the Manipulation and Appearance penalties.
- (/howl) now registers in (/rplogs).

* Demon-Related Update(s):
- Apocalyptic Form (/shapeshift) has been implemented. Your apocalyptic form persists even after disconnection, meaning losing connection to the game server won't automatically shapeshift you back to your mortal form - the only way for you to be shifted back is by typing the command again.
- Having the `Wings` form capability power will grant you the ability to fly scriptly when your apocalyptic form is assumed.

6
Inside Los Santos / Re: Shiny Stars
« on: February 28, 2020, 07:09:05 AM »
(y)

7
Factions / Re: The Los Angeles Circle
« on: February 13, 2020, 08:46:03 AM »
Interesting

8
Changelog / 7th January
« on: January 07, 2020, 02:40:13 PM »
• General Update:
- (/rplog) has been renamed to (/showlog) for simplicity's sake.
- Pressing `Close` on (/showlogs) loads a new page has been fixed.
- Consuming a Food or Drink when you have `99` will bug out your ability to consume more has been fixed.
• Demon Related Update:
- Virtue Experience Cost has been fixed.
- `Demon Advisors` are now capable of adding/removing/upgrading Lores outside character creation.
- New Lore freebie cost has been fixed.
- `Wings (4pt. Low Torment)` has been added to the database. This can be equally purchased as a three-point revelatory power as High Torment. Normal rules apply.
- Temporary Torment now displays in ten empty dots, rather than five.
- Experience Cost of new Lore has been fixed.
- Advisors are now capable of awarding demon characters temporary Faith points for roleplay circumstances.

9
Changelog / 3rd January
« on: January 03, 2020, 01:48:37 PM »
• New Year Patch (NEW SPLAT INTRODUCED)
- A new splat have been introduced in the game server, `Demon: The Fallen`, it is now possible to roleplay a `Fallen` in Final Nights Roleplay. The supernatural race is not restricted in any shape or form - you can roleplay the splat as it should or would be.
  All the Merits and Flaws from `DtF Player's Guide` (more than 200!) has been extracted and imported into the database. Character creation is identical to that of the book: Demon the Fallen. We wish you a pleasant roleplay experience as a Demon!
  You will be able to build your custom Apocalyptic Form as per the `Demon: The Fallen Player's Guide` rules with over `120` Apocalyptic Form Capabilities have been imported in the database.
- Character Creation messages have been minimized to avoid chatbox spam.

10
Demon: The Fallen / Building a Demon (Nature of the Beast)
« on: December 30, 2019, 03:14:20 PM »
BUILDING A DEMON
When building your demon’s revelatory form, consider the character first. What sort of angel was she? Why did she join the rebellion? What was her role in the War of Wrath? An angel of the sea who spent much of the war spying on the enemy from rivers and streams might assume a sinuous, iridescent form that confuses the eye. An angel of the wild who pursued her foes across the world’s newborn savannas might be lean and long-limbed, able to run without tiring and possessed of supernal physical senses.

With the fallen, form definitely follows function. Once you’ve decided what kind of capabilities the character’s apocalyptic form should incorporate, take a look at the three basic visages manifested by her House’s lore paths. If any of those visages is exactly what you’d pictured, your work is finished. If, however, you envision something different for your character, feel free to use the system presented here to build an apocalyptic form based on the character’s House and primary lore.

SYSTEMS
A player begins with 16 “form points” with which to build an apocalyptic form. Each capability has a point value ranging from one to four. These lists include “common” form powers (available to demons of any House) and more specialized powers listed by House. The player must purchase eight revelatory capabilities (four normal and four high-Torment) for the character, thus establishing the character’s beginning revelatory form abilities.

Note: These “form points” do not transfer into freebie points; a player cannot choose to spend 10 form points building his character’s revelatory form and then spend the other six to buy additional Attributes or Abilities. By the same token, a player cannot use freebie points to buy additional or more expensive form characteristics for his demon’s apocalyptic form. A starting character’s revelatory form is still based on her primary lore to some degree, so it must have at least one of the basic template’s special abilities as described in Chapter Seven of the Demon rulebook.

This one special ability can come either from the normal or high-Torment abilities of the visage. Additionally, the Houses each have their own capabilities that come more naturally than others. Devils, for example, excel at inspiring (and terrifying) others, but they possess limited ability to change their own bodies, whereas Devourers almost universally manifest aspects of the natural world in their revelatory form. In addition to a list of “common” form abilities, each House has its own list of specialized abilities.

A player who wishes to purchase a form capability from a different House list pays one more point than the listed cost. For example, if a player wanted to give her Devil character the Scourge’s Aura of Vitality, she would have to spend five form points to do so instead of four, as the ability is not available on the Devil House list or the common ability list. The Storyteller is the final arbiter on whether a character may choose a form ability that is not normally available to a character’s House or on the common powers list.

11
Changelog / 27th December
« on: December 27, 2019, 10:22:33 AM »
- Server cache drastically changed due to importations of vast new models for Werewolf and Bird models. All credits for the following models go to `Blizzard Entertainment` for models obtainment from `World of Warcraft`. FN-RP does not claim to be the creator of the models nor the owner of them. *All rights reserved*.
  All Werewolves will be prompted a Form Selection dialog upon their attempt of (/shapeshift) after this restart. Please select your forms accordingly and we hope you will be satisfied with the results.
- `Shape of the Beast` Flight Form has been added in as part of the new cache, bird models are now available. Upon selection of your Flight Form, you will select the aerial model once; however for players with Totemic Change you can select any model every time you shift.
- Wild Wolf optimizations and change in appearance.
- General server optimization; server will now run much smoother.
- Mowing job cooldown has been fixed.
- Roleplay features optimization and improved flexibility.
- `Fair Glabro` Merit has been scripted in.

12
Server Guidance / Clarification of Accounts Linking
« on: December 22, 2019, 03:21:07 PM »
Clarification of accounts linking:
The main account stays independent, its your alternate accounts that are linked to your main account.
For example: I have Account 1, Account 2 and Account 3
Account 1 is my main (Account with the highest RPL)
I log into Account 2 and do /link Account_1 Account_1Password
I log into Account 3 and do /link Account_1 Account_1Password
Finished!

13
Changelog / Re: 22nd of December
« on: December 22, 2019, 03:20:35 PM »
Clarification of accounts linking:
The main account stays independent, its your alternate accounts that are linked to your main account.
For example: I have Account 1, Account 2 and Account 3
Account 1 is my main (Account with the highest RPL)
I log into Account 2 and do /link Account_1 Account_1Password
I log into Account 3 and do /link Account_1 Account_1Password
Finished!

14
Changelog / 22nd of December
« on: December 22, 2019, 03:06:11 PM »
General Updates:
- Advisors can only preview the character sheet of the race they are advising from now on, this is a precaution in order to minimize potential chances of metagame.
- Roleplay Level Synchronization has been scripted; it is now possible to link all of your alternate accounts into your main account and keep your Roleplay Points and Roleplay Level up to date.
  Please note that you should specify a main account (the account with the highest Roleplay Level) and link all of your alternate accounts to it, not the other way around. For example, John_Doe is my main account and I want to link my alternate accounts
  David_Bob, James_Johes, Patrick_Moon; therefore, I will link the three specified alternate accounts to `John_Doe` and not the other way around.As this system is still in its beta phase, please let us know of any glitches and remember
  to take a screenshot of your (/stats) before linking incase of the need of refund which hopefully won't be the case.
- If linked Main Account will be displayed in (/stats).
- (/premiumtag) now persists after disconnection.
• Character Sheet Update:
- A new character sheet feature has been added: crouching while clicking on a usable trait will activate/use as follows:
- Clicking on Quintessence while crouching will spend a point of Quintessence accordingly.
- Clicking on Willpower while crouching will spend a point of Willpower accordingly.
- Clicking on Rage while crouching will spend a point of Rage accordingly.
- Clicking on Gnosis while crouching will spend a point of Gnosis accordingly.
- Clicking on Conviction while crouching will spend a point of Conviction accordingly.
- Clicking on Blood Pool while crouching will spend a blood point accordingly.
- Clicking on a Gift while crouching will activate it accordingly.

15
Introductions & Departures / Re: ticky ticky has the clique
« on: December 22, 2019, 01:19:17 PM »
WElcome.

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